Magic Item Variants
Pathfinder Gamemastery Guide (Second Edition), page 196
Pathfinder’s magic item system is calibrated for a high-fantasy world like Golarion, with plenty of access to magic. However, not all settings, games, or subgenres match those assumptions. Varying from the default magic item system can help your group build games in low-magic settings, where the availability of magic items is unreliable, or where most or all of the power comes from the character and not their gear.
Automatic Bonus Progression
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 instead.
In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.
Special Class Features
Every character automatically gains the class features on Table 4–11: Automatic Bonus Progression.
Progression
Level Benefits
| 1 | — |
|---|---|
| 2 | Attack potency +1 |
| 3 | Skill potency (one at +1) |
| 4 | Devastating attacks (two dice) |
| 5 | Defense potency +1 |
| 6 | Skill potency (two at +1 each) |
| 7 | Perception potency +1 |
| 8 | Saving throw potency +1 |
| 9 | Skill potency (one at +2, one at +1) |
| 10 | Attack potency +2 |
| 11 | Defense potency +2 |
| 12 | Devastating attacks (three dice) |
13
Perception potency +2; skill potency (two at +2 each, one at +1)
14
Saving throw potency +2
15
Skill potency (three at +2 each, one at +1)
16
Attack potency +3
17
Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)
18
Defense potency +3
19
Devastating attacks (four dice), Perception potency +3
20
Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)
AttAck potency
2nd 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
3rd 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
4th 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
5th 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
7th 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
8th At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.
Ability Apex
17th
At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score).
Item Bonus
Property Rune Slots
Item Level
Price
Expert
+1
1
2
35 gpMaster
+2
2
10
935 gpLegendary
+3
3
16
8,935 gp
Bonus Increase
Property Rune Slots
Item Level
Price
Expert
+1
1
5
160 gpMaster
+2
2
11
1,060 gpLegendary
+3
3
18
20,560 gp
Item Bonus
Damage Dice
Property Rune Slots
Item Level
Price
Expert
+1
1
1
2
35 gpExpert devastating
+1
2
1
4
100 gpMaster
+2
2
2
10
1,000 gpMaster devastating
+2
3
2
12
2,000 gpLegendary
+3
3
3
16
10,000 gpLegendary devastating
+3
4
3
19
40,000 gp
Bonus Increase
Save Bonus
Property Rune Slots
Item Level
Price
Expert
+1
—
1
5
160 gpExpert resilient
+1
+1
1
8
500 gpMaster
+2
+1
2
11
1,400 gpMaster resilient
+2
+2
2
14
4,500 gpLegendary
+3
+2
3
18
24,000 gpLegendary resilient
+3
+3
3
20
70,000 gp
Adjusting Items and Treasure
With this variant, you can ignore as much of Table 10–9: Party Treasure by Level on page 509 of the Core Rulebook 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 ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on Table 10–9 of the Core Rulebook.
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.
High-Quality
In this variant, gear can provide bonuses even if it’s not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in Crafting to Craft.
High-Quality Weapons and Armor
High-quality weapons and armor give the same benefits as weapon and armor potency runes (Tables 4–12 and 4–13). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the automatic bonus progression variant, or you can have quality also provide the effects of striking and resilient runes, using Table 4–14 and Table 4–15. If you choose to still have magic weapons and armor, the effects don’t stack with quality.
High-Quality Skill Items
Items with skill or Perception bonuses don’t have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can Craft or buy a non-magical item to boost Perception or a skill using the table below.
Item Bonus
Item Level
Price
| Expert | +1 | 3 | 40 gp |
|---|---|---|---|
| Master | +2 | 9 | 550 gp |
| Legendary | +3 | 17 | 11,000 gp |
