Universal Bonus Progression

Bonus Progressions

This section details a system by which level-based bonuses are given as fractions, helping to balance multiclass characters.

Multiclass characters in the core rules are at a slight disadvantage when it comes to their statistics. This fractional base bonuses variant is designed to help multiclass characters fulfill their true potential and stand tall among their single-class peers. It is ideal for campaigns featuring many multiclass characters, particularly if those characters take levels in many different classes or prestige classes.

Base attack bonuses and base save bonuses in the core rules progress at a fractional rate, but those fractions are eliminated because of rounding; it doesn’t make sense to distinguish a base attack bonus of +6-1/2 from a base attack bonus of +6 when a character with either bonus would hit AC 17 on a roll of 11 and miss on a 10. For ease of reference, the values in the class tables are rounded this way since it never makes a difference for single-class characters. However, for multiclass characters, this rounding often results in a base attack bonus that’s too low, as well as base save bonuses that are imbalanced. The following variant results in more accurate base bonuses for multiclass characters, based on the formulas behind the class progression tables rather than on the tables themselves.

 

Defense Bonus

Table: Defense Bonus Scaling

Level

D (+0)

C (+1)

B (+2)

A (+3)

1st

+0

+0

+0

+0

2nd

+?

+? 

+? 

+? 

3rd

+? 

+? 

+? 

+1

4th

+? 

+? 

+1

+1-? 

5th

+? 

+1

+1-? 

+2

6th

+1

+1-? 

+1-? 

+2-? 

7th

+1-? 

+1-? 

+2

+3

8th

+1-? 

+1-? 

+2-? 

+3-? 

9th

+1-? 

+2

+2-? 

+4

10th

+1-? 

+2-? 

+3

+4-? 

11th

+2

+2-? 

+3-? 

+5

12th

+2-? 

+2-? 

+3-? 

+5-? 

13th

+2-? 

+3

+4

+6

14th

+2-? 

+3-? 

+4-? 

+6-? 

15th

+2-? 

+3-? 

+4-? 

+7

16th

+3

+3-? 

+5

+7-? 

17th

+3-? 

+4

+5-? 

+8

18th

+3-? 

+4-? 

+5-? 

+8-? 

19th

+3-? 

+4-? 

+6

+9

20th

+3-? 

+4-? 

+6-? 

+9-? 

In the standard d20 rules, a character’s skill at attacking gets better as he goes up in level—but not so his skill at avoiding attacks. Characters rely on armor and an ever-growing collection of magic items to protect them in combat. But what about campaigns in which it’s not common or appropriate for characters to go everywhere in full plate?

This variant system is particularly appropriate for swashbuckling or stealth-based campaigns, for settings in which firearms are common, for seafaring campaigns (in which the characters would rather not wear armor for fear of drowning), or any other setting in which armor is not worn on a day-to-day basis—even by adventurers.

Using the defense bonus variant in your game means that characters who can’t wear armor, whether because of spell failure chance, Druidic oaths, or social expectations to not wear their spiked full plate to a gala, aren’t completely defenseless.

Characters may still desire the properties of a specific kind of magic armor or of armor special abilities. Be prepared to create new magic items, such as cloaks, robes, vests, or vestments, to support those desires.

Every character has a defense bonus based on his character level and class. The defense bonus applies to Armor Class. Unlike an armor or dodge bonus, a defense bonus always applies to the character’s AC unless the character is flat-footed against a touch attack, in which case they only benefit from half their defense bonus (rounded down) against that attack. A character’s defense bonus is derived from his character level and class, as shown on Table: Defense Bonus.

Each class with note what defense bonus scaling track they grant in the armor and weapons proficiency section. Additionally, defense bonuses use fractional scaling, like saving throws or base attack bonuses. Each scaling class does confer a one time static bonus to the creature’s total defense bonus score, but it is replaced if a creature takes a level in a class which has a faster defense bonus scaling track.
D tier scaling grants a one time bonus of +0 and progresses the creature’s defense bonus by +?. C tier scaling grants a one time bonus of +1 and progresses the creature’s defense bonus by +?. B tier scaling grants a one time bonus of +2 and progresses the creature’s defense bonus by +?. A tier scaling grants a one time bonus of +4 and progresses the creature’s defense bonus by +?. 

Generally speaking, classes with no armor proficiency have D tier scaling. Classes with light armor proficiency have C tier scaling. Classes with medium armor proficiency have B tier scaling. Classes with heavy armor proficiency have A tier scaling. Classes with full BAB increase their scaling tier by one step (maximum A tier). Classes with unarmored bonuses equal to a mental ability score. (like Monks or Kensai Magi) count as having light armor proficiency.

For example, a character has 7 levels of alchemist (which uses C tier scaling) and 6 levels of ranger (which uses B tier scaling). He has a base defense bonus of +2 from ranger, a scaling bonus of +1-? from alchemist, and a scaling bonus of +1-? from ranger. This means the character has a defense bonus of +4-7/12, rounded down to +4.

Monster Defense Bonuses

Table: Creature Defense Bonuses

Armor Proficiency

Defense Bonus

None

+0

Light

+1

Light and medium

+2

Light, medium and heavy

+4

Monsters do not have inherent defense bonuses unless they are also proficient in armor. When calculating a monster’s defense bonus to AC, do not include the monster’s base HD or level adjustment (if any).

For example, a typical green dragon, gargoyle or black pudding has no class levels and is not proficient with any armor. Such creatures do not get a defense bonus. However, if a creature is proficient with one or more types of armor, it gains a defense bonus. See Table: Creature Defense Bonuses.

If a creature has levels in a class, it gains a defense bonus just like any other character with a class. This bonus does not stack with any defense bonus the creature may have from their innate armor proficiency.

 

Base Attack Bonuses

There are five base attack bonus progressions. +?, +?, +?, +1, and +1-?. These are additive between levels.

 

Table: Base Attack Bonus Progression

Class Level

+1? BAB

+1 BAB

+? BAB

+? BAB

+? BAB

1st

+1-1/4

+1

+3/4

+1/2

+1/4

2nd

+2-1/2

+2

+1-1/2

+1

+1/2

3rd

+3-3/4

+3

+2-1/4

+1-1/2

+3/4

4th

+5

+4

+3

+2

+1

5th

+6-1/4

+5

+3-3/4

+2-1/2

+1-1/4

6th

+7-1/2

+6

+4-1/2

+3

+1-1/2

7th

+8-3/4

+7

+5-1/4

+3-1/2

+1-3/4

8th

+10

+8

+6

+4

+2

9th

+11-1/4

+9

+6-3/4

+4-1/2

+2-1/4

10th

+12-1/2

+10

+7-1/2

+5

+2-1/2

11th

+13-3/4

+11

+8-1/4

+5-1/2

+2-3/4

12th

+15

+12

+9

+6

+3

13th

+16-1/4

+13

+9-3/4

+6-1/2

+3-1/4

14th

+17-1/2

+14

+10-1/2

+7

+3-1/2

15th

+18-3/4

+15

+11-1/4

+7-1/2

+3-3/4

16th

+20

+16

+12

+8

+4

17th

+21-1/4

+17

+12-3/4

+8-1/2

+4-1/4

18th

+22-1/2

+18

+13-1/2

+9

+4-1/2

19th

+23-3/4

+19

+14-1/4

+9-1/2

+4-3/4

20th

+25

+20

+15

+10

+5

 

Base Save Bonuses

There are only two base saving throw progressions: good and poor. Good saves progress at a rate of +2/3 per level, average saves progress at a rate of +1/2 per level, while poor saves progress at +1/3 per level. Additionally, saving throw bonuses with a good and average saving throw progression start higher, effectively incorporating an additional +2 bonus for good saves and a +1 bonus for average saves. 

To determine the saving throw bonus of each class, look for the progression speed in the character’s progression section. Next, for each class, find the value in Table: Fractional Bonuses by Level corresponding to your level in that class and whether the saving throw progression is good or poor. Add the values from all your classes; if you have a good saving throw progression from at least one class, add 2 to the total (this is a one-time increase and doesn’t stack).

In the core Pathfinder rules, prestige classes advance at the same rate as base classes but have different class bonuses. These adjusted bonuses were meant to compensate for the leftover fractions from the character’s base classes, since the only way to gain a prestige class is via multiclassing—taking levels in both your original class and the prestige class—or racial Hit Dice. Because fractional base bonuses already account for those fractions, instead use the base save bonuses from Table: Fractional Bonuses by Level just as you would for any other class. To tell whether a prestige class has a good or poor save progression for a saving throw, look at the 1st-level saving throw bonuses it receives for that save. If the bonus is +1, it has a good save progression. If it’s +0, it has a poor save progression. Prestige classes do not grant average saves, and as such, it progresses saves at good or poor.

 

Table: Saving Throw Bonus Progression

Class Level

Base Save Bonus (Good; 2 + 2/3)

Base Save Bonus (Average; 1 + 1/2)

Base Save Bonus (Poor; 0 + 1/3)

1st

+2/3

+1/2

+1/3

2nd

+1-1/3

+1

+2/3

3rd

+2

+1-1/2

+1

4th

+2-2/3

+2

+1-1/3

5th

+3-1/3

+2-1/2

+1-2/3

6th

+4

+3

+2

7th

+4-2/3

+3-1/2

+2-1/3

8th

+5-1/3

+4

+2-2/3

9th

+6

+4-1/2

+3

10th

+6-2/3

+5

+3-1/3

11th

+7-1/3

+5-1/2

+3-2/3

12th

+8

+6

+4

13th

+8-2/3

+6-1/2

+4-1/3

14th

+9-1/3

+7

+4-2/3

15th

+10

+7-1/2

+5

16th

+10-2/3

+8

+5-1/3

17th

+11-1/3

+8-1/2

+5-2/3

18th

+12

+9

+6

19th

+12-2/3

+9-1/2

+6-1/3

20th

+13-1/3

+10

+6-2/3

* If at least one of the character’s classes has a good saving throw progression for the save in question, add 2 to the total save bonus.

 

Bonuses by Level

The table above presents fractional values for the base save and base attack bonuses. To determine the total base save bonus or base attack bonus of a multiclass character, calculate the fractional values for each of the character’s classes using the table and add them together.

This rule affects only multiclass characters, and such characters will have a number of attacks depending on their combined base attack bonuses from several classes. For this reason, the table does not list the multiple attacks gained by characters with a BAB of +6 or greater. Just remember that a second attack is gained when a character’s total BAB reaches +6, a third at +11, and a fourth at +16, just as normal.

For a character who’s an 11th-level fighter and a 9th-level rogue, adding a BAB of +13-? to a BAB of +6-3/4 yields a BAB of +20, with additional attacks with BABs of +15, +10, and +5, respectively.

Staggered Advancement

Staggered advancement allows you to gain some of your bonuses, such as skill ranks, hit points, and saving throws, at even breaks between levels.

When increasing in level, characters often gain new abilities and powers seemingly overnight. The following advancement variant allows you to add some verisimilitude to the way in which your characters grow in power.

Instead of gaining all your new abilities when you advance to the next level, you divide them among four XP tiers: 25%, 50%, 75%, and 100%. Each XP tier represents a specific percentage of the XP required to advance to the next level.

 

Using Staggered Advancement

First, select the class in which you’ll gain your next level. You must meet all the prerequisites for that class level.

Whenever you reach a new XP tier, gain the appropriate universal abilities and skill ranks for that class as detailed in Table: Staggered Advancement. Your feat, ability score, and spell progressions remain unchanged.

Universal Abilities: Universal abilities include your selected class’s base attack bonus, defense bonus, automatic bonus progression, and saving throw bonuses. At the 25%, 50%, and 75% XP tiers, you can select one of the following options.

Automatic Bonus Progression: Increase your bonuses from your Automatic Bonus Progression.

Base Attack Bonus: Increase your selected class’s base attack bonus (if applicable).

Defense Bonus: Determine how much your Defense bonus will increase next level. Add it to your AC.

Saving Throw Bonuses: Increase your class’s saving throw bonuses (if applicable).

Each of the above options can only be selected once per level. Additionally, the base attack bonuses and saving throw bonuses of some classes don’t increase each time they advance in level. If only one universal ability is applicable, incorporate it at the 75% tier. If two are applicable, incorporate one at the 50% tier and the other at the 75% tier (your choice).

Class Features: Characters gain all class features upon reaching the next level.

Skill Ranks: Determine the total number of skill ranks you would gain for advancing to the next level in your selected class, and allocate 50% of the skill ranks (rounding down) when you reach the 50% XP tier. When you advance fully to the next level, you can spend the remaining skill ranks.

Vitality Points: Determine the number of vitality points you would gain for advancing to the next level in your class and add 25% of those vitality points (rounding down) to your vitality point maximum at the 25% XP tier, again at the 50% tier, and again at the 75% XP tier. When you advance fully to the next level of your selected class, add any remaining vitality points.

Table: Staggered Advancement assumes you are using the medium XP advancement track. If you use the fast or slow XP advancement track, you can use this table as a model from which to extrapolate the XP requirements for each XP tier.

Character Level

XP

XP Tier

Universal Abilities

Class Abilities

Skill Ranks/Vitality Points

1st

0

As standard rules for a 1st-level character

500

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

1,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

1,500

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

2nd

2,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

2,750

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

3,500

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

4,250

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

3rd

5,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

6,000

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

7,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

8,000

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

4th

9,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

10,500

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

12,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

13,500

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

5th

15,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

17,000

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

19,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

21,000

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

6th

23,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

26,000

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

29,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

32,000

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

7th

35,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

39,000

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

43,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

47,000

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

8th

51,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

57,000

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

63,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

69,000

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

9th

75,000

Remaining 50% of vitality

All

100% Skills/100% Vitality

82,500

25%

BAB, 50% vitality, or saves

25% Vitality

90,000

50%

BAB, 50% vitality, or saves

50% Skills/50% Vitality

97,500

75%

BAB, 50% vitality, or saves

75% Vitality

10th

105,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

117,500

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

130,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

142,500

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

11th

155,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

171,250

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

187,500

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

203,750

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

12th

220,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

243,750

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

267,500

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

291,250

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

13th

315,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

347,500

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

380,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

412,500

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

14th

445,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

492,500

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

540,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

587,500

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

15th

635,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

698,750

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

762,500

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

826,250

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

16th

890,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

992,500

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

1,095,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

1,197,500

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

17th

1,300,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

1,425,000

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

1,550,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

1,675,000

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

18th

1,800,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

1,987,500

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

2,175,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

2,362,500

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

19th

2,550,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

2,812,500

25%

ABP, BAB, Def. Bonus, or Saves

25% Vitality

3,075,000

50%

ABP, BAB, Def. Bonus, or Saves

50% Skills/50% Vitality

3,337,500

75%

ABP, BAB, Def. Bonus, or Saves

75% Vitality

20th

3,600,000

ABP, BAB, Def. Bonus, or Saves

All

100% Skills/100% Vitality

Automatic Bonus Progression

All characters gain the abilities listed on the table below when they reach the appropriate level. Decrease character wealth by level to half the normal amount.

The automatic bonuses are often more beneficial than that reduction in wealth, but characters have less flexibility, so the advantages and disadvantages balance out. Items that only grant bonuses to AC, saving throws, and ability scores don’t exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor do exist, but grant only special abilities, not enhancement bonuses; calculate their prices with the table.

If you want to remove magic items entirely (or make them so exceedingly rare that there is no expectation of finding them), consider giving the characters bonuses from the following table as if they were 2 levels higher. The table extends to 22nd level to account for games without magic items.

Table: Automatic Bonus Progression

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)

3Armor Attunement

The character can attune herself to one suit of masterwork armor or one masterwork shield in her possession as a standard action. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level.

At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus.

At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus).

At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus.

At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus.

At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

A creature may attune to a set of Bracers of Armor as though it were a suit of masterwork armor.

Deflection Bonus

The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Legendary Gifts

The character gains three legendary gifts at 19th level and five more at 20th level. (If you’re using the variant with no magic treasure, characters gain seven more legendary gifts when their effective level reaches 21 and eight more when it reaches 22.) Select these legendary gifts from the following list.

Legendary Ability: Gain a +1 inherent bonus to any ability score. You can select this legendary gift multiple times, and it stacks up to +5 in any one ability score. This bonus does not stack with the bonus from Wish; you must take the higher bonus.

Legendary Body I: Increase your bonuses from physical prowess to +6/+4/+4.

Legendary Body II: Increase your bonuses from physical prowess to +6/+6/+4. This counts as two legendary gifts. You must already have Legendary Body I to select this legendary gift.

Legendary Body III: Increase your bonuses from physical prowess to +6/+6/+6. This counts as two legendary gifts. You must already have Legendary Body I and Legendary Body II to select this legendary gift.

Legendary Mind I: Increase your bonuses from mental prowess to +6/+4/+4.

Legendary Mind II: Increase your bonuses from mental prowess to +6/+6/+4. This counts as two legendary gifts. You must already have Legendary Mind I to select this legendary gift.

Legendary Mind II: Increase your bonuses from mental prowess to +6/+6/+6. This counts as two legendary gifts. You must already have Legendary Mind I and Legendary Mind II to select this legendary gift.

Legendary Armor I: You may grant two suits of armor or shields matching +4 enhancement bonuses.

Legendary Armor II: You may grant one suit of armor or shield a +5 enhancement bonus and one suit of armor or shield a +4 enhancement bonus. This counts as two gifts. You must already have Legendary Shieldmaster I to select this legendary gift.

Legendary Armor III: You may grant two suits of armor or shields matching +5 enhancement bonuses. This counts as two gifts. You must already have Legendary Armor I and Legendary Armor II to select this legendary gift.

Legendary Weapon: Your enhancement bonus from weapon attunement increases by 1, granting you the ability to give one weapon a +6 bonus. This counts as two gifts.

Legendary Twin Weapons I: You may grant two weapons +4 bonuses. 

Legendary Twin Weapons II: You may grant one weapon a +5 bonus and another weapon a +4 bonus. This counts as two gifts. You must already have Legendary Twin Weapons I gift to select this legendary gift.

Legendary Twin Weapons III: You may grant two weapons +5 bonuses. This counts as two gifts. You must already have Legendary Twin Weapons I and Legendary Twin Weapons II gifts to select this legendary gift.

Mental Prowess

At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases to +4. At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus. At 15th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus.

Physical Prowess

At 7th level, the character chooses one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus. At 12th level, this bonus increases to +4. At 13th level, the character chooses a second physical ability score to gain a permanent +2 enhancement bonus. At 16th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third physical ability score to gain a permanent +2 enhancement bonus.

Resistance Bonus

At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Natural Armor

At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Weapon Attunement

The character can attune herself to any one masterwork weapon in her possession as a standard action. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

A creature may attune to an Amulet of Mighty Fists and/or rays (if they’re a spellcaster).

Enchanted Weapons and Armor

In this system, magic weapons, armor, and shields never have enhancement bonuses of their own; those bonuses are granted only through attunement. Any masterwork weapon, armor, or shield special abilities on attuned items count against a character’s enhancement bonus from attunement. 

In this system, adding bonus-equivalent special abilities to items costs significantly less because you are paying only for the special ability, not for a base enhancement bonus, as any masterwork armor or weapon may be enchanted using the crafting rules (see the table below). To determine the price of specific weapons and armor, remove the flat enhancement bonus and reduce the item’s cost by the amount listed on the table below. For example, a flame tongue is normally worth 20,715 gp, but under this system, it would lose its +1 enhancement bonus and its price would be reduced to 18,715 gp. Specific weapons and armor can be attuned; they then grant the character’s enhancement bonuses from weapon attunement and armor attunement as normal.

Bracers of Armor and Amulets of Mighty Fists may be crafted as normal, but they simply add enchantments to a creature’s armor or natural weapons (though the creature may attune to them as though they were one suit of armor or one weapon respectively). If the creature is wearing any combination of a suit of enchanted armor and Bracers of Armor, they only benefit from the set of enchantments with the highest effective enhancement bonus. If the effective enhancement bonuses are equal, the set the creature benefits from is determined randomly. Amulets of Natural Armor do not exist.

Base Price Modifier

Weapon Cost

Armor/Shield Cost

+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

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