House rules & Homebrew
House Rules
- Hero Points - Hero Points will not be given daily in this game, much like inspiration in 5e they will be awarded for Heroic deeds, great RP, or other thigns beyond normal expectations. Hero points can do the following:
- Re-roll a die
- Move your dying level down by 1
- Add an action to your turn
- Allow a second reaction
- These will not expire daily but you have a maximum of 2 !
- Aid Action - Aid action does not have a flat DC but scales with player level and most importantly how you decide to aid in the moment
- Talismans are once/day instead of consumed on use
House Rules Under Playtest
- Ranged combatants now benefit from having a melee flanking partner
- Alchemist Changes (ahead of remaster) : HERE
Homebrew
- Star-marking Seba-Ta: Star Marking: This is the campaign "macguffin" it basically is a core theme of the campaign that much of the story will revolve around.
Alternitive Systems (Official Alt Rules)
Note: FoundryVTT Manages all of this for you, and each of these with the exception of Automatic Bonus progression & Gradual Ability Boosts are optional.
- Gradual Ability Boosts: In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels.
- Ancestry Paragon: 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.
- Free Archetype: The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats.
- 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.