Variant Rules
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 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
Special Class Features
Attack Potency
Skill Potency
Devastating Attacks
Upgrade Slots
Defense Potency
Perception Potency
Saving Throw Potency
Attribute Apex
| Level | Benefits |
|---|---|
| 1 | — |
| 2 | Attack potency +1 |
| 3 | Skill potency (one at +1) |
| 4 | Devastating attacks (two dice), upgrade slots (+1) |
| 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), upgrade slots (+2) |
| 13 | Perception potency +2; skill potency (two at +2 each, 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, upgrade slots (+3) |
| 20 | Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each) |
Adjusting Items and Treasure
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
Building a Character
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
Level 0 Characters
Building Characters
Initial Proficiencies
Hit Points
Apprentice Option
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
Treasure
Proficiency Without Level
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
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's Level | XP |
|---|---|
| Party level – 7 | 9 |
| Party level – 6 | 12 |
| Party level – 5 | 14 |
| Party level – 4 | 18 |
| Party level – 3 | 21 |
| Party level – 2 | 26 |
| Party level – 1 | 32 |
| Party level | 40 |
| Party level + 1 | 48 |
| Party level + 2 | 60 |
| Party level + 3 | 72 |
| Party level + 4 | 90 |
| Party level + 5 | 108 |
| Party level + 6 | 135 |
| Party level + 7 | 160 |
| 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
| Rank | DC |
|---|---|
| Untrained | 10 |
| Trained | 15 |
| Expert | 20 |
| Master | 25 |
| Legendary | 30 |
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
Building an Ancestry Paragon Character
Playing with Ancestry Paragon Characters
Expanded Space Rules
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
Area Damage
Ranged Attacks
Energy Damage in a Vacuum
Energy Damage in Zero Gravity
Persistent Damage in Space
Creatures become immune to persistent cold and fire damage while in a vacuum.
Movement in Space
Conservation of Momentum
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
Standardized Velocity
Galactic Hero Points
Heroic Rerolls
Skill Paragon
Building a Skill Paragon Character
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.