Items no longer available:
- Amulet of mighty fists
- Amulet of natural armor
- Any mental ability score headband
- Any physical ability score belt
- Any physical or mental ability score ioun stone
- Bracers of armor
- Cloak of resistance
- Gloves of improvised might
- Magical armor
- Magical weapons
- Protean Cloak
- Rings of Protection
- Rings of Resistance
- Items that integrate any of the above into other effects (see below)
ABP, like the original magic items, turns off when in an anti-magic field or similar. You may still identify ABP-equivalent items with spellcraft after a detect magic check, or with arcane sight, like normal. Using ABP points does not take up a slot unless being used to enhance an existing masterwork item (armor or weapons.)
Enchant targets must still be legal, for example weapons and armor must still be masterwork before ABP points are put on them. Exchanging enhancement bonuses for equivalent armor and weapon qualities that would normally cost +1-+5 enhancement bonus points still work as normal and special qualities that instead cost a flat gil price may be applied to those weapons as normal. Essentially, generally treat enhanced weapons as the old magic item system, except that special qualities on items no longer require a +1 before applying enhancements.
Alternatively, instead of armor, one can choose to enchant a set of normal clothing. This generally corresponds to one of the outfits listed for characters to choose, but otherwise can be any mundane piece that has a listed price on AON. This set of clothing starts with an armor bonus of +0 (similarly to bracers of armor) and otherwise generally functions as such for magic item purposes. This includes deactivating if another item with a larger bonus is worn.
Items enhanced with ABP points do not function as if they had those ABP points if in the hands of another creature, but regain their abilities if returned to the original creature. If the weapon is destroyed with ABP applied, you lose the points until next they are reallocated. Ammunition is enhanced 50 at a time, where any value less than 50 costs the same as if there were 50. Spent ammunition expends the associated ABP until you spend the time reallocating.
ABP points can be readjusted for free whenever the character gains a level, or by spending one hour of downtime per point. ABP allocations must clearly be marked on your character sheet and any changes (including leveling) must be clearly tracked.
You may share ABP points with familiars, companions, mounts or other such creatures where you originally would have been able to give them the appropriate item. If the original feature states that you share item slots as your companion, the same rule applies, otherwise you do not. Adjusting points on them works the same way as they would on yourself, and ABP points used this way are taken out of your character’s pool as if you had used them on yourself.
You may also move an existing ABP allocation between magic weapons and armor, or you and any creatures you control (companions, etc.) as a full-round action. You must be holding or otherwise be in physical contact with both items/creatures the entire action. This does not let you change the allocation (ie, you cannot move a +2 from a greatsword and turn it into a +1 Keen on a rapier, but you may turn it into a +2 rapier.) but it does let you swap. Anything you move this way must still meet the original requirements (ie, weapons and armor must be masterwork).
Magic items that include one of the above items along with other features can be allowed on a case-by-case basis. To calculate the new cost, reverse the magic item pricing rules and do the following: ((Item) – (Item banned above))/1.5 = (New item price).
Fancy Tables
Tables with the (Independent) tag apply to individual stats or items, not all stats or items.
ABP Point Totals
| Character Level | Incremental Gain | Total Points |
| 3 | 2 | 2 |
| 4 | 2 | 4 |
| 5 | 4 | 8 |
| 6 | 4 | 12 |
| 7 | 6 | 18 |
| 8 | 7 | 25 |
| 9 | 10 | 35 |
| 10 | 12 | 47 |
| 11 | 15 | 62 |
| 12 | 19 | 81 |
| 13 | 24 | 105 |
| 14 | 34 | 139 |
| 15 | 41 | 180 |
| 16 | 56 | 236 |
| 17 | 72 | 308 |
| 18 | 90 | 398 |
| 19 | 116 | 514 |
| 20 | 146 | 660 |
Enhancement Stat Boosts (Independent)
| Bonus | +2 | +4 | +6 |
| Incremental Cost | 4 | 12 | 20 |
| Total Cost | 4 | 16 | 36 |
Inherent Stat Boosts (Independent)
| Bonus | +1 | +2 | +3 | +4 | +5 |
| Incremental Cost | 25 | 25 | 25 | 25 | 25 |
| Total Cost | 25 | 50 | 75 | 100 | 125 |
Saving Throw Bonuses (as Cloak of Resistance)
| Bonus | +1 | +2 | +3 | +4 | +5 |
| Incremental Cost | 1 | 3 | 5 | 7 | 9 |
| Total Cost | 1 | 4 | 9 | 16 | 25 |
Deflection Armor Bonus (as Ring of Deflection)
| Bonus | +1 | +2 | +3 | +4 | +5 |
| Incremental Cost | 2 | 6 | 10 | 14 | 18 |
| Total Cost | 2 | 8 | 18 | 32 | 50 |
Natural Armor Bonus (as Amulet of Natural Armor)
| Bonus | +1 | +2 | +3 | +4 | +5 |
| Incremental Cost | 2 | 6 | 10 | 14 | 18 |
| Total Cost | 2 | 8 | 18 | 32 | 50 |
Enhancement Magic Weapon Bonus (Independent)
*This applies to any manufactured weapon and unarmed strike (ie handwraps).
| Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
| Incremental Cost | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 48 |
| Total Cost | 2 | 8 | 18 | 32 | 50 | 72 | 98 | 128 | 162 | 200 |
Enhancement Improvised Weapon Bonus (as Gloves of Improvised Might)
| Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
| Incremental Cost | 4 | 12 | 20 | 28 | 36 | 44 | 52 | 60 | 68 | 96 |
| Total Cost | 4 | 16 | 36 | 64 | 100 | 144 | 196 | 256 | 324 | 400 |
Natural Attacks & Unarmed Strike (as Amulet of Mighty Fists)
| Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
| Incremental Cost | 4 | 12 | 20 | 28 | 36 | 44 | 52 | 60 | 68 | 96 |
| Total Cost | 4 | 16 | 36 | 64 | 100 | 144 | 196 | 256 | 324 | 400 |
Enhancement Magic Armour & Shield Bonuses (Independent)
| Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
| Incremental Cost | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 24 |
| Total Cost | 1 | 4 | 9 | 16 | 25 | 36 | 49 | 64 | 81 | 100 |
Wait, so how does this work?
Let’s say Nova, a level 8 fighter, just leveled and want to spend ABP. Since she’s level 8, she has a total of 25 points, up 7 from 18 at level 7. Since she just leveled, she can reallocate points as she wishes without spending downtime.
She wants to be strong, so she figures a +4 enhancement bonus to strength will be good for her.
Thus, she consults the table [Enhancement Stat Boosts (Independent)] and finds out that a +4 bonus to strength is going to cost her 16 out of her 25 ABP points. She then marks this allocation down and continues with her new muscle mass.
Nova would also like to not fail her saving throws. She consults the table [Saving Throw Bonuses (as Cloak of Resistance)] and figures that a +1 to all her saves will be good enough for now. She allocates the points appropriately, leaving her with 8 points to spend.
Since her weapon is her second favorite thing in the world, she wants to give it bonuses too. She consults table [Enhancement Magic Weapon Bonus (Independent)] and finds that a +2 weapon is exactly 8 points, which is how much she has remaining. Since it’s already masterwork, she can apply these bonuses on it. However, she also wants to put a special weapon quality (in this case, Keen.) When she allocates ABP, she declares that she’s spending enough to +2 the weapon, with one point going towards Keen since she must still meet the normal requirement of +1 before it.
Therefore, her item setup now looks like the following:
+4 str, +1 saves, +1 Keen axe
She marks these allocations out of her (0/25) total on her sheet, and then updates the post in the ABP channel by deleting the previous and remaking it.
Reverse Pricing Example
Let’s say Leila, a level 4 swashbuckler (fencer archetype), wants a Cape of Daring Deeds. However, since it integrates a Cloak of Resistance as part of the pricing, it must be first be reworked before she can buy one. Given the formula ((Item) – (Item banned))/1.5 = (New item price), she calculates this as ((9,000 cape) – (4,000 cloak))/1.5 = 5,000/1.5 = 3,333 gold. Once she gets the item approved, she may purchase or craft the cape without the +2 resistance bonus. Note that in this case, the text should be adjusted to “The wearer increases her resistance bonus to saving throws by +2 for 1 round whenever she uses the charmed life swashbuckler class feature, up to a maximum of +5.”