Rules Index | GM Screen | Player's Guide


Chapter 2: Building Games / Variant Rules

Automatic Bonus Progression

Source GM Core pg. 83
This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor’s item bonus) and replaces it with a new kind of bonus—potency—to reflect a character’s innate ability. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.

Special Class Features

Source GM Core pg. 83
Every character automatically gains the class features on the Automatic Bonus Progression table.

Table 4-11: Automatic Bonus Progression

LevelBenefits
1
2Attack potency +1
3Skill potency (one at +1)
4Devastating attacks (two dice)
5Defense potency +1
6Skill potency (two at +1 each)
7Perception potency +1
8Saving throw potency +1
9Skill potency (one at +2, one at +1)
10Attack potency +2
11Defense potency +2
12Devastating attacks (three dice)
13Perception potency +2; skill potency (two at +2 each, one at +1)
14Saving throw potency +2
15Skill potency (three at +2 each, one at +1)
16Attack potency +3
17Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)
18Defense potency +3
19Devastating attacks (four dice), Perception potency +3
20Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)

Attack Potency

Source GM Core pg. 83
Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level.

Skill Potency

Source GM Core pg. 83
At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill’s potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time.

Devastating Attacks

Source GM Core pg. 83
At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.

Defense Potency

Source GM Core pg. 83
At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3.

Perception Potency

Source GM Core pg. 83
At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19.

Saving Throw Potency

Source GM Core pg. 83
At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.

Ability Apex

Source GM Core pg. 83
At 17th level, choose one attribute score to either increase by 2 or increase to 18 (whichever grants the higher score).

Adjusting Items and Treasure

Source GM Core pg. 83
With this variant, you can ignore as much of the Party Treasure by Level table on page 59 as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.

Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase attribute modifiers. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on page 59.

If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or holy. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses.