Variant Rules: A

6 variant rules, from Aftermath Feats to Automatic Bonus Progression.

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Aftermath Feats · Alternative Ability Boosts · Alternative Scores · Ancestry Paragon · Apocryphal Domain Spells · Automatic Bonus Progression

Aftermath Feats

Aftermath feats, which are always rare, represent new powers causes by dangerous encounters with the weird and deadly. The prerequisite of an aftermath feat can be met only at a dramatic moment in your story—slitting the throat of a drowsy drake in a random encounter likely won't awaken any latent abilities, but defeating a mighty dragon at the end of a long, heroic journey just might. A fool who runs around dousing themself in the blood of every dragon they slay is more likely to contract some sort of disease than manifest a new power.

Every aftermath feat is a class feat but can be taken by a character of any class, provided the character has gone through the unlikely ordeal that unlocks it. The feat gains the appropriate trait for the class of the character who selected it. If an appropriate story event occurs that fits the prerequisites of an aftermath feat of your level or lower, the GM might permit you to immediately retrain a class feat into the appropriate aftermath feat. An aftermath feat isn't something you can typically remove once you have one, so you can't retrain it in the normal manner. The GM might determine a specific quest or other procedure you could use to remove the aftermath feat.

Dark Archive, page 55.

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Alternative Ability Boosts

The ability boosts and flaws listed in each ancestry represent general trends or help guide players to create the kinds of characters from that ancestry most likely to pursue the life of an adventurer. However, ancestries aren't a monolith. You always have the option to replace your ancestry's listed ability boosts and ability flaws entirely and instead select two free ability boosts when creating your character.

Core Rulebook, page 26.

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Alternative Scores

The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other.

Make the following changes.

  • Strength does everything that both Strength and Constitution do in the Core Rulebook, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, Athletics, Hit Points, Fortitude saves, and so on.
  • Dexterity splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with finesse attacks (if better than Strength), and Thievery checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, Acrobatics checks, and Stealth checks.
  • Charisma applies to Will saves instead of Wisdom.
  • Wisdom is otherwise unchanged.
  • Intelligence is unchanged.

You'll need a small number of gameplay tweaks. Anklets of alacrity become an Agility apex item, both the belt of giant strength and belt of regeneration become Strength apex items, and so on. The rogue's thief racket is obsolete, so you might allow rogues to choose a different racket but still gain Thievery. For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with you group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary.

Gamemastery Guide, page 183.

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Ancestry Paragon

Most characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that it's of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant.

Building an Ancestry Paragon Character

When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats.

Playing with Ancestry Paragon Characters

Ancestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. It's unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes.

Gamemastery Guide, page 194.

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Apocryphal Domain Spells

The GM might allow a character who comes from a strange sect or worships an underground aspect of a deity to select an apocryphal domain spell in place of the standard initial or advanced spell for that domain. These characters are typically clerics with Domain Initiate but can include other characters with domain spells, like champions with Deity's Domain or oracles with Domain Acumen.

Domain
Initial Spell
Advanced Spell
Air
—
Wind whispers
Ambition
Hollow heart
—
Confidence
—
Shaken confidence
Darkness
—
Isolation
Death
—
Euphoric renewal
Fate
String of fate
—
Fire
Cinder gaze
—
Indulgence
Frenzied revelry
—
Knowledge
—
Wordsmith
Might
Victory cry
—
Secrecy
—
Weaponize secret
Travel
—
Inevitable destination
Water
—
Purifying veil

Dark Archive, page 142.

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Automatic Bonus Progression

This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus—potency—to reflect a character's innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.

Special Class Features

Every character automatically gains the class features on Table 4–11: Automatic Bonus Progression.

TABLE 4-11: Automatic Bonus Progression
Level
Benefits
1
–
2
Attack potency +1
3
Skill potency (one at +1)
4
Devastating attacks (two dice)
5
Defense potency +1
6
Skill potency (two at +1 each)
7
Perception potency +1
8
Saving throw potency +1
9
Skill potency (one at +2, one at +1)
10
Attack potency +2
11
Defense potency +2
12
Devastating attacks (three dice)
13
Perception potency +2; skill potency (two at +2, one at +1)
14
Saving throw potency +2
15
Skill potency (three at +2 each, one at +1)
16
Attack potency +3
17
Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)
18
Defense potency +3
19
Devastating attacks (four dice), Perception potency +3
20
Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)

Attack Potency2nd

Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level.

Skill Potency3rd

At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time.

Devastating Attacks4th

At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.

Defense Potency5th

At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3.

Perception Potency7th

At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19.

Saving Throw Potency8th

At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.

Ability Apex17th

At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score).

Adjusting Items and Treasure

With this variant, you can ignore as much of Table 10–9: Party Treasure by Level on page 509 of the Core Rulebook as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.

Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on Table 10–9 of the Core Rulebook.

If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or holy. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses.

Gamemastery Guide, page 196.

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