Replacing +X items with Hero Bonuses


Homebrew and House Rules


I am planning on running a low magic items campaign where every magic item is something special and not something that the players will pawn off once they get a better version. Thus I am eliminating enhancement bonuses to weapons and armor, all stat boosting and resistance boosting items, and basically anything which has +X bonus which would get upgraded every few levels. In addition I am trying to give a boost to martial characters.

This is a work in progress and I am posting because I would like feedback if anyone has any thoughts on this. Specifically assuming little to no magical gear what is the comparative power levels of characters using this variant to standard rules characters. Im okay with characters using this variant being equivalent to a high wealth normal character but not an obscene wealth normal character. These rules are incomplete and have not been playtested.

Hero Bonuses:
This mechanic compensates for the lack of stat and resistance boosting items as well as compensating for natural armor and deflection based AC bonuses

In addition to a feat every other level and a +1 to any one ability score every four levels that all hero's get regardless of class in the standard rules characters will additionally get

+Lv./2 Hero bonus to AC (applies at all times and stacks with everything)
+Lv./4 Hero bonus to all saves
+1 to all ability scores at 5th, 10th, 15th, and 20th level
+1 to either all physical or mental ability scores at 9th and 18th level.

Overall this adds up to
+10 AC (equivalent to +5 amulet of NA, +5 ring of deflection)
+5 to all saves (+5 cloak of resistance)
+6 to primary stats (phys or mental) (+6 perfection item)
+4 to non primary stats (+4 perfection item)

This is equivalent to a high wealth characters gear at 20th level (kind of) and the bonuses are distributed linearly throughout the level progression.This makes lower level characters more powerful and is an overall power boost because spells such a s bull's strength would still be useful even at high levels.

Advanced Combat Bonus:

This is supposed to be a simple way to replace magic weapon and armor as well as provide a boost to the overall power level of martial characters

Advanced Combat Bonus (ACB) represents an advanced level of skill in combat

ACB = BAB/4 (+1 at BAB 4, +2 at BAB 8 etc.)

ACB is added to attack and damage rolls with weapons which the character is proficient with and as a dodge bonus to AC.

Feats that would interact with ACB

Prerequisites BAB +1
Weapon Focus: add +1 to attack with one weapon or if BAB>3 double ACB bonuses (that's to attack and damage)

Power Attack (unchanged but reworded): can choose to take -(1+ACB) to attack, +2*(1+ACB) to damage with one handed weapon, +3*(1+ACB) to damage with two handed weapon

Weapon Expertise: can choose to take -(1+ACB) to attack, add +2(1+ACB) as dodge bonus to AC vs enemies engaged in melee combat.

Armor Focus: Light armor add 0.5*ACB bonus to armor AC, minimum +1 (if ACB =0)
Medium Armor add ACB bonus to armor AC, minimum +1 (if ACB =0)
Heavy Armor add 1.5*ACB bonus to armor AC, minimum +1 (if ACB =0)

Shield Focus: Add ACB bonus to shield AC bonus, minimum +1 (if ACB =0)

Dodge: if wearing light or no armor double ACB dodge bonus to AC, minimum +1 (if ACB =0)
Due to Armor mastery a fighter can use dodge in medium armor at level 3 and heavy armor at level 7

Fighter Only
Weapon Specialization: Triple ACB bonuses with one weapon (Requires weapon focus)

Example:

Example of a character taking whole advantage of these rules, a Lv.15 Sword and Board Human Fighter

Start 20 point buy plus ability increases
Str 22
Dex 20
Con 20
Int 13
Wis 13
Cha 11

Saves
Fort +17 (+9 Base +3 Hero +5 Dex)
Ref +13 (+5 Base +3 Hero +5 Dex)
Will +9 (+5 Base +3 Hero +1 Wis)

AC 46 (10 +6 Hero, +6 dodge(ACB + dodge), +5 Dex, +6 Sheild(3 Base +3 Sheild Focus), 13 Armor(9 Base +4 Armor Focus))
Touch 33, Flat Footed 29
*I have shileds apply to touch but not flat footed

Power Attack: Longsword +29 (+15 BAB, +9(3 ACB*3 Weapon Specialization), +3 Weapon Training, +6 Str, -4 Power Attack)
1d8 +23 (+9(Weapon Specialization) +6 Str, +8 Power Attack)

As far as magic items a level 15 character would have three or four such as: dragonhide armor that gives fire resistance, a shocking sword that gives +1d6 lighting, a ring of water breathing, and boots of speed (+10ft), note no bonuses to attack, saves, AC, or damage (except the shocking of course)


I like this, it seems pretty solid in my opinion.

The ACB stuff needs some tweaking, though. At the very least, try to make it easier to understand. I understood, but it's also kinda clunky just with the wording.

Aside from that, I love it. Perfect for a low or no magic campaign.

Sovereign Court

Dot.

Grand Lodge

This is not really "low magic", it's more transferring magic to the characters themselves.

A true "low magic" world reduces both the magic, and the need for the magic that was removed.


LazarX wrote:

This is not really "low magic", it's more transferring magic to the characters themselves.

A true "low magic" world reduces both the magic, and the need for the magic that was removed.

This is exactly right I want to transfer the magic from random items found in the world to the PC's themselves. This is why I said I want to run a "low magic items campaign" not a low magic campaign.

There will still be full caster PC's and NPCs and lots of magic creatures. I want a high magic heroic world I just don't like the magic mart and the continuous upgrading of equipment.

Grand Lodge

Bardarok wrote:
LazarX wrote:

This is not really "low magic", it's more transferring magic to the characters themselves.

A true "low magic" world reduces both the magic, and the need for the magic that was removed.

This is exactly right I want to transfer the magic from random items found in the world to the PC's themselves. This is why I said I want to run a "low magic items campaign" not a low magic campaign.

There will still be full caster PC's and NPCs and lots of magic creatures. I want a high magic heroic world I just don't like the magic mart and the continuous upgrading of equipment.

The Magic Mart exists only on GM sufferance. With that given, the players are still upgrading, they're simply not paying for it under your system.

There's also no need for you to get forum permission either. It's far from the first time someone has kicked this around, and far from the last. My generic answer for any GM who wants to experiment. Go for it.


LazarX wrote:
Bardarok wrote:
LazarX wrote:

This is not really "low magic", it's more transferring magic to the characters themselves.

A true "low magic" world reduces both the magic, and the need for the magic that was removed.

This is exactly right I want to transfer the magic from random items found in the world to the PC's themselves. This is why I said I want to run a "low magic items campaign" not a low magic campaign.

There will still be full caster PC's and NPCs and lots of magic creatures. I want a high magic heroic world I just don't like the magic mart and the continuous upgrading of equipment.

The Magic Mart exists only on GM sufferance. With that given, the players are still upgrading, they're simply not paying for it under your system.

There's also no need for you to get forum permission either. It's far from the first time someone has kicked this around, and far from the last. My generic answer for any GM who wants to experiment. Go for it.

I understand your points and agree with them. I am planning on going forward with my homebrew regardless of what comes up here I just wanted to see if anyone on the forums saw glaring issues with my plan balance-wise or if they had any pertinent suggestions or comments.

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