Ability scores are purchased according to the High Fantasy campaign type. You can use the calculator here.
Combat, Weapons, and Armor
- Guns: This is a complex topic deserving its own page. Click here: Guns.
- Advanced Non-gun weapons: For all your non-gun needs, click here: Weapons
- Armor: Selection is considerably different than traditional Pathfinder. Click here: Armor
Hit points/Vitality & Wound variant – Grace and Health
The idea for this variant originated with Monte Cook, and it’s useful for storytelling purposes.
Grace is the average of your character’s Dexterity and Wisdom ability scores. It’s a lot like Vitality (AKA Vigor) from the Vitality/Wound system found in Unearthed Arcana and other places. It represents your combined agility and combat experience/common sense. Dex and Wis damage reduce your maximum Grace by half, rounded down — every two points of damage to Dex or Wis results in 1 point of maximum and current Grace lost.
Health starts as the average of Strength and Constitution ability scores, and resembles Wounds from the Vitality/Wound system. It represents your combined brawn and vital essence. Con and Str damage reduce your maximum Health by half, rounded down — every two points of damage to Con or Str results in 1 point of maximum and current Health lost.
You receive both scores at first level instead of HP. Yes, that’s more ‘HP’ than normal for starting Pathfinder characters. There are guns in this game, and far worse. I’d like players not to die too quickly, especially towards the beginning.
After first level, you gain your class hit die to Grace (representing your increasing skill as you gain experience) and your Con bonus to Health (representing a gradual toughening of the adventurer’s body).
Damage affects Grace first, and when Grace is reduced to zero, Health is reduced. A critical hit deals its normal multiplied damage to Grace, then also the crit multiplier to Health. Psionic healing, the primary method for in-combat healing, affects Grace first, then Health. Medical healing, which generally takes long periods of time outside of combat, affects Health first, then Grace.
When a PC loses all Grace and has taken Health damage, they become shaken, unless they have the Diehard feat. At half total Health, PC’s become fatigued. At zero Health, PC’s become unconscious and will die in a number of rounds equal to their combined Constitution and Strength ability modifiers, unless they are stabilized/healed. Note that in Aeons, the only ability even somewhat commonly known to reverse death is psionic revivify.
Aeons is a post-multi-apocalyptic setting in which civilization has emerged multiple times through history and been destroyed or vanished as many times. The debris of past civilizations are everywhere, ranging from flint arrowheads and cave paintings to crashed starships and dusty time machines. Nearly everything has been wrecked or looted, but that still leaves objects and devices that may function as intended a few times. The game makes use of the concept of Progress Levels, originally developed by TSR for their science fiction RPG Alternity. Wizards of the Coast inherited both TSR’s products and some of their developers (Bill Slavicsek and Rich Baker in particular), so it was only natural that D20 Future inherited the Progress Level concept. Here is a link to the Progress Level page on the D20 SRD.
Due to the science fiction setting, some skills have been dropped or replaced. One additional psionic skill, Autohypnosis, has also been added.
- Disable Device has become Tinker, and includes its original uses (opening physical locks, sabotaging things, disabling traps) as well as the following applications:
Table: Tinker Skill DC’s
|Jury rig a machine into functioning 1d4 more times after failure||Progress Level of device X 4||1d4 minutes|
|Fully repair a broken machine||Progress Level of device X 6||1 hour per Progress Level|
|Disable complex machine temporarily||Progress Level of device X 5||2d8 rounds|
|Disable complex machine permanently||Progress Level of device X 4||2d4 rounds|
All listed uses require appropriate tools be available. Lacking the proper tools (toolkit of that progress level) will increase the time listed by 10 times, or might even be declared impossible by the DM.
- Knowledge (Arcana) is replaced by Knowledge (Psionics).
- Knowledge (Planes) and Knowledge (Engineering) are replaced by Knowledge (Tek), which identifies devices and constructs. Knowledge (Tek) doesn’t give the scientific principles, but rather the engineering basics (where is the weak spot, which button is likely the on switch, etc) and trivial technical knowledge (telling the difference between the Mk.3 death ray and the Mk.4 death ray).
- Knowledge (Religion) and Knowledge (Dungeoneering) are replaced by Knowledge (Science). This knowledge is used to help explain natural phenomena beyond the traditional purview of Knowledge (Nature), and help to understand any recorded scientific knowledge. It can also help with identifying creatures of unnatural scientific origins.