Abomination Vaults Rules Compendium

Character creation will use the standard method as described in pages 17 – 29 of the Pathfinder 2e Player Core, however in addition to replacing set ancestry boosts with 2 free boosts, characters may still use the original variant option for flaws: By choosing two additional flaws you receive one additional free boost. This free boost cannot be applied to an ability that has already received a boost from your ancestry unless it also had a flaw. This means your maximum total boost to any ability from your ancestry is +1. All officially released Paizo ancestries, and classes, as well as Battlezoo ancestries and classes may be selected. All officially released Paizo and Battlezoo (except the fusion and otherworlder) common backgrounds, feats, and spells will be accepted but uncommon or rarer backgrounds, feats, and spells must be approved by GM. The general role for what will be approved is anything pure combat (damage, battle conditions) will be accepted, however large teleportation (from city to city as an example) or things which allow you to read thoughts or tell if someone is lying

The Free Archetype Rule is in use, granting you an additional archetype feat every even level.

The Ancestry Paragon Rule is in use, granting you an additional ancestry feat at first level, and an additional choice at 3rd, 7th, 11th, 15th, and 19th levels.

Lores granted by backgrounds and ancestry feats will automatically progress at the same rate as the Additional Lore feat(https://2e.aonprd.com/Feats.aspx?ID=5114&Redirected=1), becoming expert at 3rd, master at 7th, and legendary at 15th.

For characters joining midway through refer to the starting wealth on https://2e.aonprd.com/Rules.aspx?ID=587 for starting items/gold.

We will be using the gradual ability boosts, allowing you to get increases at different levels ups isntead of groups of 4. For the full rules go to https://2e.aonprd.com/Rules.aspx?ID=1300

We will be using Keeley’s optional hero points, when you use a hero point and roll a result of 10 or less you can add 10 to the result.

Clarifications

These are clarifications of rules as I run them. In all cases, these are the general rule, there may be feats and abilities that may make these rules no longer apply.

General

Casting Spells

As per page 299, spellcasting creates obvious sensory manifestations. This means it is obvious when casting a spell unless you have feats that change this.

Recall Knowledge

When Recalling Knowledge on a creature, you can specify what you are trying to know. Examples may include weakest saving throw, weakest defense (saving throws and ac), highest or lowest resistance, highest or lowest weakness, whether it is weak or resistant to a specific damage type, abilities (GM determines at random an ability it has), etc. As per normal, if you fail a check for a specific item, you can no longer recall knowledge for that specific thing, but you can recall knowledge again on other information related to the creature.

Homebrew

Resistances, Weaknesses, and Damage Instances

Only the highest weakness and resistance applies to a single instance of damage. An instance of damage is considered to be damage of a specific type based upon the dice being rolled (or straight damage application in cases where no damage is being rolled, such as a dragon instinct barbarian’s rage damage) . For example, the Ice Storm spell does 2d8 bludgeoning damage and 2d8 cold damage, one instance of damage would be 2d8 bludgeoning and a second instance would be 2d8 cold damage, meaning a creature with both weakness to cold and bludgeoning would trigger both weaknesses; a +1 longsword with a flaming rune deals STR + 1d8 slashing damage + 1d6 fire damage, one instance would be STR + 1d8 Slashing and a second instance would be 1d6 fire meaning a creature weak to both fire and slashing would trigger both resistances.

In cases where the types combine, the damage counts as only one type and only the highest weakness or resistance applies. Examples of this would be a cold iron longsword would deal STR + 1d8 slashing/cold iron damage, this would count as one instance meaning a creature weak to both slashing and cold iron would only trigger the higher of the two weaknesses; a thaumaturge using either mortal weakness or personal antithesis with a longsword dealing 1d8 damage counts as one instance meaning a creature with a weakness to both slashing and something else would only take the higher of the two weaknesses.

Retraining At Level Up

When you level up you can retrain one thing without needing to spend time or gold.

Retraining Feat Tree

When you retrain to or from a feat that has another non dedication feat as a prerequisite you can retrain to obtain those feats or change out those feats at the same time.

Upgrading Specific Items

At GM’s discretion, when upgrading the potency rune on a specific item you may add a property rune to the item.

Identifying Magic Items

For normal, non cursed magical items, rolling a success to identify a magic item gives you the same information as a critical success, the name and exactly how it works. In addition, once you have successfully identified an item of a type you can successfully identify future items of that type automatically. For example, if you identify a potion of healing (minor) you would automatically identify future potions of healing (minor) that you find. For runes, if you identify a +1 weapon potency rune on a weapon, you would automatically identify this type of rune on other weapons, for example you may have identified a +1 longsword, if you come across a +1 short bow you would automatically identify the +1 rune on it.

Recall Knowledge

When Recalling Knowledge on a creature, you can specify what you are trying to know. Examples may include weakest saving throw, weakest defense (saving throws and ac), highest or lowest resistance, highest or lowest weakness, whether it is weak or resistant to a specific damage type, abilities (GM determines at random an ability it has), etc. As per normal, if you fail a check for a specific topic, you can no longer recall knowledge for that specific thing, but you can recall knowledge again on other information related to the creature. At GM’s discretion information of the GM’s choosing may be provided on a failed check.

Abilities That Trigger When Targeted With An Attack

Abilities that trigger when targeted with an attack can typically be triggered after an attack roll has been made. A list of all abilities this applies to and abilities this does not apply to will be listed below. If the ability is not listed below and you are curious about it please check with the DM, who will review the ability and add it to the list as appropriate.

Abilities this applies to:

Nimble Dodge

Abilities this does not apply to:

None at this time