Automatic Bonus Progression
Two related variants from Pathfinder Unchained for games where magic item bonuses feel mandatory or limiting. Automatic Bonus Progression removes stat-boost items entirely — characters gain those bonuses directly from leveling up, freeing every item slot for flavourful gear. Innate Item Bonuses keeps magic items but adds free bonuses to everything in a slot, so players never need to equip boring +X stat sticks.
Automatic Bonus Progression
Characters in the Pathfinder RPG normally need items that grant bonuses to their statistics to face the dangers of each level. With this variant, characters instead gain those bonuses automatically as they increase in level, freeing every magic item slot for items with interesting special abilities.
All characters gain the abilities listed in the table below when they reach the appropriate level. Decrease character wealth by level to half the normal amount. Items that only grant bonuses to AC, saving throws, or ability scores do not exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor still exist, but grant only special abilities — not enhancement bonuses.
Current bonuses:
* Levels 21–22 apply only in campaigns without magic items (treat character as 2 levels higher on the table).
| Level | Bonuses Gained |
|---|---|
| 1st | — |
| 2nd | — |
| 3rd | Resistance +1 |
| 4th | Armor attunement +1, weapon attunement +1 |
| 5th | Deflection +1 |
| 6th | Mental prowess +2 |
| 7th | Physical prowess +2 |
| 8th | Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1 |
| 9th | Armor attunement +2, weapon attunement +2 |
| 10th | Deflection +2, resistance +3 |
| 11th | Mental prowess +4 |
| 12th | Physical prowess +4 |
| 13th | Mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2 |
| 14th | Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3 |
| 15th | Armor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4 |
| 16th | Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3 |
| 17th | Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5 |
| 18th | Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5 |
| 19th | 3 legendary gifts |
| 20th | 5 legendary gifts (8 total) |
| 21st * | 7 legendary gifts (15 total) |
| 22nd * | 8 legendary gifts (23 total) |
* Levels 21–22 extend the table for campaigns with no magic items. Each row shows bonuses gained at that level (new or upgraded from prior levels).
Bonus Descriptions
The character attunes to one suit of armor or shield; attunement may be changed once per day. Clothing counts as armor with a +0 starting enhancement bonus.
- 4th: +1 to one attuned armor or shield.
- 8th: Split +1/+1 between armor and shield.
- 9th: +2 to one item (or keep +1/+1 split).
- 14th: +3 to one, or +2/+2 split.
- 15th: +4 to one, or +3/+3 split.
- 17th: +5 to one, or +4/+3 split.
Enhancement bonus to AC (deflection type, stacks with armor).
- 5th: +1 deflection to AC.
- 10th: +2.
- 16th: +3.
- 17th: +4.
- 18th: +5.
At 19th level the character gains 3 legendary gifts; 5 more at 20th (8 total). In no-magic-items campaigns: 7 more at effective 21st (15 total), 8 more at 22nd (23 total). Choose from the list below.
+1 inherent bonus to any ability score. Stackable up to +5 on one score. May be taken multiple times.
Armor attunement bonus +2 (split +1/+1 if dual-attuned). Cap +5 per item; excess converts to special abilities. Stackable up to +10.
Physical prowess becomes +6/+6/+4. Legendary Body 2 upgrades to +6/+6/+6 (requires Legendary Body).
Mental prowess becomes +6/+6/+4. Legendary Mind 2 upgrades to +6/+6/+6 (requires Legendary Mind).
+5 attunement for both armor and shield simultaneously. May be taken multiple times (different items).
+5 attunement for two weapons at once. Each additional selection adds one more +5 weapon.
Weapon attunement +1 (one weapon only if multi-attuned). Cap +5; excess converts to magic abilities. Stackable up to +10.
Permanent enhancement bonuses to mental ability scores (Intelligence, Wisdom, Charisma).
- 6th: Choose one mental score — +2 enhancement bonus.
- 11th: That score increases to +4.
- 13th: Choose a second mental score — +2.
- 15th: Increase one of your two scores by 2 (your choice each day).
- 17th: Choose a third mental score — +2.
Permanent enhancement bonuses to physical ability scores (Strength, Dexterity, Constitution).
- 7th: Choose one physical score — +2 enhancement bonus.
- 12th: That score increases to +4.
- 13th: Choose a second physical score — +2.
- 16th: Increase one of your two scores by 2 (your choice each day).
- 17th: Choose a third physical score — +2.
Resistance bonus on all saving throws.
- 3rd: +1 to all saves.
- 8th: +2.
- 10th: +3.
- 13th: +4.
- 14th: +5.
Enhancement bonus to natural armor.
- 8th: +1 natural armor.
- 13th: +2.
- 16th: +3.
- 17th: +4.
- 18th: +5.
The character attunes to any one weapon; attunement may be changed once per day.
- 4th: +1 to one attuned weapon.
- 8th: Split +1/+1 between two weapons.
- 9th: +2 to one weapon (or keep +1/+1 split).
- 14th: +3 to one, or +2/+2 split.
- 15th: +4 to one, or +3/+3 split.
- 17th: +5 to one, or +4/+3 split.
Magic Weapons and Armor
In an ABP campaign, magic weapons, armor, and shields never have their own enhancement bonuses — those come only from attunement. Any special abilities on an attuned item count against the character's attunement bonus: subtract the ability's bonus-equivalent from the attunement bonus to find the item's effective enhancement on attack/damage rolls. A character without enough attunement can still benefit from an item's power, but the weapon gains no enhancement bonus.
Because enhancement bonuses are removed from the item's base price, the cost of special-ability-only items is lower. Multiply the total cost of a weapon's special abilities (excluding the enhancement bonus) by 4 to get the new price. Use the table below to reduce the price of specific named weapons and armor.
| Base Price Modifier | Weapon Cost Reduction | Armor/Shield Cost Reduction |
|---|---|---|
| +1 | 2,000 gp | 1,000 gp |
| +2 | 8,000 gp | 4,000 gp |
| +3 | 18,000 gp | 9,000 gp |
| +4 | 32,000 gp | 16,000 gp |
| +5 | 50,000 gp | 25,000 gp |
Innate Item Bonuses
Some GMs are frustrated by the need for players to seek out items granting specific bonuses. Under this system, characters gain the expected statistical bonuses from magic items as they level up so long as they have any item in the relevant slot — no specific bonus-granting item required. Existing items are altered minimally; the system works especially well in campaigns with above-normal wealth.
Unlike ABP, this system does not remove magic items. Instead, it adds a bonus to every item in a slot based on that item's starting price, and increases the item's market price accordingly. Items whose sole function is to grant a bonus (rings of protection, cloaks of resistance, etc.) are removed — their bonus now comes from any item in that slot.
Wondrous Items
Removed items: All amulets of natural armor, cloaks of resistance, and items whose only function is granting enhancement bonuses to ability scores are removed from the game.
Altered slots: Remove the belt and headband slots. Belt-slot items move to the body slot; headband items move to the head slot. Items that grant physical-score bonuses (formerly belts) use Table 4–8; those granting mental-score bonuses (formerly headbands) use Table 4–9.
Ability changes: Enhancement bonuses to ability scores can be changed by removing the item and re-equipping it (the new bonus becomes temporary for 24 hours). Items that can grant an Intelligence bonus also increase a preset skill's bonus, like a headband of vast intelligence. Amulets of mighty fists and bracers of armor follow the weapon and armor rules; they can therefore exceed the normal +5 cap on attuned items.
Table 4–8: Body Slot Items (STR / DEX / CON)
| Starting Price | Bonus to Physical Scores | Price Increase |
|---|---|---|
| 0–3,999 gp | — | — |
| 4,000–9,999 gp | +2 to one score | +4,000 gp |
| 10,000–15,999 gp | +2 to two scores | +10,000 gp |
| 16,000–35,999 gp | +4 to one, or +2 to all three | +16,000 gp |
| 36,000–39,999 gp | +6 to one, or +4 to one and +2 to two | +36,000 gp |
| 40,000–63,999 gp | Any above, or +4 to two scores | +40,000 gp |
| 64,000–89,999 gp | +6 to one and +4 to another, or +4 to all three | +64,000 gp |
| 90,000–143,999 gp | +6 to two, or +6 to one and +4 to two | +90,000 gp |
| 144,000+ gp | +6 to all three | +144,000 gp |
Table 4–9: Head Slot Items (INT / WIS / CHA)
| Starting Price | Bonus to Mental Scores | Price Increase |
|---|---|---|
| 0–3,999 gp | — | — |
| 4,000–9,999 gp | +2 to one score | +4,000 gp |
| 10,000–15,999 gp | +2 to two scores | +10,000 gp |
| 16,000–35,999 gp | +4 to one, or +2 to all three | +16,000 gp |
| 36,000–39,999 gp | +6 to one, or +4 to one and +2 to two | +36,000 gp |
| 40,000–63,999 gp | Any above, or +4 to two scores | +40,000 gp |
| 64,000–89,999 gp | +6 to one and +4 to another, or +4 to all three | +64,000 gp |
| 90,000–143,999 gp | +6 to two, or +6 to one and +4 to two | +90,000 gp |
| 144,000+ gp | +6 to all three | +144,000 gp |
Table 4–10: Neck Slot Items (natural armor)
| Starting Price | Natural Armor Bonus | Price Increase |
|---|---|---|
| 0–1,999 gp | — | — |
| 2,000–7,999 gp | +1 | +2,000 gp |
| 8,000–17,999 gp | +2 | +8,000 gp |
| 18,000–31,999 gp | +3 | +18,000 gp |
| 32,000–49,999 gp | +4 | +32,000 gp |
| 50,000+ gp | +5 | +50,000 gp |
Table 4–11: Shoulder Slot Items (resistance bonus)
| Starting Price | Resistance Bonus on Saves | Price Increase |
|---|---|---|
| 0–999 gp | — | — |
| 1,000–3,999 gp | +1 | +1,000 gp |
| 4,000–8,999 gp | +2 | +4,000 gp |
| 9,000–15,999 gp | +3 | +9,000 gp |
| 16,000–24,999 gp | +4 | +16,000 gp |
| 25,000+ gp | +5 | +25,000 gp |
Rings
Removed items: All rings of protection are removed. Instead, all other rings gain a deflection bonus to AC based on their starting price per Table 4–12 below.
Multiple rings: Deflection bonuses from multiple rings do not stack. The GM has two options: (1) charge the price increase for each ring regardless, treating the cost as paying for an effective third ring slot; (2) make the deflection bonus optional on each ring (avoiding double-payment but adding bookkeeping).
Table 4–12: Rings (deflection bonus to AC)
| Starting Price | Deflection Bonus | Price Increase |
|---|---|---|
| 0–3,999 gp | — | — |
| 4,000–9,999 gp | +1 | +4,000 gp |
| 10,000–15,999 gp | +2 | +10,000 gp |
| 16,000–35,999 gp | +3 | +16,000 gp |
| 36,000–49,999 gp | +4 | +36,000 gp |
| 50,000+ gp | +5 | +50,000 gp |
Arms and Armor
Under this system, weapons and armor are not forged with pure enhancement bonuses, and do not need a +1 enhancement bonus to have a special ability. Instead, add up the effective enhancement bonus for the item's special abilities and assign that total as the item's new enhancement bonus on attack and damage rolls. To find the new price, multiply the total cost of the original special abilities (not counting the new enhancement bonus) by 4.
Example: The keen ability is equivalent to a +1 bonus and normally costs 2,000 gp. Under these rules, a keen falchion gains a +1 bonus on top of keen and costs 8,000 gp. A keen holy falchion (normally 18,000 gp, abilities equivalent to +3) would gain a +3 enhancement bonus on top of those abilities and cost 72,000 gp.
Content on this page is from Pathfinder Unchained © 2015 Paizo Inc. and is reproduced under the Open Game License. "Pathfinder" is a registered trademark of Paizo Inc. See Open Game License.