Page 1 of 1

Knight's PF2e

Posted: Mon May 16, 2022 7:49 pm
by Knight
Some generic FF-rip off shit.

Common Races: Humans, Dwarf, Elf, Halfling, Catfolk (Catgirls)
Uncommon Races: Beastkin (no furries), Durin (Gnome), Lizardfolk, Skaven (Ratfolk), Ifrit, Harpy
Rare Races: Automaton, Poppet

World Name: Aerth
Number of Continents: 6
Empires:

Imperial Empire
(Imps, Imperials)
A human-dominated empire, ruled by Grand-Emperor Archibald the 3rd. The empire focused on heavy technological use due to a lack of magical prowess. They held control over the entire world for a mere moment before the The Warriors of Hope infiltrated their Leviathan-class Airship and slayed Grand-Emperor Archibald the 2nd. While it is far from the great strength of its former self, it is still a great military power than many fear will try to take over the world once more.

They are human first. Other races are regarded as second-class citizens unless they prove themselves in the Imperial Army.

Higashi
(Higashinese)
A far-eastern empire, one ruled by a warrior-aristocrat class. The Empress Tanamo technically shares power with the Shogun Miyamoto, but the reclusive nature of the Empress and far-reaching power of the Shogun has let Miyamoto and his samurai lords to control the nation. Bloody conflicts between the clans are common. They are mostly known for their warrior-poets samurai, ninja, manga industry, and various of strange creatures called youkai.

"The Great Bastion" is a wall intended to keep oni hordes and kaiju out of the country.

Kingdoms of Ulthuan
(High Elves)
A collection of kingdoms on a crescent-shaped island. It is the ancestral home of all elves and has seen much strife within its collection of kingdoms. For as much as they speak of arts and poetry, they are equally at skilled at their unique blend of warfare believing it to be as much as an art as painting or singing.

They never did fall under Imperial rule thanks to the use of large dragons and lifting their entire island from the sea temporarily.

Kingdom of Astora
(Astorians)
A nation founded by a man in heavy armor with a mighty sword capable of slaying a dozen man with a single motion, a lowly king named Astora. It was he who united the land and established knights as we know it. Knights, and adventurers, are an important part of Astora as monsters and other disturbing things run rampant in parts not watched over by a diligent knight-lord. Yet, every year knights demand a more extravagant "Major Knight League" than the last one. This has lead to the commercialization of knights and large arenas being built in the middle of nowhere to accommodate strange gimmicks or unusual designs.

High Kingdom of Dawi
In every mountain, except for that of the Elves, one can find the hold of the dwarfs. They all hold allegiance to their High King and none would dare to betray him, but many may declare themselves in a state of emergency and can't send tithes or uphold certain laws passed by him. This means there was never a traitor in Dwarf history, but it's not like they'll tell anyone. Like any good Fantasy setting, they're great miners and have experimented heavily with gunpowder and other heavy machinery.

Gods:

The White Lady
A woman with long, golden hair, four, white, feathery wings; and a magnificent halo hovering above her head. All she wears is a white She is know for her mercy and healing magic. All she asks is that you believe in her. She is also vehemently against any and all demons. No matter the demon, they deserve to be executed. Crusaders are called in her name.

She is the most universal god with worshippers in the Far East and within the Imperial Empire. Naturally, she is a Human Goddess, but many other races will have their own version of her given slightly different name and appearance.

The Sword Maiden
A blind woman with a sword. She is believed to be the sister of The White Lady as they wear a similar white dress, except hers is adorned with blue trimmings and a metallic breastplate. She is focused on justice, punishing those who do wrongdoings. Inquisitors are those who believe in her righteous cause so much that they dedicate their lives to rooting out evil and dispensing fair justice. What is "fair justice" depends on the culture itself. The Sword Maiden simply believes that those who do cruel crimes should be punished.

Kratos
Depending on who is asked, he is the God of War or the God of Brutality. The Gnolls of the world hail him as their god of carnage, sacrificing to him in giant blood orgies to gain his blessings. Others say that the gnolls bastardize their god as he focuses on honorable battles filled with blood. The truth might be that he is both, gaining his honorable duels from one civilization while the other engages in wanton brutality-- yet either civilization would strike you where you stand for suggesting such a thing!

He is a pale-fleshed, four-armed warrior with blood-red runes carved onto his body. He wears armor except on his chest and carries large, machete-like blades.

Races:

Humans
Versatile and practically everywhere thanks to the Imperial Empire's world domination.

Dwarfs
Short and stout. They're expert alcoholics. Primarily found in the large forts within mountains, but some have become "ground-dwellers" which offer their superior construction and engineering skills to local cities. They possess an innate rivalry with Elves from the "War of the Great Beard" and with Greenskins, Gnolls, and Skaven. Greenskins and Gnolls are both known for their lust for war and brutality and see the ancient, large fortress of the dwarfs as ripe targets. The Skaven are sometimes known to fight them for underground territory, but mostly act as technological rivals to them.

Elves
Elves can be shorter than a human or taller than one, with short, pointy-ears or long ones. They have a natural affinity for magic and believe they need to guide all the other races. High Elves and Wood Elves are the ones most people interact with. High Elves tend to be tall, wear fanciful clothing and dedicate their lives to the arts while being the best at whatever they choose to do. Wood Elves tend to be short and nature lovers, wearing sometimes scandalous clothing with hints of nature while being far too curious for their own good.

Dark Elves are those who have felt betrayed by their kin from some "ancient slight" as they call it. They stalk the artic tundra with giant towers built to look as intimidating as possible. They believe in strength and perfection, but to a degree that the other elves would be uncomfortable with. Perfection in murder, torture, and sexual deviances do play some part within the lives of the other Elves, but it is far from something they like to bring up. The Dark Elves simply forgo restraint.

Halflings
While Halflings are mistaken for Human children half of the time thanks to their size and features, they do differ with pointy ears. They are commonly found on plains with homes built into the sides of mountains, enjoying drinking and eating sweets. It is hard to imagine them surviving Gnolls, but somehow they are commonly spared their atrocities. Halflings are known to be talkative and sometimes handsy, most finding them to be adorable at best and annoying at worst.

Strangely enough, female Halflings are known to be able to mate with just about anything-- from humans to even dragons. They are also known for their "elasticity", but even that has a limit that some Halflings have had the unfortunate pleasure of meeting. Regardless, this has always resulted in a halfling child. Some male Halflings have tried their luck with a variety of other races, but only the humanoid races have had and success bearing their children.

An underground variant of them exists-- referred to as "Durin" they have longer ears and even smaller statures. A lot isn't known of Durins, few ever leaving their underground kingdoms and fewer even willing to talk about it.

Catfolk
Feline beings of the jungle. Agile and dexterous, known for surviving great falls. How "cat-like" they are depends on their ancestry. Some families are descents from the Great Beast while others are descendants from the Great Beast's off-spring. This has led to some having no more than large, fluffy ears and a fuzzy tail while others have digitigrade legs, a light coat of fur that covers their legs, arms, and "delicate zones", along with having large claws.

The citizens of Higashi have had a great interest in Catfolk, some going as far as to purchase them as slaves, but most just enjoy their appearance and believe they are lucky.

Beastkin are close to Catfolk, but showcase the traits of other animals. The Great Beast refers to one animal of massive size that had slain the rest of the gigantic animals many, many years ago. At least, that is what the Catfolk believe. It may be possible that these other great animals had survived their battles or escaped the wrath of the Great Beast, going on to make children of their own.

Lizardmen
Large, cold-blooded lizards that stand on up right legs. The only thing they share in common with humans are there humanoid appearance. They hunt swamps and jungles, always vying for control of these areas with Catfolk and Wood Elves. They live in stone houses and build large, stone temples to sacrifice others to their gods.

Some, however, find themselves wanting to explore the greater world, to see if it is truly like how the Scripts of the Old Gods say. Others find themselves questioning how their society operates and decide to run off into the wilds. A very few are kidnapped as slaves and, for one reason or another, don't find themselves returning home.

Skaven
These rat-like beings have nothing to do with catfolk, but many will refer to them as a Catfolk's lunch in a joking matter-- not that any Skaven find the joke funny. Like Catfolk, however, they exhibit a different amount of rattyness. Some only have large, round ears and pink tails slinking behind them, but others have digitigrade legs with a light coat of fur covering their legs and their entire backside, and small claws on top of the ears and tail. Their height tends to range from 4' to 5'.

They have a firm belief that the color of one's coat detonates their place in life. Brown furs are the most common, so the inhabit most jobs within Skaven society, from lowly Clanrats to the explosive Engineers. White and Grey Furs are the Priests and Wizards of their kind, commonly one and the same with the title "Grey Seer" for the Great Horned One rat god. Black fur detonates one blessed with strength, so they are commonly made into Stormvermin. Albino ones are seen as those who will have great martial strength, so they are frequently made into honor guard Stormvermin of the Council of Thirteen.

They usually stay underground, a preferred place for their ingenious minds and somewhat dishonorable personalities.

Skaven are quite to mate and bear many young, but suffer from having a massive difference in gender ration leaning towards females. Males are commonly kept as breeding stock, living luxurious lives away from the masses.

Ifrits
Those blessed by the Vul'thexnar, a giant fire salamander that lives deep in a volcano. Those humans from long ago that worshipped him had their forms changed in order to better suit his needs. Commonly thought as hot-headed beings with flaming tails and red scales.

Harpies
They have little civilization-- according to Human scholars anyhow. Harpies are more about being large, nomadic families that live high in the mountains.

Re: Knight's PF2e

Posted: Thu May 26, 2022 2:24 am
by Knight
Demons
They come from the Netherworld, a place known for its lack of laws aside from one thing: being evil! All demons work under a code of dishonesty, delinquentness, and power makes right! Yet, they are also lazy, juvenile, and even lecherous. Some go against this behavior, believing it best to help out people without reward and always be true to your word! These are, in their culture, delinquents and punks. Despite this comical nature, demons have been known to cause truly wicked events such as filling rivers with the blood and gore of innocents.

Despite the great power a singular demon can come to posses, their scheming nature means that unless there is one Demon far more powerful than the rest they would never unite under one banner. A demon who manages this is called a "Great Overlord", a figure that all flock under in order to take over the upper world and perhaps even Heaven!

Each demon may look vastly different from one to another. Plenty, however, look like humans except with pointy ears, red eyes, and a strength that far exceeds what their builds may suggest. Some demons look like minotaurs with the cloth of royalty wrapped around them, others look like fish-y mermaids that float on land or even like the mischievous kitsune.

Gnolls
The up-right hyena-men of the deserts, plains, and savannah. They were the pet project of a Demon Lord, who was trying to make a cruel race of his own. He has succeed in some rights. The gnolls are known for their pillaging, raping, and even cannibalizing ways, but not out of cruelty of their own heart (somewhat), but because they believe it is best not to waste a single thing. Slaves should be used, breed even, before being consumed. Like demons, they have a "might makes right" philosophy, but believe it should be done in duels instead of shoving a knife into someone's back.

They don't like the taste of Halfling. Too stringy!

Goblins
There exists two forms of the goblin when one is referring to them. There are the female goblins, who are small, green bodies with large ears and eyes, and then the male goblins. The male goblins are cruel in nature thanks to their short statue and frequent bullying from hobgoblins and orcs, but they are also the most numerous. They prefer setting up devilish traps and bleeding the hope from any who dare enter their realms. All the men are killed, tortured until they bleed out. The women have far worse treatments, being sex slaves with little food for possible weeks until mounted on shields as meatshields or simply left to perish after they give birth.

Yet, they are weak and scrawny. It is only their brutal cunning that keeps them alive. That is why a group of goblins newly set up in a cave tend to be easy targets for adventurers, but those who have had months to set up and grow their numbers could slay dozens of adventurer groups before one manages to take them down.

Female goblins are known to be loose. Much cuter than their male counterparts, too. That's why some cities allow female goblins to inhabit it despite the cries of certain groups for the moral degradation they will naturally offer.

Here Be Monsters
Various monsters exist within the world. Some are colossal, the size of an entire town, but others are barely larger than a hand. Scholars spend all day arguing why so many monsters and other creatures exist in our world. Some say it is a punishment from Kratos or some other long-lost God. Others say it is manaites that not only draw monsters, but also mutate the wildlife if left unchecked.

Imperial Patrols
Many nations hold bounties on any Imperial Army squads that are upon their lands. They know how the Imperial Empire sends scouting parties first to probe defenses, so dealing with them quickly and unofficially is often the best result. Yet their use of guns means that no newbie adventurers should see them as easy money.

Gladiator-Knights
In Astora, Gladiator-Knights are those who have taken it upon themselves to fight for glory, broadcasted to all towns within the nation. These fights aren't to the death, but "accidents" may happen at any match. Injuries are also common and, if thought to be malicious in nature, the Gladiator-Knight may be charged with Dishonorable Cruelty. Some have wealthy merchant or noble sponsors that will slide these incidents under the rug, but others are kicked out. These bloodthirsty Gladiator-Knights commonly turn to banditry, using their honed skills to fight and kill any who refuse to pay their tolls. Other Gladiator-Knights may simply be looking for a challenge-- the best one being a fight to the death with adventurers who have real experience.

Ember, Fiery Researcher

Posted: Thu May 26, 2022 8:44 pm
by Svona
Here's my character -w-

Image


Image


Image
NameSexHeightBuild
EmberFemaleAverageSlender
AgeBirthdayLikesDislikes
Mid-to-late teens...?9/30Explosions, panties, beachesSnow, bugs, ugly people
Stats
Level 4 Alchemist / Demon (Desert Elf) / Scholar
NE, Medium, Humanoid, Demon

Perception +6 (trained); low-light vision
Skills Arcana +9, Crafting +9, Deception +10, Nature +6, Occultism +9, Religion +6, Society +9, Stealth +9, Academia Lore +9, Ancestral Longevity
Str +0, Dex +3, Con +1, Int +3, Wis +0, Cha +2
Armor Check Penalty -1 to strength and dexterity checks without the Attack trait.

AC 21; Fort +9, Ref +11, Will +6
HP 42; Resistances fire 2, environmental heat effects 1 step
Speed 30 feet
Abilities
Research Field: Bomber Can choose to have a bomb deal splash damage only to the main target.
Formula Book Gain two common formulas each level up.
Alchemical Crafting Can craft alchemical items.
Infused Reagents Get 7 (level + int bonus) alchemical reagents to use each daily preparation.
Advanced Alchemy During daily prep, can use alchemical reagents to create alchemical items you have the formula for. Each reagent can make a 3x batch of alchemist's fire (moderate) or crystal shards (moderate), or 2x batch of anything else. These items can be used until your next daily preparations.
Quick Alchemy As an action, use a reagent to make any alchemical item you have the formula for. This item can be used until the start of your next turn.

Ancestral Longevity Each daily preparation, choose any skill to become trained in until your next daily prep.
Assurance: Arcana Can forgo rolling to automatically get a 16 (10 + proficiency) on Arcana checks.
Snare Crafting Can craft snares.
Underwater Marauder Not flatfooted and can use bludgeoning and slashing melee attacks unhindered in water.
Breath Control Can hold breath for 15 minutes (25x normal). Gain +1 circumstance bonus vs inhaled toxins and successes become critical successes.
Quick Bomber Can draw and strike with a bomb as part of the same action.
Wizard Dedication Can cast spells like a wizard. Gain two cantrip slots.
Basic Wizard Spellcasting Gain one 1st level spell slot.
Attacks
Unarmed +9 to hit; 1d4 bludgeoning
(agile, finesse, nonlethal, unarmed)

Crossbow +9 to hit; 1d8 piercing
(2h, range increment 120ft, reload 1)

Caltrops DC 14 acrobatics; 1d4 piercing, 1 bleed, -5 speed while bleed lasts
(scatter over 5ft square as action, lasts until damaging someone moving through)

Alchemist's fire (moderate) +10 to hit; 2d8 fire, 2 persistent fire, 2 splash fire
(alchemical, bomb, consumable, splash, fire)

Bottled lightning (moderate) +10 to hit; 2d6 electricity, 2 splash electricity
(alchemical, bomb, consumable, splash, electricity)

Crystal shards (moderate) +10 to hit; 2d4 piercing, 4 splash piercing, ground within splash is covered in crystals that act as caltrops
(alchemical, bomb, consumable, splash, earth)

Tanglefoot bag (moderate) +10 to hit; -15 status penalty to speed for 1 minute (or removed by a DC19 escape or three interact actions), immobilized for a round on a crit, ineffective in water
(alchemical, bomb, consumable)
Gear
Carried bulk 3 (6/10L); encumbered 5, max 10.
Backpack 0/4 (8/10L); ignore first 2 bulk.
6sp, 15cp. (+??? from timeskip, -17gp for formulas, -7sp for rope & grapple)

Weapons
Crossbow, bolts 20x, caltrops 3x

Armor
Studded leather armor

Equipment
Alchemist's tools, smokestick (lesser), backpack, grappling hook, rope, formula book, spellbook, basic crafter's book, chalk 10x, flint & steel, waterskin, bedroll, soap

Misc
Saelzi's Iron Claw 25%-off any item coupon 2x, Vash's Adventurer ID
Formulas & Spells
Alchemical formulas
Lv4: Crystal shards (moderate)
Lv3: Alchemist's fire (moderate), frost vial (moderate), bottled lightning (moderate), acid flask (moderate), tanglefoot bag (moderate), quicksilver mutagen (moderate), juggernaut mutagen (moderate), silvertongue mutagen (moderate)
Lv2: Darkvision elixir (lesser)
Lv1: Alchemist's fire (lesser), frost vial (lesser), bottled lightning (lesser), acid flask (lesser), elixir of life (minor), eagle eye elixir (lesser), quicksilver mutagen (lesser), cognitive mutagen (lesser), smokestick (lesser), sunrod

Snare formulas
Biting snare, trip snare, acid spitter, alarm snare

Spells
Cantrips: Shield, light, detect magic, produce flame
Lv1: True strike, thoughtful gift

Re: Knight's PF2e

Posted: Mon May 30, 2022 3:27 am
by Zon Bon
There we go. About time I did it.

Image


Image
NameSexHeightBuild
Lucilia MournspireFemaleAverageSlender
AgeBirthdayLikesDislikes
Very early young adult4/13Gambler's thrill, WINNING, sweet treatsSelf-righteous types, rainfall, cheapskates
Stats
Level 1 Gunslinger Pistoler/ Human (Versatile) / Gambler
CG, Medium, Humanoid, Human

Perception +5 (expert)
Skills Diplomacy +5, Deception +5, Intimidation +5, Athletics +4, Acrobatics +7, Stealth +7, Society +3, Lore (Games) +3
Str +1, Dex +4, Con +2, Int +0, Wis +0, Cha +2

AC 17; Fort +7, Ref +9, Will +3
HP 18; Resistances N/A
Speed 25 feet
Abilities
RACONTEUR’S RELOAD Your rapid or forceful words draw the enemy’s attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a Deception check to Create a Diversion or an Intimidation check to Demoralize.

TEN PACES (TRIGGER ; ROLL INITIATIVE) You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm or one‑handed crossbow. As your first action on your first turn, you can Step up to 10 feet as a free action.
XX Xx.

LIE TO ME You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
BARGAIN HUNTER You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost.
Attacks
DUELING PISTOL +9 to hit; 1d6 piercing
(1h, reload 1, range increment 60ft, concealable, concussive, fatal d10)

KNUCKLEDUSTER +4 to hit; 1d4 bludgeoning
(1h, brawling, agile, free-hand, monk)
Gear
Current bulk 3 (3/10L); encumbered 6, max 11.
2gp, 27sp, 0cp.

Weapons
Dueling pistol, knuckleduster, pistol rounds (x30)

Armor
Explorer's clothing

Equipment
Backpack, bedroll, belt pouch(x2), chalk(x10), flint and steel, rope (50ft.), ration (14 days), soap, torch (x5), waterskin, firearm cleaning kit, earplugs (x2), silencer (x4), waterproof firearm carrying case, repair kit

Re: Knight's PF2e

Posted: Sun Jun 05, 2022 12:13 am
by Knight
Imperial Empire Armory
The imps lack in magical ability and so make it up with magically-enhanced rifles. They not only closely guard the secrets to making it, but sometimes go through intensive efforts to locate their missing weaponry and remove it from theives and deserters.

Armor Piercing: This gun reduces the AC granted by armor or shields by -2.

Revolver: This weapon can hold up to as many bullets in the parentheses in its chamber. In a single action, a trained user of the weapon may reload 2 of the bullets.

Gunblade: The gun can function like the weapon listed, but still requires the number of hands of the gun rather than the melee weapon.

Stabilize: Shooting the gun in a round where you have ran inflicts a -10 penalty when attacking with it. Those with a Strength of 20 reduce the penalty to a -5. Strength of 25 reduces the penalty to 0.

Uncommon Advanced Weapons | Price* | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits
Almace Personal Rifle | 30 gp | 1d8+2 |150 ft. | 0 | 1 | 2 | Firearm | Gunblade (Shortsword), Repeating, fatal d10
5 round Clip | 2 sp | L
Caledfwlch Assault Rifle | 40 gp | 1d10+2 |100 ft. | 0 | 1 | 2 | Firearm | Gunblade (Longsword or Shortsword), Repeating, Fatal d12
8 round Drum | 2 sp | L
Durendal Assault Cannon | 90 gp | 2d10+4 | 125 ft. | 1 | 3 | 2 | Firearm | Repeating, Stabilize, fatal d12
50 Round Drum | 1 gp | 2
Hauteclere Rocket Launcher | 85 gp | 4d10 | 150 ft. | Stabilize, fatal d20
Rocket | 1 gp | 2
Froberge Anti-Material Rifle | 250 gp | 2d10+10 | 250 ft. | 1 | 2 | 2 | Firearm | Armor Piercing, Repeating, Stabilize, fatal d12
5 round magazine | 15 sp | 1
Gilgamesh Personal Firearm | 50 gp | 1d6+4 |65 ft. | 0 | 1 | 1 | Firearm | Concussive, Repeating, fatal d8
10 round Clip | 2 sp | L

*The price is for gaining the weapon outside of Imperial territory.
Image

Uncommon Advanced Weapons | Price*| Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits
AL Six Shooter | 25 gp | 1d6 P |45 ft. | 3 | 1 | 1 | Firearm | Concussive, Revolver (6), fatal d10
10 rounds | 1 sp | L
AL Final Answer | 35 gp | 1d8+2 P |45 ft. | 3 | 1 | 1 | Firearm | Concussive, Revolver (6), fatal d12
10 rounds | 1 sp | L
Revengence Revolver | 28 gp | 1d6+1 P |45 ft. | 3 | 1 | 1 | Firearm | Concussive, Double barrel, Revolver (6), fatal d10
10 rounds | 1 sp | L

AL Six Shooter
A pistol designed with a revolving chamber in mind, so one may fire numerous shots before needing to reload. The weapon design comes from the Sayohant Republic, where firearms are a popular choice for home defense and firearms. Al-Hassad's Arming Company produces them.

AL Final Answer
For when you want the enemy to know your final answer! It's a bigger gun with bigger bullets intended for bigger targets.

Revengence Revolver
This special little piece comes from a particularly belligerent merchant from Astora. After a particularly snooty noble challenged him to a pistol duel, he took his dueling pistol and grafted another barrel onto it. That gave him the inspiration to borrow the design of the Six Shooter and put a second barrel under it! Just to make sure the sucker you're shooting is dead.

Armor
The Imperials use their own type of armor, believing that most of the rest of the world is primitive, running around in chainmail and full plate. They utilize uniforms that have hardened leather and small, thin plates placed over the most important parts of the soldier's anatomy.

Supersoldier: The armor has unique, almost magical properties. When fully worn, the armor gives its wearer +2 to Strength and Constitution. As an Action, the wearer my utilize the Superhuman Serum.

Superhuman Serum
Traits: Alchemical, Consumable, Elixir
Duration: 1 minute
Benefit: You gain a +2 to Strength and Agility. Furthermore, you gain an additional +5 to your speed.
Drawback: This serum only has two uses before it most be replaced, costing 2 gp to do so within Imperial territory, but 20 gp everywhere else. It can't be utilized by anyone not wearing the suit.

Medium Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits
Reinforced Leather | 9 gp | +3 | +3 | -1 | -5 ft. | 13 | 2 | Leather | Flexible
Heavy Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits
Chimaera Armor | 450 gp | +6 | +3 | -1 | - | 16 | 4 | Composite | Supersoldier



Vehicles

Cruise Airship | Vehicle 5
[Uncommon] [Huge]
Price 1,255 gp
Most commonly, cruise airships appear to be regular sailing ships outfitted with a giant propeller and flanking wings. Some utilize giant bags of air instead. Regardless, they all are powered by a little bit of magic to ensure these large structures are able to take off into the air and land without little problem. These types of airships are commonly used as transportation or providing a unique cruise experience.
Space 130 feet long, 25 feet wide, 30 feet high
Crew 1 pilot, 5 other crew; Passengers 20
Piloting Check Arcana (DC 24), Piloting Lore (DC 18)
AC 18; Fort +11
Hardness 20, HP 175 (BT 88); Immunities critical hits, object immunities, precision damage; Weakness 10 fire until broken