Variant Rules

While the rules presented in Player Core and the rest of this book are designed to give you and your group a baseline experience that's easy to learn and fun to play, sometimes you're looking for more customizable options. That's where variant rules come in: options to alter the game's rules to fit your needs. This section adds a collection of variant rules to your toolbox, often with additional options for how to use them.

The variant rules in this chapter include the following.
  • Automatic Bonus Progression presents a variant for playing the game without relying on runes
  • and upgrades.
  • Free Archetype presents a method of character generation that adds an archetype to a character's advancement without requiring them to spend their standard class feats.
  • Level 0 Characters can play through the characters' adventures before they have character classes.
  • Proficiency without Level changes the math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman.

Choosing Variant Rules

If you're not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if they're causing unexpected side effects or not working as you intended. When you're playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations, which is important for making sure there's a feeling of fairness among your players.

If your group is playing a game with themes that call for it, you might wind up combining multiple variant rules together, possibly applying several options at the same time. For instance, in a gritty, hard science fiction or survival-horror game, you might start the PCs as 0-level characters and alter the proficiency bonus progression to remove level at the same time. In general, the variant options in this chapter are sufficiently self-contained, with explanations of how they change the game, that you should be able to combine them without trouble. When you design your own variant rules, be on the lookout for places where new rules might have unexpected overlapping effects on each other and the game.

Automatic Bonus Progression

This variant removes the item bonus to rolls and DCs usually provided by magic and higher-grade tech 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. 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 the Automatic Bonus Progression table.

Attack Potency

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 Potency

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 Attacks

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.

Upgrade Slots

At 4th level, your armor and weapons each gain an additional upgrade slot. This increases at 12th and 19th level, for a total of two additional upgrade slots at 12th level and three additional upgrade slots at 19th level.

Defense Potency

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 Potency

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

Saving Throw Potency

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

Attribute Apex

At 17th level, choose one attribute score to either increase by 2 or increase to 18 (whichever grants the higher score).
Automatic Bonus Progression
LevelBenefits
1
2Attack potency +1
3Skill potency (one at +1)
4Devastating attacks (two dice), upgrade slots (+1)
5Defense potency +1
6Skill potency (two at +1 each)
7Perception potency +1
8Saving throw potency +1
9Skill potency (one at +2, one at +1)
10Attack potency +2
11Defense potency +2
12Devastating attacks (three dice), upgrade slots (+2)
13Perception potency +2; skill potency (two at +2 each, one at +1)
14Saving throw potency +2
15Skill potency (three at +2 each, one at +1)
16Attack potency +3
17Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)
18Defense potency +3
19Devastating attacks (four dice), Perception potency +3, upgrade slots (+3)
20Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)

Adjusting Items and Treasure

With this variant, you can ignore as much of the Party Treasure by Level table 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 spell gems and spell chips.

If you're using Pathfinder weapons and runes in your game, 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 grant unique actions but don't increase attribute modifiers. You should continue to give out consumable items at roughly the rate under Treasure by Level.

Free Archetype

Sometimes the story of your game calls for a group where everyone is a space pirate or an apprentice at a cosmonastery. The free archetype variant introduces a shared aspect to every character without taking away any of that character's existing choices.

Building a Character

The only difference between a normal character and a freearchetype 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. You might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game.

If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character.

Playing with Free Archetypes

Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters' increased access to archetype feats, you should place a limit on the number of feats that scale based on a character's number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate.

Level 0 Characters

Before they were heroes, every PC came from somewhere, whether they poured coffee in a dusty, sun-scoured village like Chk Chk or performed in a busy spaceport like Dae. Sometimes, it can be a lot of fun to play a prequel game set years before the PCs' first adventure as heroes, or you might have an idea for a low-powered adventure. The rules below provide ways to build and use level 0 PCs.

Building Characters

Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free attribute boosts from Step 6 of the normal character creation process, but not the class attribute boost.

Initial Proficiencies

A level 0 character is trained in Perception, all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they're trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2.

Hit Points

A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points.

Starting Money

A level 0 character starts with 50 credits for equipment.

Apprentice Option

If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as Athletics and Intimidation for a soldier) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class.

Solarian: An apprentice solarian gains a solar flare, solar nimbus, or solar weapon (but not all three). They can only select one trait for their solar weapon and don't gain attunement, so they don't gain the additional benefits of being attuned.

Other Martial Class: An apprentice of another martial class (envoy, operative, and soldier, for example) is trained in light armor, all simple weapons, and one martial weapon listed in the class's initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training, give it a different ability as well.

Spellcaster: An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster can't change these cantrips each day.

Gameplay

Combat can be especially dangerous for level 0 characters. For safety's sake, you might treat the characters as level –1 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task. If you're playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level.

Treasure

As the characters start with 50 credits, their adventures up to 1st level should account for the rest of a 1st-level character's starting money. That means you'll distribute treasure worth 100 credits × the number of PCs, a large percentage of which should be in credits.

Proficiency Without Level

This variant removes a character's level from their proficiency bonus, scaling it differently for a style of game that's outside the norm. This is a significant change to the system. The proficiency rank progression in Player Core is designed for science-fantasy games where heroes rise from humble origins to legendary strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best soldier can't guarantee a win against a large group of moderately skilled mercenaries.

The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. It's best to give an untrained character a –2 proficiency modifier instead of a +0 proficiency bonus.

Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.

Finally, decrease the skill DCs of most tasks. You can just subtract the level from the DC tables, or you can reference the Simple Skill DCs (No Level) table for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.

Adjusting Encounters

Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, where a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.

Under the default math, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in the Creature XP (No Level) table. You'll still use the same XP budget for a given threat level as shown on the Encounter Budget (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).
Creature XP (No Level)
Creature's LevelXP
Party level – 79
Party level – 612
Party level – 514
Party level – 418
Party level – 321
Party level – 226
Party level – 132
Party level40
Party level + 148
Party level + 260
Party level + 372
Party level + 490
Party level + 5108
Party level + 6135
Party level + 7160
While the XP values in the Creature XP (No Level) table work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-rank spells, even though it's outnumbered.

Adjusting Treasure

Items on standard creatures are chosen to avoid giving out too much treasure for the level at which PCs will typically fight them. However, using this variant, PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can make periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the issue entirely, you can use automatic bonus progression.
Simple Skill DCs (No Level)
RankDC
Untrained10
Trained15
Expert20
Master25
Legendary30

Other Variant Rules

  • Ancestry Paragon provides more ancestry feats to help further differentiate characters using Starfinder's diverse array of species.
  • Expanded Space Rules gives guidelines for adding additional rules when playing in zero gravity and a vacuum.
  • Galactic Hero Points provides a simple adjustment to make Hero Points more heroic.
  • Skill Paragon provides additional skill feats for a specific skill to help highlight the themes of the character and campaign.

Ancestry Paragon

Many 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 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.

Expanded Space Rules

This set of variant rules provides a more realistic approximation of some of the stranger phenomena concerning zero gravity and vacuum environments. They're meant to supplement the existing rules, not replace them. You can apply any or all of them to your campaign, as each adds additional challenges and opportunities for memorable moments in space!

These rules add additional complications to an already logistically complex environment. Therefore, you should only use these variant rules if you plan on having multiple encounters in space. Make sure the first couple of encounters in zero gravity are simple in execution and trivial in difficulty so players can get used to the additional rules and understand them before you add additional complexities like creatures who use special abilities to exploit the environment.

Damage in Space

Many damage types and Strikes have peculiar interactions in space. Each of the following rules modify spells, Strikes, and effects that use the appropriate traits and damage types in a vacuum or zero-gravity environment.

Area Damage

Area damage causes characters to be pushed back while in zero gravity. Any untethered character who takes area damage is Pushed Off to 5 feet away from the furthest boundary of the area damage and begins floating away from the centermost source of the area damage. If using variant movement in space rules, such as conservation of momentum, the creature's Speed while floating is increased by the distance the creature moved due to the area damage. If the effect that caused area damage would already move the creature, such as a soldier using Shoving Shot, the creature gains a bonus to Speed for purposes of floating while untethered equal to the distance they were moved by the ability.

Ranged Attacks

While in a vacuum or zero gravity , ranged Strikes with bludgeoning, piercing, and slashing weapons double their range and only take a –1 penalty when used to Strike a target beyond the first range increment for each additional range increment beyond the first. If a creature is in a vacuum with zero gravity, ignore all penalties to the creature's ranged attacks and quadruple their weapon's range.

Energy Damage in a Vacuum

In a vacuum like space, there's no medium for energy transfer through conduction or convection. Cold, fire, and electricity spells or actions with the cold, fire, and electricity traits don't function in a vacuum. Ignore these rules if the spell or action targets an adjacent target, even if it uses a ranged attack roll. This rule can be especially oppressive and should be avoided if the PCs are reliant on these abilities, and you should feel free to exempt specific traits. Magical effects or weapons with magical upgrades bypass this effect—magic breaks normal physics!

Energy Damage in Zero Gravity

Without the upward flow of hot air, fire and cold effects travel differently in space than you'd expect in a terrestrial setting. Cold and fire spells and actions with the cold and fire trait that have an area, burst, cone, or line and don't have a duration have an increased area in this environment. Double the radius of a burst that normally has a radius of at least 10 feet. Cones become a burst with a radius equal to its length and a range of 5 feet (meaning it must be placed adjacent to the caster or originator), and lines follow the same rules but have a burst radius equal to half their length.

Persistent Damage in Space

Bleeding is especially dangerous in space due to a reduced volume of blood produced in space and spurting from lack of gravity. While in zero gravity, increase the DC of the flat check to see if a creature recovers from persistent bleeding to 17 (or 12 with appropriate help). While in a vacuum without environmental protections, increase the DC to 20 (or 15 with appropriate help).

Creatures become immune to persistent cold and fire damage while in a vacuum.

Movement in Space

Most variant rules concerning movement in space modify the amount of distance you float each turn while untethered. Before deciding which of these rules you can use in your campaign, you should familiarize yourself with the rules for movement in zero gravity and the untethered condition. Some equipment, feats, and spells related to the untethered condition won't be relevant when using these rules.

Conservation of Momentum

When a creature Pushes Off a floating creature or object in a zero-gravity environment, they also Push the creature or object, but each of them move at half Speed. If they use Push Off as a free action after a melee Strike that deals bludgeoning damage or a successful Shove, they both move at full Speed instead. A creature Pushed Off this way becomes untethered and can Grab an Edge if they float past something that can stop their movement and lose the untethered condition.

If an untethered creature or object was already moving in one direction and is Pushed Off in the same direction, add Speed to the distance they float at the end of their turns equal to the amount they moved Pushing Off. If the untethered creature was already moving toward a different but not opposite cardinal direction, add Speed equal to half the distance, and if the untethered creature was already moving in the opposite cardinal direction, instead reduce the amount of distance they float by the distance they moved Pushing Off.

Kickback

If an untethered creature Strikes with a tech weapon that uses ammunition or petrol while floating in zero gravity , they Push Off from the target of the attack 5 feet plus 5 feet for every damage die of the weapon. If using Auto-Fire or Area Fire, they're Pushed Off in the exact opposite direction as the center of the cone or burst. Spells that use Strikes or target all creatures in a cone or line and deal bludgeoning, fire, piercing, or slashing damage causes an untethered spellcaster to Push Off 5 feet for every damage die of the spell.

Standardized Velocity

Using this rule, all characters move 20 feet instead of their Speed each round while floating untethered. To add verisimilitude, limit which feats, spells, and conditions increase or decrease a creature's Speed while calculating how far you float while untethered, as those that affect your base land Speed wouldn't necessarily make a creature float faster in space.

Galactic Hero Points

Hero Points are a powerful resource that can change the course of a scene via a key reroll. However, sometimes the use of Hero Points can become underwhelming when the reroll result is worse than the initial result—it might even feel worse if the reroll result is the same result as the original roll! This simple variant rule is intended to make Hero Points more of a heroic resource in your campaign, allowing you to reroll low results into something better. Using this rule will increase the overall power of Hero Points and, like some other variant rules, is something you'll want to heavily consider the ramifications of before including in your game.

Heroic Rerolls

When using this variant rule to reroll a d20 result using a Hero Point , if the result on the dice is less than a 10, increase the dice result to become a 10. This means that a result of a 9 would become a 10, a result of a 2 would become a 10, and a result of 17 would remain as 17.

Skill Paragon

Skill feats allow characters to gain thematic feats that can help them in exploration, downtime, and social interactions. But given the high stakes of encounter mode, many players feel pressured to select skill feats that improve their efficacy in combat at the expense of selecting feats that better represent their character's abilities. This can be especially frustrating if a character wants to specialize in a skill like Diplomacy or Piloting that includes skill feats that might only see use in one or two sessions.

Building a Skill Paragon Character

When creating a skill paragon character, after selecting the character's class, choose a specific skill. The character becomes trained in it. If they were already trained in it, they become trained in another skill instead of their chosen skill. At 3rd, 7th, and 15th levels, they gain an additional skill increase they can apply only to their chosen skill. They automatically gain all common general skill feats that specifically requires proficiency in the chosen skill as a prerequisite as soon as they qualify for those feats. If they already gain one of those feats (such as from a background or heritage), they instead gain Assurance for the chosen skill or, if they already have Assurance for that skill, a related Lore skill.

Not all skills have the same number of feats, and some skill choices will end up granting more bonus feats than others. Characters with two or more fewer bonus Skill Paragon feats than any other character in the party gain their choice of the Additional Lore skill feat in a category related to their chosen skill, or the Assurance, Automatic Knowledge, or Experienced Professional skill feat in their chosen skill or a related Lore skill.

Campaign Specific Skills

You can limit the skills characters can select based on the nature of the campaign. For example, in a campaign where characters play as crew members of a starship, you can designate specific roles on the ship that use specific skills, like captain (Diplomacy), doctor (Medicine), engineer (Crafting), and pilot (Piloting). You can delay the benefits of the variant rule until after campaign roles are formally assigned, especially when using the variant rules in tandem with the Level 0 Character rules.