Tables: A

12 tables, from Ability Modifiers to Automatic Bonus Progression.

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Ability Modifiers · Ability Quirks · Adventuring Gear · Alchemical Gear · Alignment Aura · Animal Caretaking Gear Prices · Animal Instincts · Animal Prices · Animals · Armor · Armor Upgrade Prices · Automatic Bonus Progression

TABLE 1-1: Ability Modifiers
Ability Score
Modifier
Ability Score
Modifier
1
-5
14-15
+2
2-3
-4
16-17
+3
4-5
-3
18-19
+4
6-7
-2
20-21
+5
8-9
-1
22-23
+6
10-11
+0
24-25
+7
12-13
+1
etc...

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TABLE 5: Ability Quirks
d10
Quirk
1
Temporal Effectiveness The deviation's power feels slightly stronger (or slightly weaker) at a specific time of day.
2
Musical Notation Your deviation produces strange ethereal tones or chimes when activated, or you activate it through singing, whistling, or performance.
3
Strange Biology When you gained your deviation, you grew extra eyes, a set of chitinous antennae, or some other strange biological feature unusual for your ancestry. While you might be able to hide it underneath clothing, your deviant abilities all center around this organ, so it must be uncovered and unobstructed for you to use your deviation.
4
Chromatic Absorption Whenever you use your deviation, you absorb or mute a specific color from an object near you, and any manifestation of your deviant ability has that color. The absorbed colors return to your surroundings within an hour.
5
Selective Application The deviation works slightly better (or slightly worse) on a certain type of creature (such as gnomes or caterpillars) or material (such as glass or silver).
6
Atmospheric Disturbance When you use your deviation, tiny clouds, light wind, or other small atmospheric disturbances occur within 5 feet of your body.
7
Fractal Sign Your deviation causes sand, droplets, small insects, or other lightweight objects to organize themselves into strange, geometric patterns whenever activated.
8
Harmless Wound When you use your deviation, trace amounts of blood drip from your eyes or nose.
9
Strange Fuel Each day, you must consume a small amount of a specific material, such as quartz or holy water (which you can do harmlessly), or your deviation is painful to use.
10
Forgotten Prayers When you gain your deviation, piecemeal knowledge of a forgotten language fills your mind—not enough to communicate, but enough that you control your deviation by commanding or beseeching some higher power in the language.

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TABLE 6-9: Adventuring Gear
Item
Price
Bulk
Hands
Adventurer's pack
15 sp
1
—
Alchemist's lab
5 gp
6
2
Expanded alchemist's lab (level 3)
55 gp
6
2
Alchemist's tools
3 gp
1
2
Artisan's tools
4 gp
2
2
Sterling artisan's tools (level 3)
50 gp
2
2
Backpack
1 sp
—
—
Basic crafter's book
1 sp
L
2
Bedroll
2 cp
L
—
Caltrops
3 sp
L
1
Candle
1 cp
—
1
Chain
4 gp
1
2
Chalk
1 cp
—
1
Chest
6 sp
2
2
Climbing kit
5 sp
1
2
Extreme climbing kit (level 3)
40 gp
1
2
Clothing
Ordinary
1 sp
—
—
Explorer's
1 sp
L
—
Fine
2 gp
L
—
High-fashion fine (level 3)
55 gp
L
—
Winter
4 sp
L
—
Compass
1 gp
—
1
Lensatic compass (level 3)
20 gp
—
1
Cookware
1 gp
2
2
Crowbar
5 sp
L
2
Levered crowbar (level 3)
20 gp
L
2
Disguise kit
2 gp
L
2
Replacement cosmetics
1 sp
—
—
Elite disguise kit (level 3)
40 gp
L
2
Elite cosmetics (level 3)
5 sp
—
—
Fishing tackle
8 sp
1
2
Professional fishing tackle (level 3)
20 gp
1
2
Flint and steel
5 cp
—
2
Formula book
1 gp
L
1
Grappling hook
1 sp
L
1
Hammer
1 sp
L
1
Healer's tools
5 gp
1
2
Expanded healer's tools (level 3)
50 gp
1
2
Holly and mistletoe
0
—
1
Hourglass
3 gp
L
1
Ladder
3 cp
3
2
Lantern
Bull's eye
1 gp
1
1
Hooded
7 sp
L
1
Lock
Poor lock (level 0)
2 sp
—
2
Simple lock (level 1)
2 gp
—
2
Average lock (level 3)
15 gp
—
2
Good lock (level 9)
200 gp
—
2
Superior lock (level 17)
4,500 gp
—
2
Magnifying glass (level 3)
40 gp
—
1
Manacles
Poor manacles (level 0)
2 sp
—
2
Simple manacles (level 1)
3 gp
—
2
Average manacles (level 3)
20 gp
—
2
Good manacles (level 9)
250 gp
—
2
Superior manacles (level 17)
5,000 gp
—
2
Material component pouch
5 sp
L
1
Merchant's scale
2 sp
L
2
Mirror
1 gp
—
1
Mug
1 cp
—
1
Musical instrument
Handheld
8 sp
1
2
Virtuoso handheld (level 3)
50 gp
1
2
Heavy
2 gp
16
2
Virtuoso heavy (level 3)
100 gp
16
2
Oil
1 cp
—
2
Piton
1 cp
—
1
Rations
4 sp
L
1
Religious symbol
Wooden
1 sp
L
1
Silver
2 gp
L
1
Religious text
1 gp
L
1
Repair kit
2 gp
1
2
Superb repair kit (level 3)
25 gp
1
2
Rope
5 sp
L
2
Sack
1 cp
L
1
Saddlebags
2 sp
L
2
Signal whistle
8 cp
—
1
Snare kit
5 gp
2
2
Specialist snare kit (level 3)
55 gp
2
2
Soap
2 cp
—
1
Spellbook
1 gp
L
1
Spyglass
20 gp
L
2
Fine spyglass (level 4)
80 gp
L
2
Tack
4 gp
1
—
Ten-foot pole
1 cp
1
2
Tent
Pup
8 sp
L
2
Four-person
5 gp
1
2
Pavilion (level 2)
40 gp
12
2
Thieves' tools
3 gp
L
2
Replacement picks
3 sp
—
—
Infiltrator thieves' tools (level 3)
50 gp
L
2
Infiltrator picks (level 3)
3 gp
—
—
Tool
Long tool
1 gp
1
2
Short tool
4 sp
L
1 or 2
Torch
1 cp
L
1
Waterskin
5 cp
L
1
Writing set
1 gp
L
2
Extra ink and paper
1 sp
—
—

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TABLE 6-11: Alchemical Gear
Alchemical Bombs
Price
Bulk
Page
Lesser acid flask
3 gp
L
544
Lesser alchemist's fire
3 gp
L
545
Lesser bottled lightning
3 gp
L
545
Lesser frost vial
3 gp
L
545
Lesser tanglefoot bag
3 gp
L
545
Lesser thunderstone
3 gp
L
545
Elixirs
Price
Bulk
Page
Lesser antidote
3 gp
L
546
Lesser antiplague
3 gp
L
546
Minor elixir of life
3 gp
L
548
Alchemical Tools
Price
Bulk
Page
Lesser smokestick
3 gp
L
554
Sunrod
3 gp
L
554
Tindertwig
2 sp
—
554

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Alignment Aura
The strength of an alignment aura depends on the level of the creature, item, or spell. The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example).
Creature Item Level
Spell or Effect Level
Aura Strength
0-5
—
None
6-10
0-3
Faint
11-15
4-7
Moderate
16-20
8-9
Powerful
21+
10
Overwhelming

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TABLE 3-3: Animal Instincts
Animal
Attack
Damage
Traits
Ape
Fist
1d10 B
Grapple, unarmed
Bear
Jaws
1d10 P
Unarmed
Claws
1d6 S
Agile, unarmed
Bull
Horn
1d10 P
Shove, unarmed
Cat
Jaws
1d10 P
Unarmed
Claws
1d6 S
Agile, unarmed
Deer
Antler
1d10 P
Grapple, unarmed
Frog
Jaws
1d10 B
Unarmed
Tongue
1d4 B
Agile, unarmed
Shark
Jaws
1d10 P
Grapple, unarmed
Snake
Fangs
1d10 P
Grapple, unarmed
Wolf
Jaws
1d10 P
Trip, Unarmed

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TABLE 3: Animal Prices
Name
Price
Alpaca
75+ gp
Axolotl
40 gp
Badger
15 sp
Bat
3+ gp
Beehive
1 gp
Bird
1+ sp
Bird, house eagle
10 gp
Butterfly or moth
1 sp
Cat
3+ cp
Cat, Falumoraekroan orange
10 gp
Cow
8 gp
Cradle minder
50 gp
Dinosaur
10+ gp
Dog
2+ sp
Duck
5 sp
Ferret
1 sp
Fish
1+ cp
Fox
8 sp
Frog
2+ sp
Gerbil or hamster
1 sp
Horse
2+ gp
Shaifokhial
5 gp
Lizard
1+ sp
Lizard, X's
1 gp
Monkey
3 gp
Mouse
1 cp
Opossum, domestic
2 gp
Pig
5+ sp
Praying mantis
1 sp
Rabbit
1+ gp
Raccoon
5 gp
Rat
1+ sp
Snake
1+ gp
Spider
2+ sp
Squirrel
7 sp
Turtle
3 sp

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TABLE 6-17: Animals
Animal
Rental Price* (per day)
Purchase Price
Dog
Guard dog
1 cp per day
2 sp
Riding dog
6 cp per day
4 gp
Horse
Riding horse
1 sp per day
8 gp
Warhorse
1 gp per day
30 gp (level 2)
Pack animal
2 cp per day
2 gp
Pony
Riding pony
8 cp per day
7 gp
Warpony
8 sp per day
24 gp (level 2)
* Might require a deposit equal to the purchase Price.

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TABLE 6-4: Armor
Light Armor
Price
AC Bonus
Dex Cap
Check Penalty
Speed Penalty
Strength
Bulk
Group
Armor Traits
Padded Armor
2 sp
+1
+3
—
—
10
L
Cloth
Comfort
Leather
2 gp
+1
+4
-1
—
10
1
Leather
—
Studded Leather
3 gp
+2
+3
-1
—
12
1
Leather
—
Chain shirt
5 gp
+2
+3
-1
—
12
1
Chain
Flexible, Noisy
Medium Armor
Price
AC Bonus
Dex Cap
Check Penalty
Speed Penalty
Strength
Bulk
Group
Armor Traits
Hide
2 gp
+3
+2
–2
–5 ft.
14
2
Leather
—
Scale mail
4 gp
+3
+2
–2
–5 ft.
14
2
Composite
—
Chain mail
6 gp
+4
+1
–2
–5 ft.
16
2
Chain
Flexible, Noisy
Breastplate
8 gp
+4
+1
-2
-5 ft.
16
2
Plate
—
Heavy Armor
Price
AC Bonus
Dex Cap
Check Penalty
Speed Penalty
Strength
Bulk
Group
Armor Traits
Splint mail (level 1)
13 gp
+5
+1
-3
-10 ft.
16
3
Composite
—
Half plate (level 1)
18 gp
+5
+1
-3
-10 ft.
16
3
Plate
—
Full plate (level 2)
30 gp
+6
+0
-3
-10 ft.
18
4
Plate
Bulwark

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TABLE 11-5: Armor Upgrade Prices
Starting Armor
Improved Armor
Price and Process
+1 armor
+1 resilient armor
340 gp to etch resilient (8th level)
+1 resilient armor
+2 resilient armor
900 gp to etch +2 armor potency (11th level)
+2 resilient armor
+2 greater resilient armor
3,100 gp to etch greater resilient (14th level)
+2 greater resilient armor
+3 greater resilient armor
19,500 gp to etch +3 armor potency (18th level)
+3 greater resilient armor
+3 major resilient armor
46,000 gp to etch major resilient (20th level)

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TABLE 4-11: Automatic Bonus 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, 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)

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