Atheria Rules Supplement (PF2e)

by Tho Radia

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Atheria: Pathfinder 2e Suppliment











Sheldon Catley

What is this?

This is a rules and mechanics suppliment for Pathfinder 2nd Edition (Remaster). It contains homebrew mechanics, subclasses, ancestries and all sorts intended to be used alongside my homebrew world of Atheria.

These have been seperated out so that the main book can remain system agnostic.

General Rules

  • Every Ancestry makes use of the 'Alternative Ability Boost' optional rule, ignoring any suggested boosts/flaws in the base Ancestry.

  • I use the 'Free Archetype' optional rule.

  • Common and Uncommon options presented in any officially published book are open to you.

  • Homebrew options are acceptable, providing they are bought to me first and with the caveat that they can be nerfed or ruled out entirely if they do not play well within the rules.

  • I use Milestone Leveling instead of EXP.

Atherium

Atherium is a dangerous mineral that is mined from fallen meteorites. It gives off a powerful magical energy that is harmful to be around for long periods of time.

Touching a raw source or entering an area saturated in the energy requires you to roll a save to resist its effects. Atherium loosely mimics Blightburn Sickness.

Stellar Signs

To the people of Atheria, the Stars are more than just small motes of light hanging in the sky. They have a draw, a power to them. Some people can even harness that power.

When you are born, you are born under a specific arrangement of the Stars and the Moons. This dictates your Stellar Sign. You choose this at character creation, however the suggested traits are just that, suggestions.

Sign Traits
The Watchman Cautious, Brave, Prepared
The Spyglass Wanderlusted, Introverted, Knowledge Seeker
The Steed Loner, Animal Affinity, Feral
The Needle Compassionate, Loyal, Empathetic
The Cup Social, Extravagant, Friendly
The Hammer Creative, Understanding, Hands On
The Carriage Swift, Dependable, Showboat
The Scroll Intelligent, Linguistical, Book Worm
The Shield Resolute, Self-sacrificing, Stubborn
The Void Unremarkable, Trustworthy, Aloof
The Tempest Wild, Extroverted, Restless
The Vault Protective, Hoarder, Stoic

Faith through emotion

As there are no Gods looking down on the world of Atheria, this requires a little tweaking when it comes to the mechanics of selecting a Deity for the Classes and Archetpyes that rely on it.

The people of the world worship emotion instead. Each of the major Emotional faiths is listed below (as well as a handful of the smaller, secondary faiths) alongside their appropriate domains. When a feature asks you to select a Deity, you would instead select an emotion, then chose a Deity who shares at least one Domain with it.

Mechanically, you then use the benefits, spells and anathema granted by that Deity, but are instead bound by the initial emotion you chose. The table below covers the usual connections, but the majority of domains are changeable.

How it works in practice

For example, you are a 1st level Cloistered Cleric. You wish to be a Cleric of Reflection. You could select any deity that has the Dreams, Fate, Soul or Nature Domains as their own.

You select Desna. Mechanically, you are a Cleric of Desna, using their Domain Skill, Divine Font, Anathema ect but you flavour this around the emotion of Reflection.

Faith Usual Domains
Church of Joy Family, Freedom, Trickery, Sun
Path of Hope Confidence, Healing, Repose, Knowledge
Eye of Reflection Dreams, Fate, Soul, Nature
Bastions of Wrath Death, Undeath, Void, Lightning
Dread Acolytes Darkness, Secrecy, Glyph, Cold
Consortium of Avarice Ambition, Indulgence, Wealth, Magic
The Order of Apathy Protection, Duty, Vigil, Truth
Attendants of the Broken Cities, Moon, Perfection, Star
Faith Usual Domains
Grief Nightmares, Pain, Delirium, Sorrow
Surprise Change, Water, Time, Swarm
Contempt Might, Tyranny, Earth
Rage Destruction, Fire, Sun
Awe Creation, Luck, Air
Frustration Decay, Dust, Plague
Desire Zeal, Passion , Travel