Heroic Variant HQ Pages
Heroic Variant HQ Pages
If you are an experienced game master (GM) for PF2e and Down but Not Out (pg 7)
you run games of your own creation, you can then read the • Downed: a way to increase player engagement while
Summary of Contents and look up anything that piques their character is at 0hp.
your interest. Every section has the potential to be relevant • Raw Scars: an attrition mechanic attached to the
to you. wounded condition. It can be combined with Epic
Hero Points to create a push-your-luck mechanic.
If you are running an Adventure Path for experienced
players, then read up on Teamwork Combos, Epic Hero Post-Death Narratives (pg 9)
Points, and just the Downed subsection (under “Down but • Surgical Recovery: a risky and time-consuming
Not Out”). These specific sections are good at making your procedure for reviving the recently dead using non-
heroes feel more heroic. The other variants may not play magical means.
nicely with the expected sequence of events in an • Lingering Trauma: a way to heighten the mechanical
adventure path. and narrative consequences of recovering from death.
• Final Words: a narrative technique to allow departed
If you are a new GM for PF2e who is running a game of souls to say their last words.
your own creation, then I strongly recommend using the
Little Critters variant and the Energy Weakness variant Monster Templates (pg 10)
(both under “Monster Templates”). Any spellcasters or • Little Critters: a template to increase the threat of
alchemists in your party will feel more heroic with these low-level monsters. Designed to increase the
variants in play. You can revisit the other variants once you gameplay satisfaction of casters, area effect abilities,
have twenty or more sessions under your belt. If you try to and effects with the incapacitation trait.
add variant rules too early, the mental load of running the • Phalanx Bonus: an incentive for enemies to end their
core rules as well as these variants will be too much and turn adjacent to each other. Designed to reward
also may confuse new players. abilities that target adjacent creatures.
• Energy Weakness: a quick guideline on adding energy
weakness to a monster that does not have it.
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This variant rule allows player characters (PCs) to combine The coordinator first declares which PCs are participating
their turns. Under the right conditions, PCs can interleave in the combo. This must happen before the first PC in the
their actions and give each other combo bonuses. combined turn takes any actions, including free actions.
No participant can be included in a combo against their
The motivation behind this variant rule is to create more will.
cinematic moments of teamwork in combat. The examples
section describes many such moments. In case of disagreements or uncertainty during combo
execution, the combo coordinator has final say.
TL;DR - PCs that are next to each other in initiative can When the PCs decide to combine their turns, effects that
do a combo to mix and match the order of their actions. happen at the start of their turns happen at the start of the
You cannot combo with the same ally twice in an combined turn, and effects that happen at the end of their
encounter. turns happen at the end of the combined turn.
The rule above is all you need to start running combos. Once a combined turn begins, none of the comboing PCs
The three subsections below are only there as helpful can take the delay action. Any creature that is delaying its
clarifications and guidelines for running the rule above. turn cannot re-enter initiative while the combined turn is
happening and must wait until the end of the combined
ELIGIBILITY FOR COMBINING TURNS turn.
When two or more PCs would have sequential turns in
initiative order, they can choose to combine their turns. Design Notes: Teamwork Combos have been a big hit
at my table and also during playtesting. They
Any two PCs that have been part of a combined turn in the promote a lot more communication between players
current encounter cannot both be part of another than is usual in initiative-based combat. However,
combined turn in the same encounter. every table is different. If you find your table getting
too bogged down by negotiating a combined turn,
In case an unrevealed creature would break the initiative then the slowed pace of combat may not be worth the
sequence, the GM can let the players know that they are cinematic moments generated by the combos. This
unable to combine their turns unless one or more of the problem may be alleviated by having a combo
participants delay their turn. Alternatively, the GM may coordinator who can ensure that things keep moving.
decide to preserve the secrecy of the unrevealed creature
and delay the unrevealed creature’s turn until after the Since no two players can combo more than once in
combined turn. the same encounter, this encourages getting
everyone involved in the combos and prevents
COMBO COORDINATOR combos from becoming rote. The other way that they
The player of one of the comboing PCs becomes the combo are unlikely to become rote and samey is from the
coordinator. This is usually the player of the PC with the randomness of the initiative system. Players can of
course delay their turns to be closer in initiative, but
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keep in mind that the delay action cannot be used to Comboing also gives a way for any PC (including a
extend beneficial effects and it cannot be used to martial PC) to help out their spellcaster ally by
defer negative effects. imposing a penalty to saves. In return, it lets
spellcasters and alchemists help a martial ally trigger
Should you add this variant to your game? Yes, if an enemyʼs weakness to energy damage, even if only
playing with experienced PF2e players, if your players once per encounter.
trust each other, and if they can make decisions
rapidly. Should you use combo bonuses when running the
teamwork bonus variant?
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the longer you fight without resetting Raw Scars, the the failure of actions of another creature. The newly
more you risk having untreated wounded values. gained hero point can only be used on future rolls.
Should you add this variant rule to your game? Yes, Examples
if you are also running the Earning Hero Points variant Each of the following earns you a hero point:
below. • You stride, then miss a (non-expansive) spellstrike.
• You cast fireball, and all targets critically succeed.
• You strike with your first action and miss.
• You strike with your first action and miss. You spend
EARNING HERO POINTS a pre-existing hero point to reroll the strike, which
also misses.
You no longer earn a hero point at the start of a session. • You make a secret recall knowledge check and gain no
The GM is no longer required to grant you hero points at information.
any particular cadence, though they may still award you a • You use Mixed Maneuver and you fail in your attempt
hero point for a sufficiently heroic action. to Grapple and critically fail in your attempt to Trip,
falling prone.
You can also earn hero points in the following ways.
Counterexamples
SITUATIONAL AWARENESS None of the following scenarios earn you a hero point:
Gain 1 hero point when you use the environment in a • You make two Strikes with two actions where the first
unique and non-repeatable manner to achieve your strike hits and the second strike misses. Since you can
objective. The GM should let you know before you take only earn a hero point from the first action or activity
the action if it will earn you a hero point. If your action or that requires a check, the failure of subsequent actions
activity requires a check, you only earn the hero point if is irrelevant and does not earn you a hero point.
you succeed on your check. • You make a strike, fail, and then use a pre-existing
hero point to turn the strike into a success.
GLORY IN VICTORY • You cast Slow and the enemy succeeds but does not
Gain 1 hero point after successfully completing the critically succeed on their save.
objective of an encounter of moderate difficulty or higher, • You cast fireball and all enemies critically succeed
or for succeeding on a goal via a subsystem (such as while an ally critically fails. [It may feel terrible to not
Influence, Infiltration, Chase etc.). The GM has the right earn a hero point for this, but rewarding hurting allies
to withhold the hero point if an encounter instigated by a is an even worse idea.]
PC is pointless or villainous, and only reward the • You cast Wall of Stone or Protector Tree anywhere on
completion of heroic objectives. the battlefield.
• As part of a Tumble Through action, you stride two
squares and then fail to tumble. The movement
counts as an effect on the battlefield, so you do not
earn a hero point.
• You make a secret recall knowledge check with
dubious knowledge. Since you always gain some
information (whether correct or not), you do not get
a hero point even if you fail or critically fail, to
prevent metagaming.
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environment. Glory in Victory lets players continue The circumstance bonus option is to grant
their momentum after fights. Learn from Failure is an Investigators a valid way of using Hero Points.
anti-frustration mechanic that helps counter the
anticlimax of a series of low rolls in a session. The extra action option is purposefully too expensive
to be commonly used, but should come in handy
Each player should be responsible for reminding the when a character wants to reposition for a powerful
GM when their PC is eligible for earning a hero point. three-action activity.
Should you add these new ways of earning hero Should you add these new ways to spend hero
points to your game? points to your game?
Situational Awareness and Glory in Victory can be You can pick and choose which ones you wish to add.
included in any game. If you have spellcaster PCs in your game but no
Investigator, then you may choose to only add the
Learn from Failure is more complex and should only first bullet point to your game.
be used if your players get frustrated by a string of
bad rolls. If your players enjoy roleplaying their If you are playing with experienced players, then you
failures, then you should ignore the Learn from can add all the options. If you play on FoundryVTT, a
Failure subsection. journal entry lists the available options, and you can
edit it and make it visible to your players.
Learn from Failure is also the greatest generator of
hero points among the variant rules. If you do not run
that subsection, then you may consider returning to
the base PF2e rules for earning and resetting hero
points. Down But Not Out
This section is addressed to the players, except for the
design notes, which speak to the GM. The rules in this
SPENDING HERO POINTS section apply to all characters that use the full dying rules,
and only to those characters.
In addition to the usual ways of spending hero points, the
following additional uses of hero points have been added.
• Spend 2 hero points to make an unwilling creature
reroll its attack or check against you or its save against
an effect you caused. This is a Misfortune effect.
• Spend 2 hero points to reroll your d20 check as
d10+10. 10 on the die counts as a natural 20, 1 on the
die counts as a natural 11. This is a Fortune effect.
• Spend 3 hero points on your turn to gain an extra
action. You can only use this action for a 1-action
activity.
• Spend any number of hero points before making a
check to gain a circumstance bonus to that roll equal DOWNED
to the number of hero points spent.
At the start of your turn, if you are unconscious only due
You cannot use multiple hero point options on the same to being at 0hp, you become downed instead of
check, nor can you use the same hero point option more unconscious. This applies regardless of if you are dying or
than once on the same check. just knocked out.
Design Notes: The misfortune option is to give You follow all the rules of being unconscious except for the
casters a valid use of hero points. following -
The d10+10 option is the codification of a common You become dazzled instead of blinded.
house rule to prevent the bad feeling of rerolling to a
low number. You cannot use reactions. The only free actions you can
use are Release and Delay.
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Heroic Variant
You can take any of these actions as normal: When you make your daily preparations, you can choose
• administer first aid, to reset your raw scars to 0, which resets your current hero
• avert gaze, points to 1.
• crawl (maximum of 5ft),
• escape,
• point out, Design Notes: Raw Scars have two primary purposes.
• raise a shield, Firstly, as mentioned in the Hero Points section, they
• recall knowledge, can be used with Epic Hero Points as a push-your-luck
• retch (to remove sickened), mechanic: the more fights you get into before
• seek, resetting raw scars, the more hero points you can
• sense motive, save up for the final battle. But the longer you fight
• take cover, without resetting Raw Scars, the more you risk having
• any appropriate action to remove persistent damage. untreated wounded values.
You can also take any other actions of your choice, but at a Secondly, raw scars also establish a class-agnostic
cost. After completing any action or activity that is not resource attrition. Now, even a party of full martials
listed above, your dying value increases by an amount will be incentivized to take a full nightʼs rest instead of
equal to the number of actions you spent plus the value of blazing through multiple levels of a dungeon in a day.
your wounded condition (if any).
A third minor benefit is that raw scars give more teeth
You cannot restore hit points (to yourself or others) by any to simple hazards that deal a lot of damage. Prior to
action you take while downed. this, hazards that knocked a character down to 0HP
were only a tax on time. Now, they take away another
If you take any damage while downed, you immediately resource, one that cannot be refreshed as easily.
become unconscious.
Should you include this variant in your games?
If you are playing with the Epic Hero Points variant from
this document, you cannot earn hero points by Learn from Only under one of two specific cases.
Failure while downed.
Firstly, if you are running a game in which daily
Design Notes: Downed increases player engagement attrition needs to matter but currently does not. For
when their character starts their turn with 0hp. example, when a party without any full spellcasters
tries to blaze through a mega-dungeon by running
Should you add this variant rule to your game? from room to room for days without sleep and by
using focus spells to heal up between combats. You
Yes, except with brand new players. Players will need can introduce Raw Scars to slow them down to a
a reference list of which actions they can take when realistic pace.
downed. If you play on FoundryVTT, a journal entry
lists the available options. Secondly, Raw Scar work well in conjunction with
Epic Hero Points as a push-your-luck mechanic, so
that is another reason to include it.
RAW SCARS
Raw Scars track the recent wounds healed on a player
character. The maximum number of raw scars you can
have is equal to half the number of hit points granted to
you by your class, excluding the Constitution modifier and
hit points gained from feats.
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Heroic Variant
This section is addressed to the players, except for the It may prevent a PCʼs story from ending due to an
design notes, which speak to the GM. These rules apply to anti-climactic effect like persistent damage. Even
all creatures in the game, though they are most likely to be TPKs may be salvaged, especially against low
used by player characters. intelligence monsters.
After a successful medicine check, you must receive Should you add this variant rule to your game?
prolonged care by a medical care provider with healer’s
tools. After every 2 hours of continuous medical care, the Yes, as long as you are not running a pre-written
care provider must make a medicine check against a hard module. There are few downsides and many upsides
DC for your level. On three successful checks, you awaken to adding the option of Surgical Revival.
as if raised by the Raise Dead spell (including all penalties).
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Heroic Variant
Should you add this variant rule to your game? LITTLE CRITTERS
Maybe, and only if you are not running a pre-written To make the PCs, especially spellcasters, feel more heroic,
module. The penalties from Raise Dead are severe. If use this template on enemies:
they linger past a week, they can change the course of
the narrative, forcing the affected players to play as if • Take an enemy that is 3 levels lower than the PCs.
they are two levels down. • Grant the enemy a +7 circumstance bonus to its
strikes.
• Do not change anything else.
Monster Templates Design Notes: Normally, casters with AoE are better
against hoards while martials are better against
All three of these templates are designed to make the PCs single / dual enemies. Given how PF2eʼs encounter
feel powerful and tactical. The first two templates make building works, hoards are rarely a threat because
monsters stronger and the third one makes monsters they are unlikely to hit, and deal little damage.
weaker.
As a result, it often feels like the Martials defeat the
real threats while casters and alchemists only clean
up the small fry.
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cases, this rule can make multi-targeting PCs feel Design Notes: This is another way to make casters
more heroic. and alchemists feel powerful. As much as possible,
give non-humanoid enemies some energy weakness.
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• The Phalanx Bonus effect will automatically be added The above three questions are available specifically for
and removed as the npcs move around the battlefield. Recall Knowledge checks, and not for abilities that give
you information as if you succeeded on a Recall
All the automation can be toggled on or off from the Knowledge check (such as Diverse Lore).
settings. After a setting is changed, a refresh / restart of the
game instance will be required for the setting to take effect.
SPELL RECOVERY
This is an exploration activity designed to prevent early
Appendix C: My House game frustration that casters feel after using their limited
spell slots. It is analogous to the wizard’s Drain Bonded
Rules Item, except that it only works on 1st rank slots, requires
10 minutes, and can be used any number of times.
I have numerous house rules in my home game to adjust
the style of the game I run. Here, I present the three biggest SPELL RECOVERY
ones, in case others find them useful. I have not included Concentrate, Exploration
them in the Heroic Variant section, because I do not think Requirement: You have cast a 1st rank spell using a spell
they are as broadly applicable. slot since you last recovered a 1st rank spell slot from daily
preparations or Spell Recovery.
PAID TRAINING BONUS PROGRESSION You spend 10 minutes in quiet mindfulness, book learning,
or practice to tap deeper into your magical reserves. You
I run a variant of Automatic Bonus Progression. Instead of regain one of your 1st rank spell slots. You can do Spell
the progression being automatic, you pay a trainer once to Recovery as part of any other refocusing activity.
train you. The cost of training is equal to the cost of the
fundamental rune. When you complete the Spell Recovery activity and have
regained a spell slot, if you have more currently active 1st
For example, you pay a trainer 35gp for a +1 weapon rank spells (from a spell slot) than the number of expended
potency training. Once the training is complete, that bonus 1st rank spell slots, choose one of those spells to
applies to all weapons you use. immediately end. [This prevents long duration spell
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Heroic Variant
abuse, such as preventing one caster from having six active Lyz Liddell, Luis Loza, Patchen Mortimer, Dennis
Ant Haul spells on six people by using spell recovery on the Muldoon, Stephen Radney-MacFarland, Mikhail Rekun,
same slot six times.] David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh
Speedling, Mark Thompson, Clark Valentine, Andrew
If you are a prepared caster, you can choose from any White, Landon Winkler, and Linda Zayas-Palmer
expended 1st rank spell slot. Regaining the slot will
automatically prepare the same spell into that slot that you Pathfinder GM Core © 2023 Paizo Inc., Designed by Logan
had cast with that slot. Bonner and Mark Seifter. Authors: Amirali Attar Olyaee,
Logan Bonner, Creighton Broadhurst, Jason Bulmahn,
After completing spell recovery, you take a -2 untyped James Case, Jesse Decker, Eleanor Ferron, Fabby Garza
penalty to all checks with the attack trait, except for spell Marroquín, Jaym Gates, Matthew Goetz, James Jacobs,
attacks and the escape action, until your next daily Brian R. James, Jenny Jarzabski, Dustin Knight, Jason
preparations. [If you can rely on other abilities than spell- LeMaitre, Lyz Liddell, Luis Loza, Ron Lundeen, Stephen
slot casting, then you don’t really need the spell recovery Radney-MacFarland, David N. Ross, Michael Sayre, Mark
option and you shouldn’t be using it.] Seifter, Owen K.C. Stephens, Amber Stewart, Clark
Valentine, Landon Winkler, and Linda Zayas-Palmer
ORC License
This product is licensed under the ORC License to be held
in the Library of Congress and available online at various
locations including paizo.com/orclicense, azoralaw.com/
orclicense, and others. All warranties are disclaimed as set
forth therein.
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