Class Changes
Class changes are not listed in this document and can be found here. Homebrew, both written by me and approved by me, can be found here.
CORE RULES
Ability Score Variants
Ability Score Changes
- At 5th level, you gain skill increases equal to your Intelligence modifier. You can only use these increases to become an expert in a skill in which you’re already trained. Intelligence increases function retroactively.
Save Changes
- Any character may, at their own discretion, decide whether the ability bonus they gain to Will saves is from Wisdom or Charisma. This choice is permanent.
Feats and Features
Free Archetype
Used as described in the GM Core.
Dual Class PCs
Can be used as described in the Gamemastery Guide instead of Free Archetype variant rule in case there are three of fewer players.
Ancestry Paragon
Used as described in the Gamemastery Guide with Free Archetype or Dual Class PCs variant features. An ancestry paragon does not gain the feats received from the Free Archetype or Dual Class PCs variant feature that are gained at 2nd, 8th, 12th, and 16th levels.
Basic Actions
Interact 
Recall Knowledge 
Shove 
Animal Companions
Any animal that is trained in Intimidation and doesn't possess a language gains the Intimidating Glare feat.
Specialized Companion
All specialized companions increase their Strength modifier by 1 and increase their proficiency in barding to expert.
Hero Points
Alternatively, instead of rerolling, you may use the Hero Point to improve the degree of success of a critically failed check to failure, or of a failed check to success.
You can grant your Hero Point to your ally at any time. You must describe how you’re assisting a character when you give them a Hero Point.
Spellcasting
Form Spells Redux
You can use these form spells instead of the normal ones when you prepare or learn them. Use the Untamed Order rework from Redux Series: Form Spells by David McGregor.
Incapacitation Trait
Incapacitation trait can't upgrade the creature's check to a critical success.
Melee Spell Attacks
If a spell requires a melee spell attack to take effect, it doesn't gain the manipulate trait.
Preparing Spells
When preparing spells for the day, you can leave some of your spell slots open. Later during that day, you can repeat the preparation process, filling these (and only these) unused spell slots. These extra sessions of preparation take 10 minutes. Only your daily preparation counts for the purpose of effects that last until the next time you prepare spells.
Summon Spells
When you cast a spell that summons a creature, this creature uses your spell attack modifier as its attack modifier.
You can choose to only summon a specific creature with a given summon spell when you learn or prepare it instead of choosing at the moment of casting (such as only summoning a tiger with summon animal). If you do so, you can summon a creature of a level equal to the spell's rank*2-3. This typically increases the maximum creature level of rank 3 summon spells by 1 and of rank 4 or higher summon spells by 2. If you do, it can't use your spell attack modifier as its attack modifier.
Weapon Statistics
Hands
Changing your grip doesn't provoke Reactive Strike.
Reload
Everyone gains access to the following basic action:
Disengaging Reload 
Archetypes
Bounded Spellcasting Archetype
Replace the sentences mentioning spell slots with:
Basic Bounded Spellcasting Feat: Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. At 8th level, you replace your spell slots with two 2nd-level spell slots and one 3rd-level spell slot.
Expert Bounded Spellcasting Feat: You replace your spell slots with two 3rd-level spell slots and one 4th-level spell slot. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot.
Master Bounded Spellcasting Feat: You replace your spell slots with two 6th-level spell slots and one 7th-level spell slot. At 20th level, you replace your spell slots with two 7th-level spell slots and one 8th-level spell slot.
Optional Core Rules
Ability Score Variants
Gradual Ability Boosts
Used as described in the Gamemastery Guide, but you can only apply an ability boost to your key ability score last in the given set, e.g. at 5th, 10th, 15th, and 20th level.
Power Overwhelming
The usual method of determining ability scores allows to create powerful, yet flawed, heroes, or jacks-of-all-trades. If you prefer epic fantasy, this variant allows the creation of more inherently powerful and well-rounded characters.
You gain three additional free ability boosts when applying the ability boosts from your background.
Optionally, reduce the amount of free ability boosts you gain at 5, 10, and 15 levels by one.
Alternative Scores
Make the following changes.
- Strength does everything that both Strength and Constitution do in the Core Rulebook, except for Hit Points, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, Athletics, Fortitude saves, and so on. A character adds 2 Hit Points per level instead, increasing to 3 per level at 5th level, and to 4 per level at 10th level.
- Dexterity applies to damage rolls with finesse attacks (if better than Strength).
- Intelligence does everything that both Intelligence and Wisdom do in the Core Rulebook, except for Will saves, and Wisdom is gone.
- Charisma is called Willpower and applies to Will saves.
Adjust the rules as appropriate. The free boosts at 1, 5, and 15 are reduced from 4 to 3. The free boosts at 10 and 20 are reduced from 4 to 2. The bulwark trait is removed from the game. The rogue's thief racket grants the Dirty Trick skill feat, and the target is off-guard against the next attack you make before the end of your turn on a success with Dirty Trick.
Dexterous Fighting
Add the following to the finesse trait: "If your Dexterity is at least +4, you can calculate damage using a +3 modifier instead of your Strength modifier."
Rogue's thief racket grants the Dirty Trick skill feat.
Partial Level Rules
Used as described here.
Magic Item Variants
Automatic Bonus Progression
Used as described in the Gamemastery Guide, and characters gain Spell Potency and Shield Potency. Alchemical items now grant potency bonus instead of item bonus, and item bonuses to statistics other than attacks, skills, saves, Perception checks, and AC are converted to potency bonuses.
Spell Potency
At 3rd level, you gain a +1 potency bonus to spell and impulse attack rolls. This increases to +2 at 11th level.
Shield Potency
At 4th level, your shields gain a minor reinforcing rune. This improves to lesser reinforcing at 7th level, to moderate reinforcing at 10th level, to greater reinforcing at 13th level, to major reinforcing at 16th level, and to supreme reinforcing at 19th level.
Automatic Rune Progression
You gain potency, spell enhancing, striking, reinforcing, and resilient runes for free on your equipment at appropriate levels.
Hero Points
Improved Rerolls
Whenever you spend a Hero Point to reroll a check, you roll a d10+10 instead of a d20 on this check. A 10 on this roll counts like a natural 20. This replaces the option to improve the degree of success of a roll with Hero Points.
Feats
Feats+
Use "Feats+" Infinite Sourcebook by Derry Luttrell, Tony Saunders, Cerapter, Conner Berkheiser, and Sen H.H.S.
General Feats
1st Level
DERVISH DANCE FEAT 1
3rd Level
EMPATHETIC FEAT 3
7th Level
SKILL FOCUS FEAT 7
Skill Feats
1st Level
Cunning Prediction
FEAT 1
SCHOLASTIC BREADTH FEAT 1
Special You can select this feat multiple times, each time picking a different skill in which you have the trained proficiency rank.