There are several variant rules we'll be using. Some of them are official variants from published books, others are useful tweaks and changes to streamline the game and make it more fun for everybody.
A dwarf from the Mror Holds can select this as their Heritage. These dwarves are touched from birth with the corruption of the Daelkyr, giving them some sort of cosmetic mutation, and a personal symbiont.
Choose one cantrip from the Arcane or Occult spell lists to learn. You may cast this spell as an arcane or occult (respectively) cantrip as an innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Additionally, You may only cast this cantrip while your symbiont is revealed and active, and there is some sort of sign that the symbiont is casting the cantrip itself, rather than you simply doing it. You have access to the Living Vessel archetype (but only for aberrations), and may select Living Vessel Dedication as your 1st-level Ancestry feat.
Ruinbound Crafting (Ancestry feat 1): You can spend downtime growing the symbiont, crafting it into a more powerful symbiont that grants more abilities (but sometimes might have drawbacks). You may use the Occult skill to craft your symbiont, and are considered to have the Specialty Crafting and Magical Crafting feats, but only for symbionts.
Like D&D 4e, there is an expectation of PCs having magical items as they level up, and the math reflects this requirement. While I will be doling out magic items, Automatic Bonus Progression makes it a bit easier on me by automatically giving you some of the basic bonuses the items normally grant: bonuses to attacks, AC, saves, skills, bonus damage dice, etc. Instead of it being item-specific, you just get these bonuses as you level up, so it's easier to move between items and use different kinds of weapons. This does help martial characters a little more than spellcasters, but don't worry; I won't forget caster-specific items like wands, staves, and scrolls. ABP just smooths out a lot of the numbers everyone gets.
I AM STILL CONSIDERING WHETHER OR NOT TO USE THIS RULE; IT MIGHT BE MORE INTERESTING TO HAVE NORMAL ITEMS, AS IT IS EASIER TO DO IT IN PF2E THAN 4E. I'M STILL WEIGHING THE PROS AND CONS ON THIS ONE.
Here is the information about Automatic Bonus Progression.
At every even level, characters get can select an additional class feat that can only be spent on dedications and archetype feats. You must qualify for these feats, but there is no requirement to take 3 feats before beginning another archetype (you can mix&match archetypes). Initially, you must select from a limited list, including several magical and profession but any subsequent feats don't have this restriction; you can pick from any of them. If there's something not on this list that you want, I would be more likely to allow it as an initial archetype if it wasn't a direct combat archetype, and had some utility outside of battle. Uncommon and Rare archetypes are still very much subject to DM approval.
At game start, these Free Archetypes will represent your out-of-combat utility to the party; what they were hired to do *besides* kill aberrations. Thus, the list is focused on things like crafting, healing, knowledge, exploration, and defense. You may still spend your own class feats on these or any other Archetype as normal.
Initial Archetype list:
Hero Points are described here. In addition to the normal circumstances, I will also give out hero points when a character does something in RP that is very in keeping with their background or personality (similar to BitD background XP). You'll get Hero Points when you something creative, cool, or clever.
If you roll below a 10 on a Hero point roll, you instead roll a 10 on the die.
Also, characters can spend a single hero point to do either of the following things, in addition to their normal uses.
Here are some other house-rules, in no particular order.
Dwarves have developed unique weapons suited for fighting larger folk than themselves. Since all of these weapons have the Dwarf trait, they are affected by the Dwarven Weapon Familiarity ancestry feat, making the Hooked Axe and Clan Smallblade considered simple, and the Dwarf Tower Shield and Spikard weapons considered martial.
Dwarven Hooked Axe: uncommon martial weapon. 1d6 S, 1 bulk, 1 hand, Axe group. Agile, Dwarf, Trip, Versatile P. If you critically succeed on a trip with this weapon, the extra damage you deal may be slashing instead of bludgeoning.
Dwarven Tower Shield: uncommon advanced weapon. 1d6 B, 1 hand, Shield group. Attached to shield, Dwarf, Shove, Versatile P. Must be affixed to a tower shield.
Dwarven Clan Smallblade: uncommon martial weapon. 1d4 P. L bulk. 1 hand. Knife group. Agile, Finesse, Dwarf, Parry, Twin, Versatile B. This weapon is considered a Clan Dagger for the purposes of feats or other abilities, as long as you are proficient with it.
Spear Spikard: uncommon advanced weapon. 1d6 P. 1 bulk. 1 hand. Spear group. Dwarf, Reload 1, Spikard. Thrown (20ft). Throwing this weapon does not discharge the spikard bolt.
War Spikard: uncommon advanced weapon. 1d8 B. 2 bulk. 2 hands. Hammer group. Dwarf, Reload 1, Shove, Spikard.
Spikard trait: This weapon is fitted with a crossbow mechanism fitted to an impact trigger. If this weapon is loaded with a crossbow bolt, deal one additional die of Piercing damage on a successful melee hit. This weapon gains Reload 1, but can be used without the extra damage if unloaded. Striking runes (but not property runes) on the weapon will also increase the crossbow damage dice. If you make a Critical Hit with a loaded Spikard, you may use either the weapon's critical specialization or the Bow critical specialization. If you roll a Critical Failure with a loaded Spikard, the crossbow bolt jams in the weapon, making the crossbow portion unusable until you take an Interaction to clear and reload the jam.
These feats are very much untested, so they are subject to change. Like I said in the Inventor description, if you want a crafting-focused character, we'll change the crafting rules so they work in this campaign.
Artificer: (Inventor 2): You can craft magical items, and can use scrolls or wands to meet spell requirements. Another spellcaster can also cast spells to qualify for requirements for items you craft. You can craft items you don't have the spells for, but take a -2 penalty to the Crafting check for each spell you don't have when crafting the item.
Disenchant (Inventor 4): You can spend 10 minutes disenchanting a magic item of a max level equal to your level +2. The item is completely destroyed, and you get Reagents of a value equal to half the item's price. These reagents can be used to craft any magical item, though you still need the physical item you're crafting in order to make it; these reagents cannot create a physical object, only enchant one. You cannot disenchant a cursed, intelligent, relic, or artifact item.
Three-Point Landing (Reaction): Requirements: Catfall If you fall and would have your fall damage reduced by Catfall, you can attempt to land on your feet. Roll an Acrobatics check (usually with a Hard DC based on your level)
Critical success: You land on your feet, gain Panache, and can immediately Step.
Success: You land on your feet and gain Panache.
Failure: You fall prone; your fall damage is still reduced by Catfall.
Critical Failure: You fall prone, and your fall damage is not reduced by Catfall.