Innate Magic

Starting at 3rd level, all characters receive points when they level up, that they can spend on bonuses to stats and attributes. The total number of points by level is given in the table. For example, a 10th level character has 15 points to spend; on reaching 11th level, they gain an additional 3 points, for 18 points in all.

Level

Points

Maximum bonus

Maximum bonus (skills)

1

0

2

0

3

1

+1

+5

4

2

+1

+5

5

4

+1

+5

6

6

+2

+5

7

8

+2

+5

8

10

+2

+5

9

12

+3

+5

10

15

+3

+5

11

18

+3

+10

12

21

+4

+10

13

24

+4

+10

14

28

+4

+10

15

32

+5

+10

16

36

+5

+10

17

40

+5

+10

18

45

+6*

+10

19

50

+6*

+10

20

55

+6*

+10

* Only for attribute bonuses.

Points can be spent on the following bonuses, at the given rates:

Note that these costs are a simple linear scale, unlike the quadratic scaling costs for magic items in the DMG. The costs are mostly in line with the pre-existing relative costs between categories: for example, a +1 weapon costs twice as much as +1 armour. Skills are more expensive than in the DMG, which is a deliberate decision reflecting the belief that skill boosters are too cheaply priced.

A cap of +1 per 3 levels (rounded down) applies to all bonuses, except for skill competence bonuses. Skill bonuses are limited to +5 at levels 1-10, and +10 from 11th level onwards. Only attribute bonuses may exceed +5. Attribute bonuses must be taken in lots of +2, just as with magic items.

These bonuses can be thought of as "innate", in the sense that they are a part of the character, not their equipment. Thus they don't take up item slots, cost gold or experience to enchant, and apply continuously. The exceptions are weapons, shields and armour: for these, if you do not have an item of the appropriate type, you do not receive the bonus.

Armor enhancement bonus is split into the following categories: none/light, and medium/heavy. When you buy an armor enhancement bonus, decide which category the bonus will apply to. You gain the bonus whenever you wear armour falling into that category. For example, if you're a rogue, you might buy 2 points of armor enhancement bonus for the none/light category; as long as you wear light armour of any kind or no armour, you receive a +2 bonus to AC. A character without armour is treated as having a base armor bonus of +0.

Shield enhancement bonus is split into the following categories: none/buckler/light, and heavy/tower. You gain the bonus whenever you use a shield of the correct category. For "none/buckler/light", you also gain the bonus if you are not using a shield, but have at least one free hand ie, you are not wielding a weapon in your off-hand, or using a weapon two-handed. A character without a shield is treated as having a base shield bonus of +0. (Monks can use this to gain a shield bonus to AC stacking with their Wisdom and class bonuses, as can other classes with similar abilities.)

Weapon enhancement bonus is split into melee and ranged categories. You gain the bonus whenever you use a weapon of the correct type. Thrown weapons use whichever bonus applies to how the weapon is actually being used. Thus if you use a throwing axe in melee, it gains the benefit of any melee weapon bonus you have, and if you throw it at an enemy, it uses your ranged weapon bonus.

Innate bonuses don't stack with bonuses of the same type obtained from actual magic items or other effects.


Last updated: 24 March 2007

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