Karzoug the Claimer

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Pathfinder Adventure Path Subscriber. 470 posts. No reviews. No lists. 1 wishlist.



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This blog (link) had very good info on PaizoCon / GenCon in the past, and it seems like it's going to repeat this in 2012.


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Bob_Loblaw wrote:
You can ask the artist for permission and go from there.

But if paizo owns the rights to the art, wouldn't you have to ask paizo's permission?


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How about a PDF version?
I guess there will be much artwork in there that longs to be made a wallpaper...


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PRD wrote:

DIRTY TRICK

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent's face to blind him for 1 round, pulling down an enemy's pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round.

So at least one of the examples could be done with a weapon: "...hitting a foe in a sensitive spot to make him sickened...".

With a little creativity you could describe all the penalties caused by using a weapon:

  • blinded: with a quick horizontal swing of your blade, you splatter blood from the blade (his own blood, of course!) into his eyes.

  • dazzled: you use your blade to reflect the light of the sun into your enemie's eyes.

  • deafened: with the flat of your blade, you hit your enemie's ear.

  • entangled: you cut the belt holding your enemie's pants up.

  • shaken: a threatening jab with your blade leaves your enemy shaken.

  • sickened: you hit a weak spot.

So I would definitely rule that you can indeed use any weapon to perform a Dirty Trick, as long as the player provides a cool description... but RAW, I'm not sure.


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An observation from our last session: druids can have an immense impact on the hexploration part of the campaign.

The first 2 levels, the group had a hard time exploring the map, with slow horses and slower ponies.

But then they reached 3rd level, and the gnome druid got the eagle eye spell from the APG. At 3rd level, the eye appears at a height of 520 ft, which means the horizon is about 27 miles away, that's more than 2 hexes.
Although the hexes cannot be explored this way, the spells makes it a lot easier to get an overview of the lay of the land.

When the druid will get wild shape, he can turn into a bird and, combined with eagle eye, get an overview of large parts of the map very quickly.

Later on, when he gets commune with nature, he will even be able to explore the hexes very easily.


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I made up an additional competition for the festival:

Event: Drinking Competition

The rules of the Drinking Competition are easy: every competitor has to drink every drink served, and the last man standing wins.
The drinks are served every other round. A competitor who hasn’t downed his drink when the next one is served is out of the competition.
Druids, Monks and all others known to be immune against poison are not allowed to partake in this competition.

The drinks served are:

1. 3 kegs of Darkwater Mead. This dark-brown and flavourful mead is quite strong.
Fort DC 10 or become nauseated for the rest of the competition.

2. 3 kegs of Darkwater Mead.
Fort DC 12 or become nauseated and sickened for the rest of the competition.

3. 3 kegs of Darkwater Mead.
Fort DC 14 or become nauseated, sickened and confused for the rest of the competition.

4. 3 kegs of Darkwater Mead.
Fort DC 16 or become unconscious.

5. 3 glasses of Sarain Spice Wine. The best red wine Sarain’s vineyards have to offer, heated and flavoured with imported spices.
Fort DC 18 or become sickened for the rest of the competition and take 2d12 points of nonlethal damage.

6. 3 glasses of Sarain Spice Wine.
Fort DC 18 or become sickened and confused for the rest of the competition and take 2d12 points of nonlethal damage.

7. 1 tumbler of Mwangi Fire Whiskey. This is a taldan whiskey infused with fire chilis imported from the Mwangi Expanse.
9d6 nonlethal fire damage, fort DC 20 for half damage.

8. 1 tumbler of Mwangi Fire Whiskey.
9d6 nonlethal fire damage, fort DC 20 for half damage.

9. 1 tumbler of Mwangi Fire Whiskey.
9d6 nonlethal fire damage, fort DC 20 for half damage.

10. 1 goblet Daggermark Special. This cocktail is used in Daggermark to “test” protections against poison.
Fort DC 22, frequency 1/rd. for 2 rounds, effect 1d6 Wis and confused 1 round, cure 1 save

11. 1 glass of Water of Life. This special moonshine from the First World tastes strong and fruity, recalling memories of every fruit the drinker ever tasted, and many he never tasted at all.
Fort DC 24, frequency 1/rd. for 6 rounds, effect 1d4 Str, cure 2 saves

12. 3 kegs of Darkwater Mead. Just to spill it down.

If only one competitor is left before the last round, he may continue nonetheless to win the special price. If the winner of the competition drinks all the offered drinks he wins a Decanter of Endless Water, Beer, or Wine, which is a Decanter of Endless Water that can also produce a stream or fountain of beer or wine when alternate command words are used. Beer and wine produced in this way turn into ordinary water when they haven’t been consumed after 1 hour.

If more than one competitor is left after the last drink, they continue drinking 1 glass of Water of Life followed by 3 kegs of Darkwater Mead until a winner is found. For every additional round of drinking Water of Life, the save DC increases by 2.

I haven't statted up any competitors yet, but that shouldn't be hard as there is only one strategy to win the competition, which is a good fortitude save...


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I like the Irlgaunt very much. Can't wait to "complicate" a travel through the mountains with a swarm of them...


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Brent Watts wrote:

Hello,

So I just bought the adventure path and I'm a bit disappointed to see a complete lack of pullouts to give to the players. No player maps, no handouts (I'll have to photocopy I guess) and having to buy another product to get the mini maps isn't great. Are the encounter maps at least available to download? So I can print them in color? I don't have a color photocopier...

thanks.

There are freely available software tools that can help you.

SomePDF Image Extractor extracts all images from a PDF file, including the maps.

GIMP helps you to cut, modify and scale maps.

PosteRazor helps you to transfer very big images like correctly scaled maps into PDFs you can then print, cut and glue together to get a beautiful map.

I did this with a map from this adventure, and the result was quite good; it took ~1 hour to complete.


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Here are some more house rules concerning magic items:

Crystal Ball: A Crystal Ball placed in a city allows its
officials to quickly gain information on the progress of
patrols or even to spy on known criminals.
The kingdom’s stability increases by 2. A city can profit
from only one Crystal Ball.

Crystal Ball with Telepathy: With this Crystal Ball,
city officials can also easily communicate with patrols
and officials in other cities.
The kingdom’s stability increases by 4. A city can profit
from only one Crystal Ball.

Decanter of Endless Water: This item supplies fresh
water for gardens, sewers and fountains when placed
in a city.
The kingdom’s Economy, Loyalty and Stability increase
by 1.
In addition, the city gains a +4 bonus to any Stability
check made to avoid the destruction of a city block
after a fire. A city can profit from only one Decanter of
Endless Water
.

Ring Gates: If you link two cities with Ring Gates,
these cities can instantly exchange information in an
easy way and exchange small amounts of goods, for
example potions.
The kingdom’s stability increases by 2. Two cities can
only benefit from one pair of Ring Gates.

Vorpal weapon: If the kingdom has a Royal Assassin
who adds his Strength modifier to Loyalty and who is
known to carry a Vorpal weapon, the fear inspired by
the Royal Assassin reduces Unrest by 2 during each
Upkeep phase.


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Aureus wrote:
These tables are GREAT!!! Really appreciated! Thank you Zen! When exactly do you roll on them? Each hour of travel through the Stolen Lands?

You could roll on them every time you roll for random encounters, so you basically roll twice (5% chance when entering a hex, 15% chance per day spent exploring or camping in a hex).


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STOLEN LANDS: AMBIENT ENCOUNTER TABLE – WINTER
(Kuthona, Abadius, Calistril)

------------------------------------------------------------------------
forest
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d6: 1-3 deer, 4 fox, 5 owl, 6 crows

51 - 60 icicles: a small waterfall is crusted with beautiful icicles.

96 -100 fey mound: see spring

------------------------------------------------------------------------
hill and plains
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d6: 1-2 deer, 3-4 horses, 5 sheep, 6 hawk

51 - 55 vanishing track: see spring

56 - 60 appearing track: see spring

-----------------------------------------------------------------------
mountain
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d6: 1-3 mountain goats, 4-5 crows, 6 eagle

90 - 100 avalanche: an avalanche threatens to bury the PCs.

------------------------------------------------------------------------
swamp
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d4: 1 fish, 3-4 birds

51 - 75 treacherous ice: a seemingly frozen solid surface of ice turns out to be pretty weak.
Treacherous Ice Trap CR 4
Type: mechanical; Perception DC 20; Disable Device: none
Trigger: location; Duration: 3 Rounds; Reset: none
Effect: freezing water (1d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 20-ft. square)


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STOLEN LANDS: AMBIENT ENCOUNTER TABLE – FALL
(Rova, Lamashan, Neth)

------------------------------------------------------------------------
forest
0-50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d10: 0-4 deer, 5 fox, 6 rivercat, 7 owl, 8 hawk, 9 squirrels

51 - 60 mushroom circle: non-edible mushrooms grow in the shape of a big circle on a forest clearing.

61 - 80 edible mushrooms: in a shadowy spot grows a large cluster of mushrooms; roll a d4:
1 stone mushroom – survival DC 5 to identify
2 morel – survival DC 10 to identify
3 chanterelle – survival DC 10 to identify
4 truffle – survival DC 20 to identify, can be sold for 1d10 x 10 gp

81 - 95 poisonous mushrooms: in a shadowy spot grows a large cluster of mushrooms. They are poisonous, and if eaten they have the same effect as poison; roll a d4:
1 sleepy toadstool – survival DC 10 to identify, effect like Oil of taggit
2 fly agaric – survival DC 5 to identify, effect like Lich dust
3 striped toadstool – survival DC 10 to identify
4 deadly chanterelle – survival DC 20 to identify, effect like Hemlock

96 -100 fey mound: see spring

------------------------------------------------------------------------
hill and plains
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Rolla d10: 0-1 deer, 2-3 horses, 4-6 sheep, 7-8 rabbits, 9 hawk

51 - 55 vanishing track: see spring

56 - 60 appearing track: see spring

------------------------------------------------------------------------
mountain
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d6: 1-3 mountain goats, 4-5 rabbits, 6 eagle

-----------------------------------------------------------------------
swamp
0 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d12: 1-3 frogs, 4-6 fish, 7-8 birds, 9-10 crabs, 11-12 mosquitoes

51 - 70 quicksand: the rain has made this part of the swamp even muddier, turning it effectively into quicksand.


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STOLEN LANDS: AMBIENT ENCOUNTER TABLE – SUMMER
(Sarenith, Erastus, Arodus)

------------------------------------------------------------------------
forest
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d10: 0-4 deer, 5 fox, 6 rivercat, 7 owl, 8 hawk, 9 squirrels

51 - 70 fireflies: at dusk, myriad of fireflies start a luminous dance that lasts all night.

71 - 85 dancing fey: in the evening, colorful lampions light up some distance from the PCs, and song and laughter float through the trees. If the PCs try to reach the lights, they never come any closer, no matter how far they walk, because the dancing fey are half in this world and half in the First World. The PCs will always lose sight of the lights, only to detect them somewhere else, but equally far away from them.

86 - 95 forest fire: a forest fire starts.

96 -100 fey mound: see spring

------------------------------------------------------------------------
hill and plains
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d10: 0-1 deer, 2-3 horses, 4-6 sheep, 7-8 rabbits, 9 hawk

51 - 55 vanishing track: see spring

56 - 60 appearing track: see spring

96 - 100 rainbow: a warm summer rain falls, and the sun paints a beautiful rainbow into the sky.

------------------------------------------------------------------------
mountain
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d6: 1-3 mountain goats, 4-5 rabbits, 6 eagle

-----------------------------------------------------------------------
swamp
0 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d12: 1-3 frogs, 4-6 fish, 7-8 birds, 9-10 crabs, 11-12 mosquitoes

51 - 60 strange bubbles: strange bubbles of gas come to the surface and spread a virulent stink, but the cause cannot be determined.


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I Made up tables of "ambient" encounters for the Stolen Lands. These encounters typically don't have a CR; they are meant to create a certain mood and to immerse the players deeper into the wild wolrd of the Stolen Lands. They are meant to be used in addition to random encounters.
A d100 can be used to determine the encounter randomly; however, there are some gaps left to be filled.

STOLEN LANDS: AMBIENT ENCOUNTER TABLE – SPRING
(Pharast, Gozran, Desnus)

------------------------------------------------------------------------
forest
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d10: 0-4 deer, 5 fox, 6 rivercat, 7 owl, 8 hawk, 9 squirrels

51 - 70 singing birds: at dawn, the songs of different species of birds fill the warming air.

71 - 85 fey laughter: the laughter of happy fairies floats through the trees. Maybe the fairies enjoy the first rays of spring sun that shines through the canopy, or a particularly beautiful spring flower. The fairies are elusive; if the PCs insist to follow the laughter, the next random encounter should be with fairies.

86 - 95 field of spring flowers: on a small clearing some early, colorful flowers blossom.

96 -100 fey mound: Fey mounds are the burial grounds of fey, where the border to the First World grows thin. Fey mounds are considered hallowed ground, as per the hallow spell. They also produce other strange effects in the areas where they exist. The effects shown in the table below affect everyone who approaches the mound and fails the saving throw (as per the spells). All spells are at caster level 20. Fey are immune to these effects.
Distance from mound / Effect
51–100 ft. / Silent image of the newest dead fey and ghost sound of whispering and giggling
21–50 ft. / Hallucinatory terrain (DM’s choice of illusion)
11–20 ft. / Sleep
Up to 10 ft. / Lesser geas (DM’s choice of command)

------------------------------------------------------------------------
hill and plains
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d10: 0-1 deer, 2-3 horses, 4-6 sheep, 7-8 rabbits, 9 hawk

51 - 55 vanishing track: a quite obvious track from wild animals which ran parallel to the PC’s route vanishes without a trace. The cause is that the animals moved into an area where the border between this world and the First World was very thin at the time, and wandered over into the other world.

56 - 60 appearing track: a quite obvious track from wild animals starts suddenly out of nowhere. The cause is that the animals moved into an area where the border between this world and the First World was very thin at the time, and wandered over into the other world.

-----------------------------------------------------------------------
mountain
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d6: 1-3 mountain goats, 4-5 rabbits, 6 eagle

81 - 90 falling rock: the beginning thaw has caused a sizable rock to come lose and fall down on the PCs.
Falling Rock Trap CR 5
Type: mechanical; Perception DC 20; Disable Device DC 20
Trigger: location; Reset: none
Effect: Atk +10 melee (5d6); multiple targets (all targets in a 10-ft. square)

91 - 100 landslide: the beginning thaw causes a muddy landslide.

------------------------------------------------------------------------
swamp
01 -50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d10: 0-3 frogs, 4-6 fish, 7-8 birds, 9 crabs


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I made up some optional rules (house rules) for factoring spells into kingdom building, as some spells are powerful enough to have an influence on the kingdom.

Continual Flame: In the night, criminals and monsters
use the darkness to hide their evil business, even in
your cities.
If you illuminate all districts of a city with Continual
Flames
, the kingdom’s Stability and Loyalty increase
by 1.
To illuminate a whole district, 250 castings of Continual
Flame
are necessary.

Teleportation Circle and Permanency: If you link two
cities with two permanent Teleportation Circles, the
kingdom’s Economy increases by 8 and its Stability
increases by 4, as goods and people can be
exchanged between the cities without lengthy transport
by road.
Two cities can only benefit from one pair of
Teleportation Circles, but one city can be linked with
many different cities.
Additionally, the Teleportation Circles can be used to
move armies quickly around in the kingdom.

Wall of Fire and Permanency: A City Wall can be
enforced with permanent Walls of Fire placed in front of
it. A City Wall is 750 ft. long.
The Defense Modifier of City Walls enforced by Walls
of Fire
increases by 4.

Wall of Force and Permanency: In theory, a City Wall
can be enforced with permanent Walls of Force,
although this is incredibly expensive. A City Wall is 750
ft. Long; a 20-ft. high wall has 150 10-ft. squares, a 30-
ft. wall has 225 10-ft. squares, and a 40-ft. wall has 300
10-ft. squares.
The Defense Modifier of City Walls enforced by Walls
of Force
increases by 8.


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Rob Vermeulen wrote:

For the vacant penalties to apply you have to use "Vacant" as a character name.

Poor King Vacant of Nohexland, his rule was short and unsuccessful.


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I have a few question concerning "The Founding of Tatzlford" on page 13.

1. Does the rule apply that all kingdom hexes have to be adjacent to at least one other kingdom hex?

2. When the players tell the Rezbins to found their village in the Temple of the Elk hex instead, will this conflict with the events in "Blood for Blood"?


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I wrote down a homebrew set of rules to replace the "Big Six" magic items with innate abilities of a character.

In addition to the Big Six (1. Magic Weapon or Amulet of Mighty Fists, 2. Magic Armor or Bracers of Armor, 3. Cloak of Resistance, 4. Ring of Protection,

5. Amulet of Natural Armor and 6. stat boosters in the form of various Girdles and Headbands) I also included the Mantle of Spell Resistance and the various skill boosters to be replaced by these homebrew rules.

These rules are based on reducing the wealth progression by a certain factor (DM's choice between ¼, ½ or ¾) by reducing the value of all treasure found (including magic items) accordingly. In parallel, there is a point-buy-system for new Heroic Qualities. The cost of each Heroic Quality is determined according to the Magic Item Creation rules, divided by 1,000 and rounded. The Heroism Points used to buy the Heroic Qualities are equivalent to 1,000 GP each.

The intention behind these homebrew rules is to stay as near to the core rules as possible, so that no rebalancing of monsters etc. is necessary.

Please tell me how you like this approach, or if you see any problems / exploits. (I hope the tables are somewhat readable, these boards are really limited concerning tables. You can copy the tables and paste them into a simple text editor like notepad, the columns should align better that way)

The Rules:

• A DM can use a wealth progression of ¼, ½ or ¾. All treasure values are multiplied with this factor(reduced).

• When a character reaches a new level, he gains an amount of Heroism Points as shown in Table 1. He may then immediately purchase Heroic Qualities shown on Table 2. The DM decides which Heroic Qualities are available in his game.

• The following Heroic Qualities may be available:
Giant Strength (Ex) - Enhancement Bonus to Strength
Mighty Constitution (Ex) - Enhancement Bonus to Constitution
Incredible Dexterity (Ex) - Enhancement Bonus to Dexterity
Vast Intelligence (Ex) - Enhancement Bonus to Intelligence
Inspired Wisdom (Ex) - Enhancement Bonus to Wisdom
Alluring Charisma (Ex) - Enhancement Bonus to Charisma
Extraordinary Resistance (Ex) - Resistance Bonus to Saves
Difficult Target (Ex) - Deflection Bonus to AC
Thick Hide (Ex) - Natural Armor Bonus to AC
Though Bones (Ex) - Armor Bonus to AC
Spell Resistance (Ex) - Spell Resistance
Awesome Skill (skill) - Enhancement Bonus to Skill
Mighty Fists (Ex) - Enhancement Bonus to Attack and Damage with unarmed attacks
Powerful Attacks (Ex) - Enhancement Bonus to Attack and Damage with all attacks

• In Table 2, Heroic Qualities for which no equivalent magic item exists in the core rules are marked with "*". If a DM wants to stay as close to the core rules as possible, he should rule that those Heroic Qualities are not available.

• Rules for stacking bonuses apply normally to bonuses granted by Heroic Qualities.

Heroism Points do not have to be spent when a new level is reached. Heroism Points may be saved to be spent upon reaching a higher level.

• A character can pay the difference between Heroic Qualities of the same kind to gain the better Heroic Quality. For example, if a character has Giant Strength to give him a +1 enhancement bonus to strength, he can spend 6 upgrade points to make that a +2 bonus.

• If the Though Bones Heroic Quality is available, its bonus up to +5 does stack with the bonus of armor worn. This is an exception to the normal stacking rules. Also, armor may be enchanted with special properties without having at least a +1 bonus, and may not have a plain bonus itself. It still has to be masterwork.

• A DM may remove the magic items which are equivalent to the available Heroic Qualities from the game.

• Because Heroic Qualities do not take up spaces on a character’s body, they cost double compared to an equivalent magic item. This also takes into account that Heroic Qualities cannot be stolen, sundered, dispelled, disjuncted, or suppressed by antimagic effects like magic items can. If a DM wants to remove non-consumable, non-weapon magic items entirely from his game, he should consider halving the Heroic Quality prices given in Table 2, as there are no magic items competing for the spaces on the body then.

• There is no Heroic Quality equivalent to magic weapons. If a DM wants to remove magic weapons with plain bonuses from his game, he should consider applying the bonuses of the Mighty Fists Heroic Quality to all weapon attacks and renaming it to Powerful Attacks. In this case, he should also rule that a weapon can be enchanted with special properties without having at least a +1 bonus, and may not have a plain bonus itself. It still has to be masterwork.

Table 1: Available Heroism Points
___________________________________________________________________________ ____

________¼ WEALTH________________½ WEALTH________________¾ WEALTH_______________

________HEROISM_HEROISM_________HEROISM_HEROSIM_________HEROSIM_HEROISM____ ____
________POINTS__POINTS__________POINTS__POINTS__________POINTS__POINTS_____ ____
LEVEL___TOTAL___GAINED__WEALTH__TOTAL___GAINED__WEALTH__TOTAL___GAINED__WEA LTH_
___________________________________________________________________________ ____
1_______0_______0_______0_______0_______0_______0_______0_______0_______0__ ____
2_______0_______0_______250_____0_______0_______500_____0_______0_______750 ____
3_______2_______2_______750_____1_______1_______1,500___0_______0_______2,2 50__
4_______4_______2_______1,500___3_______2_______3,000___1_______1_______4,5 00__
5_______7_______3_______2,625___5_______3_______5,250___2_______1_______7,8 75__
6_______12______5_______4,000___8_______3_______8,000___4_______2_______12, 000_
7_______17______5_______5,875___11______3_______11,750__5_______3_______17, 625_
8_______24______7_______8,250___16______5_______16,500__8_______3_______24, 750_
9_______34______10______11,500__23______7_______23,000__11______3_______34, 500_
10______46______12______15,500__31______8_______31,000__15______4_______46, 500_
11______61______15______20,500__41______10______41,000__20______5_______61, 500_
12______81______20______27,000__54______13______54,000__27______7_______81, 000_
13______105_____24______35,000__70______16______70,000__35______8_______105 ,000
14______138_____33______46,250__92______22______92,500__46______11______138 ,750
15______180_____42______60,000__120_____28______120,000_60______14______180 ,000
16______236_____56______78,750__157_____37______157,500_78______18______236 ,250
17______307_____71______102,500_205_____48______205,000_102_____24______307 ,500
18______397_____90______132,500_265_____60______265,000_132_____30______397 ,500
19______513_____116_____171,250_342_____77______342,500_171_____39______513 ,750
20______660_____147_____220,000_440_____98______440,000_220_____49______660 ,000
___________________________________________________________________________ ____

Table 2: Heroic Quality Prices (in Heroism Points)
___________________________________________________________________________ ____

________ENHAN-__RESIS-__DEFLEC-_NATURAL_ARMOR___COMPE-__SPELL___ENHANCEMENT ____
________CEMENT__TANCE___TION____ARMOR___BONUS___TENCE___RESIS-__BONUS TO ATTACK
________BONUS___BONUS___BONUS___BONUS___TO______BONUS___TANCE___AND DAMAGE_____
________TO______TO______TO______TO______AC______TO______________WITH(UNARME D)__
BONUS___ABILITY_SAVES___AC______AC______________SKILL___________ATTACKS____ ____
___________________________________________________________________________ ____

+1______2*______2_______4_______4_______2+______-_______-_______10_________ ____
+2______8_______8_______16______16______8+______1*______-_______40_________ ____
+3______18*_____18______36______36______18+_____2*______-_______90_________ ____
+4______32______32______64______64______32+_____4*______-_______160________ ____
+5______50*_____50______100_____100_____50+_____6_______-_______250________ ____
+6______72______72______144*____144*____72______8*______-_______-__________ ____
+7______98*_____98*_____196*____196*____98______10*_____-_______-__________ ____
+8______128*____128*____256*____256*____128_____14*_____-_______-__________ ____
+9______162*____162*____324*____324*____162*____18*_____-_______-__________ ____
+10_____200*____200*____400*____400*____200*____20______-_______-__________ ____
+11_____-_______-_______-_______-_______-_______26*_____-_______-__________ ____
+12_____-_______-_______-_______-_______-_______30*_____-_______-__________ ____
+13_____-_______-_______-_______-_______-_______34*_____20______-__________ ____
+14_____-_______-_______-_______-_______-_______40*_____40*_____-__________ ____
+15_____-_______-_______-_______-_______-_______46______60______-__________ ____
+16_____-_______-_______-_______-_______-_______52*_____80*_____-__________ ____
+17_____-_______-_______-_______-_______-_______58*_____100_____-__________ ____
+18_____-_______-_______-_______-_______-_______66*_____120*____-__________ ____
+19_____-_______-_______-_______-_______-_______74*_____140_____-__________ ____
+20_____-_______-_______-_______-_______-_______80*_____160*____-__________ ____
+21_____-_______-_______-_______-_______-_______90*_____180_____-__________ ____
+22_____-_______-_______-_______-_______-_______98*_____200*____-__________ ____
+23_____-_______-_______-_______-_______-_______106*____220*____-__________ ____
+24_____-_______-_______-_______-_______-_______116*____240*____-__________ ____
+25_____-_______-_______-_______-_______-_______126*____260*____-__________ ____
+26_____-_______-_______-_______-_______-_______138*____280*____-__________ ____
+27_____-_______-_______-_______-_______-_______146*____300*____-__________ ____
+28_____-_______-_______-_______-_______-_______158*____320*____-__________ ____
+29_____-_______-_______-_______-_______-_______170*____340*____-__________ ____
+30_____-_______-_______-_______-_______-_______180*____360*____-__________ ____
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* this bonus is not available via core magic items
+ this bonus does stack with Armor Bonus of armor worn
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