For your consideration:
Heroism (Strength) – These saves represent the PC’s ability to succeed in situations where the ordinary would otherwise fail. Should the PC fail a saving throw, add the margin by which they failed the saving throw to the original DC and reroll using Heroism instead. If you succeed, then act as if you had succeeded the original saving throw. You may use Heroism a number of times per level equal to your Strength modifier + ½ your character level. Critical failures occur on a roll of 1-2 and critical success occurs on a roll of 19-20.
Sanity (Intelligence) – These saves test your ability to withstand repeated psychological trauma. Any sanity check is made whenever the character encounters a monster with any of the following types: aberration, dragon, fey, magical beast, ooze, outsider, or undead. Additionally, if the CR is 3+ above the character’s level a sanity check is also made regardless of type. Apply your Intelligence modifier to your Sanity saving throws. You roll Sanity with a DC equal to the creature’s or encounter’s CR +/- difference in HD + size modifier. Passing grants a +1 bonus to will saves per 5 above the DC, while failing instead grants the equivalent penalty. These penalties last until the end of combat. You may fail your sanity roll a number of times equal to your Intelligence modifier + ½ character level per level before taking more severe penalties. If you fail more sanity checks than this number, any future sanity checks you make have a DC 20 + CR.
• Failing such a check results in the shaken condition.
• Failing by more than 5 results in the frightened condition.
• Failing by ten or more results in the panicked condition.
• A critical failure instead causes Insanity, as the spell, with a DC based on the monster’s CR.
These conditions are in addition to the standard penalties for failure and last for a number of rounds equal to the amount by which the character failed the save.
Reputation (Charisma) – These saves reflect how the PC is viewed by others. If the PC fails a diplomacy check they may immediately make a reputation check. The DC is equal to the original DC + the margin by which the roll failed. Success means the PC passes the original save. Failure means the original saving throw is treated as if it failed by an additional amount equal to the amount by which the Reputation check failed. A character my use their reputation a number of times equal to their Charisma modifier + ½ their character level per level.
Reputation also plays a role in the wider world.
If their campaign is using a grid based map such as that found in the Kingmaker AP, when the PC kills a monster or completes any kind of other encounter, they gain a bonus to Reputation equal to ½ the CR on all checks made within a radius from the encounter hex equal to the CR. The radius starts at 0 (only effects grid location where challenge was met) and increases by 1 per day until it reaches its maximum. This bonus lasts two weeks x CR.
For instance, a group of adventurers slays an aboleth and they receive a +3 bonus to reputation checks made within that space. Seven days later the villagers of Moss Glenn hear about the PCs’ exploits and talk of it for the next fourteen weeks (they are villagers afterall).
Whenever a PC enters a location it may make a reputation check. The result of this check measures how well received the PC is – whether they are met with flowers and song or pitchforks and torches. It is largely up to the DM what special modifiers may be added or subtracted to the reputation check. Once the PC decides to make such a check, their presence becomes known to the entire town regardless if they succeed the check or not. This result is the base attitude of inhabitants in the town.
Helpful 25+
Friendly 20
Indifferent 15
Unfirendly 10
Hostile =<5
If the PC fails three consecutive reputation checks, the PC may not make any more reputation checks until it gains a level. Any additional reputation uses are lost.