Yet Another Inherent Bonuses Houserule


Homebrew and House Rules


For quite a few years I've been trying to get inherent bonuses working in Pathfinder.

I'm not a fan of the Pathfinder Unchained rules because I think they're too finicky. Same issue with my earlier versions as well (or they reduced player choices by too much). Here's my latest version.

It works by giving player's an allotment of points that can then be spent on a variety of options including the Big 6 (plus shields) along with an option for wizards and clerics that let them get extra spell slots by using up some of their points (effectively buying virtual pearl of powers). Sorcerers are the only class left out with these options (and a few well placed magic items can fix any discrepancies between a sorcerer and the other casters). Most importantly, dual wielders are also looked after in a manner comparable to if they could buy their magic weapons.

What do people think? Are the rules simple enough while still flexible?


I think the ability to buy 6 extra level 9 spell slots at 18 level is too powerful. Sure, a normal wizard _could_ sell everything he owned and spend a year and a half crafting level 9 pearls of power for almost the same benefit (going by wealth per level, he could craft ~6 of them)... but that's a lot more commitment than just deciding "today I want to end the world" with no real investment. That probably needs to be re-balanced a bit.

I'm also a bit hesitant about the ability to just swap them all around at will... it seems a bit power-game-y and weird from an immersion perspective (for me at least)... Why can I suddenly get super weak (losing +6 STR, +6 CON and +6 Natural Armor), but become a ninja (+6 DEX, +6 INT, and +10 armor bonus)? What does that look like in game... does my guy just... deflate? It would make more sense if the refocusing were _much_ longer (similar to the retraining rules), which would also make the choices more impactful.

The other stuff seems fine, but it's basically the same and just forcing players to spend 60ish percent of their money on the big six.


Chad Nedzlek wrote:
I think the ability to buy 6 extra level 9 spell slots at 18 level is too powerful.

Fair enough. It's also more powerful than pearl of powers in that it doesn't take an item to use. Although often buying items is handled PFS style (especially at higher levels) where players buy whatever they want. I'll look at rebalancing the costs a bit.

Chad Nedzlek wrote:
I'm also a bit hesitant about the ability to just swap them all around at will... it seems a bit power-game-y and weird from an immersion perspective (for me at least)... Why can I suddenly get super weak (losing +6 STR, +6 CON and +6 Natural Armor), but become a ninja (+6 DEX, +6 INT, and +10 armor bonus)? What does that look like in game... does my guy just... deflate? It would make more sense if the refocusing were _much_ longer (similar to the retraining rules), which would also make the choices more impactful.

I get what you're saying and agree, but I also want to make it so if someone finds a magic weapon, they can then use that magic weapon.

How about this for attuning:
* Weapons/Armor/Shield: 1 hour
* Ring/Cloak/Amulet: 1 day
* Belt/Headband/Spellbook/Holy Symbol: 1 week

It means if you find that cool looking sword/armor you can pretty much swap your current one for the new one. However anciliary items require a decision at the start of each day, while the more permanent items are just rarely (if ever) changed.

How does that work?

Chad Nedzlek wrote:
The other stuff seems fine, but it's basically the same and just forcing players to spend 60ish percent of their money on the big six.

The game's basic math forces that onto players. Every inherent bonus solution (that I've seen at least) pretty much requires this.


Another alternative for attuning periods:
* Weapons/Armor/Shield: 1 hour
* Ring/Cloak/Amulet: 1 day
* Belt/Headband: 1 week
* Spellbook/Holy Symbol (adding points): 1 month
* Spellbook/Holy Symbol (removing points): 1 year (unless you take a penalty of removing 2 points to get 1 point in which case it takes 1 month)
* Arcane Connection/Spiritual Connection (adding points): 1 month
* Arcane Connection/Spiritual Connection (removing points): 1 year (unless you take a penalty of removing 2 points to get 1 point in which case it takes 1 month, these lost points can only be regained after 1 year)

Effectively, if you purchase "pearls of power" then you can't turn around and sell them for full value and then put them into something else/put them into more powerful pearls of power.

I've also now included an option for spontaneous spellcasters, although they'll pay a significantly higher price for their spell slots than prepared casters do.


Apologies for the tripple post. I've uploaded version 2 incorporating the attuning times. I dropped down the caster attuning periods to 1 week to add, 1 month to remove. I've also got spontaneous casters having to pay double the price that arcane casters pay for extra spell slots.

The costs for the the same up to spell level 5, but then starts to increase more dramatically from 6th level spells onwards:
Level 1: 1 point
Level 2: 3 points
Level 3: 6 points
Level 4: 10 points
Level 5: 15 points
Level 6: 24 points
Level 7: 36 points
Level 8: 48 points
Level 9: 60 points

In this way, if an arcane caster really wanted to, they could have 3 extra level 9 spell slots and a +6 headband, but that would be it. It would also take a month to get these "pearls".


How I'm doing it in my game:

For PCs, I take the wealth by level table, subtract 500 gp (to account for masterwork items) and divide by 500 to determine the points available. All players have virtual slots that they can power up starting at level 2. I then take the gold prices for magic items, divide that by 500 then round up to determine the points it takes to add powers to the virtual slots. You can only spend half your points (minimum 1) on any one slot. For empowering weapons and armor, to get the full power you need to use a masterwork item. If you have to use a non-masterwork weapon or armor, divide by 2, minimum 1.

A player can get the slot points back by disrupting the slot, making it unusable for 24 hours. Afterwards the player can re-allocate the points to the same or different slots.

There are still temporary magic items (scrolls, potions, wands) but no permanent items are available. The players are much less motivated by money, as it is no longer a primary source of power.


Dilvias: That works. I'd prefer to still have the ability to hand out permanent magic items though. I'm not trying to remove all magic items, just the boring ones.

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