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Neo Europa Races.

Posted by ArchivistFor group 0
Archivist
GM, 94 posts
Fri 19 Oct 2012
at 15:56
  • msg #1

Neo Europa Races

Races are created using Pathfinders Advanced Race Rules.

http://paizo.com/pathfinderRPG...ide/raceBuilder.html

All character races are built with a maximum of 10 racial points, and limited to a maximum of (3) traits per category.

Standard racial traits are valued per the ARG.
Advance racial traits cost double value listed in the ARG.
Monstrous racial traits cost triple value listed in the ARG.
This message was last edited by the GM at 01:02, Fri 02 Nov 2012.
Archivist
GM, 95 posts
Fri 19 Oct 2012
at 16:01
  • msg #2

Humans - 10 rp

Humans are the dominant race in the campaign.  They are known for their adaptive nature and flexibility.

Human form at least 80% of the player population and are always available for character generation.  Most humans in the Misty Valley are from Euro or Germanic origins.  A few are from the Franco Empire.


Human using the Race Builder rules...

TYPE
Humanoid (human) 0 RP

SIZE
Medium  0 RP

BASE SPEED
Normal (30' base movement)  0 RP

ABILITY SCORE MODIFIERS
Human (+2 to one ability)  0 RP

LANGUAGES
Xenophobic  0 RP
Native:  Human Dialect
(Language selection limited to Human Euro, Asian, Franco, German, and Latin)


RACIAL TRAITS  (10 points of racial traits from below)

Ability modifier
8 rp Flexible Advanced Ability - +2 to one Ability of the players choice, that is not already subject to a racial adjustment.


Feats and Skills - May select a maximum of (3)
4 rp Flexible bonus feat -  select one extra feat at 1st level.

4 rp Skilled -  gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

1 rp Flexible Skill Training - Select a Skill, this skill is always considered a class skill for the character. {May be purchased multiple times}


Offense
1 rp Flexible Weapon Familiarity - Select (1) non-exotic weapon.  The character is considered proficient with the weapon.  (May be purchased multiple times)


Other
2 rp Multi talented - Select (2) Favored Classes instead of one


quote:
Default Human
4 rp Flexible Bonus Feat
4 rp Skilled
2 rp Multi Talented

This message was last edited by the GM at 01:13, Fri 02 Nov 2012.
Archivist
GM, 96 posts
Fri 19 Oct 2012
at 16:04
  • msg #3

Half Elves - 10 rp

Half Elves are the barely tolerated spawn of humanity's deadliest enemy.  The Elves.

They were born and bred for duties that are considered undesirable by elves but deemed too sensitive to entrust to their Thralls.  While most are loyal to their masters, a few have taken to rebellion.  Feeling a sympathy for Humanity.  If discovered, these Half Elves are considered 'flawed' and expendable.

Among humans, they are often viewed with open distrust and barely tolerated.  Some would say that they are tainted by the elves, and the only way to cleanse that taint is with the spilling of their blood.

Half-Elves fall into the 20% non-human characters.  They may not be available and players should check if the campaign is accepting non-human characters before characters are generated..


TYPE
Humanoid (elf, human) 0 RP

SIZE
Medium  0 RP

BASE SPEED
Normal (30' base movement)  0 RP

ABILITY SCORE MODIFIERS
Human (+2 to one ability)  0 RP

LANGUAGES
Xenophobic 0 RP
Native:  Elvish  (Elven raised only) or Human Asian or Euro  (Human raised only)
(Language Selection limited to Human Asian, Euro, Fey, and Latin)


RACIAL TRAITS  (Select Ten points of racial traits from below)

Defense
2 rp Elven immunities - Immune to sleep and +2 save throws against enchantment spells and effects.


Feats and Skills - May select a maximum of (3)
4 rp Skilled  (Human raised only) -  gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

2 rp Static bonus feat (Skill Focus)

2 rp Skill bonus (Perception +2 Racial bonus)

1 rp Flexible Skill Training - Select a Skill, this skill is always considered a class skill for the character. {May be purchased multiple times}


Magic
2 rp Magical Linguist   (Elven raised only)
Benefit: Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the user's character level.

1 rp Spell-Like Ability, Minor  (Elven raised only)
Benefit: Choose a 1st Level Spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.


Offense - May select a maximum of (3)
1 rp Poison Use  (Elven raised only)
Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

2 rp Weapon Familiarity  (Elven raised only) - (Longsword, Rapier, Shortsword, and All bows)

1 rp Flexible Weapon Familiarity - Select (1) non-exotic weapon.  The character is considered proficient with the weapon.  (May be purchased multiple times)


Senses
1 rp Low-light vision - The character sees twice as far as humans in dim lighting


Other
2 rp Multitalented - The character may select a second favored class


Weakness
-2 rp Elitist (Elven raised only)
Skill Penalty:  Members of this race suffer a -2 racial bonus on Diplomacy checks.


quote:
Default Half Elf
Elven immunities 2 RP
Static bonus feat (Skill Focus) 2 RP
Skill bonus (Perception +2 Racial bonus) 2 RP
Low-light vision 1 RP
Weapon Familiarity 1 RP
Multi Talented 2 RP

This message was last edited by the GM at 21:16, Sun 04 Nov 2012.
Archivist
GM, 97 posts
Fri 19 Oct 2012
at 16:04
  • msg #4

Half Black Blood - 10 rp  {NOT YET APPROVED}

Half-Black Blood
TYPE
Humanoid (human, varies)0 RP

SIZE
Medium 0 RP

BASE SPEED
Normal 0 RP

ABILITY SCORE MODIFIERS
Human heritage 0 RP

LANGUAGES
Xenophobic 0 RP
Native:  Blackblood or Human Euro
(Language Selection limited to Blackblood, Human Euro, Giantish, Draco or latin)

RACIAL TRAITS (Pick One)

The half orcs of Northshire, were originally born and bred by the Black Bloods who have conquered and hold the Misty Vale, west of North Shire.  The conquered humans of the valley were used as breeding stock to slate the Black Bloods carnal desires.  The spawn of this union were put to work as slaves in the mines of the Misty Vale.

Recently efforts from North Shire have liberated these mines.  While much of the population remained behind, a few have returned to the Misty Valley to see what life among the free humans is like.  The concept of a free human evidently an alien concept to slaves who have known nothing under the rule of the Black Bloods.

While they maintain their savage nature, the focus of this hatred is on those that have recently enslaved them.

Orc Kin 10 RP:
4rp Advanced Constitution
Benefit: Members of this race receive a +2 racial bonus to Constitution.
(Human ability modifier may NOT stack with this bonus)


Defense
2rp Healthy
Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.


Offense
1rp Hatred
Benefit: Members of this race gain a +1 racial bonus on attack rolls against Orcs and Goblins.

2rp Orc Ferocity
Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.

Senses
1rp Low Light Vision
Members of this race can see twice as far in Dim Lighting.



The elves are master manipulators of blood and flesh.  The need for durable soldiers have given rise to a particularly effective Blood Thrall.  Using the ever flexible breeding stock of captive humans, they have mated them with the savage uncontrollable deep monsters known as Trolls.  The union has yields a particularly effective shock trooper.

Troll Kin, have enough troll blood in them to grant them impressive physical durability and resilience.  They maintain enough of their humanity to be manageable and directed to the bloody directives put to them by the elves.

Encounters with Troll Kin around Echo Point have led to the capture of several of these brutes.  They may become a great asset, if they can be re-educated to shake their thrall training.

Troll Kin 10 RP:
Advanced Constitution 4 RP
Benefit: Members of this race receive a +2 racial bonus to Constitution.
(Human ability modifier may NOT stack with this bonus)


Defense
Healthy 2 RP
Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Troll Blood Frenzy  6 RP
Members of this race gaining fast healing 2, for 1 round, anytime they take damage. A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.  (This ability will not heal Fire Damage.)


Offense
Hatred 1 RP
Benefit: Members of this race gain a +1 racial bonus on attack rolls against Dwarves and Elves.


Senses
Darkvision 2 RP
Members of this race can see in the dark up to 60 feet.


Weakness
Fire Vulnerability –2 RP
Weakness: They cannot posses any racial trait that grants them resistance or immunity to this energy type.

Light Sensitivity –1 RP
Weakness: Members of this race are dazzled as long as they remain in an area of bright light

Elven Thrall -2 RP
Benefit: Members of this race gain a -2 racial penalty on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race passes such a save, it must make another save 1 round later to completely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first.



It's not an uncommon belief that 'bigger' is better.  When you're the runt of the Black Blood Alliance and assigned all the undesirable chores, it becomes an even more common belief.  The obvious solution, is to spawn your own biggins with the captured stock of human slaves, the Goblins of the Misty Vale have bred Goblin Kin.

Bred and raised among the goblins, they maintain the Goblins cunning and uncanny skills for survival.  Wiry thin and strong, the Goblin Kin are large enough to fight the Goblin's enemies as equals.  These shadowy stalkers are indeed lethal predators.

Goblin Kin 10 RP:
Advanced Dexterity 4 RP
Benefit: Members of this race receive a +2 racial bonus to Dexterity
(Human ability modifier may NOT stack with this bonus)

Scavenger 2 RP
Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Silent Hunter 2 RP
Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Stalker 1 RP
Benefit: Perception and Stealth are always class skills for members of this race.

Low Light Vision 1 RP
Members of this race can see twice as far in Dim Lighting.

This message was last edited by the GM at 12:51, Fri 02 Nov 2012.
Archivist
GM, 98 posts
Fri 19 Oct 2012
at 16:05
  • msg #5

Sidhe - 10 rp

The Sidhe are the collective community of Fey Creatures that exist in the world.  While they are ancient allies with the Elves, they have always been considered inferior and junior partners in the alliance.  Recent events have given rise to a faction of Sidhe that sympathize with the humans of the Misty Valley and question the alliance with the elves.

The Sidhe are considered 'Fey' and known as the 'wee' folks for obvious reasons.


TYPE
Fey 2 RP
Low Light Vision (1 RP)  See twice as far as humans in dim lighting.
Select one Spell like ability (1 RP) from list of optional Racial Traits below.

SIZE
Tiny 4 RP
Benefit: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

BASE SPEED
Really slow -2 RP
The Sidhe has a base speed of 15' and may not move 5' as a free action.

ABILITY SCORE MODIFIERS
Weakness  -1 RP
-2 Strength (from size) +2 Dexterity, -4 Constitution, +2 to one mental (Int,Wis or Cha) score

LANGUAGES
Xenophobic 0 RP
Native:  Fey
(Elvish, Human Franco, Euro, Draco, and Latin

Cold Iron Powerlessness (–2 RP):
Weakness: Members of this race are powerless when in contact with Cold Iron. A member of this race in contact with Cold Iron cannot attack and is staggered.  Members of this race in contact with Cold Iron take 1 point of Constitution damage after every hour they are in contact with Cold Iron


RACIAL TRAITS (Select nine points of racial traits from below)

Defense
Fey Damage Resistance (6 RP)
Benefit: Members of this race gain DR 5/cold iron.

Spell Resistance (Lesser) (2 RP)
Benefit: Members of this race gain spell resistance equal to 6 + their character
level.

Electricity (air) Resistance (1 RP)
Members of this race have resistance 5 to the corresponding energy type.


Feat and Skills
Sneaky Rider (6 RP)
Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks.

Fey Training (1 RP)
Benefit: Flight and Use Magic Device are always considered class skills for members of this race.


Magical Racial Trait   May select a maximum of (3) (As a Fey, you may select one for free)
Spell-Like Ability (Lesser) (Var. RP)
Sidhe with a Charisma of 11 or higher also gain spell-like abilities.  The caster level for these effects is equal to the gnome's level.  The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

(1 RP) Sidhe Diviner - Identify and Read Magic (each x1/Day)

(1 RP) Sidhe Elementalist - Alter Winds and Message (each x1/Day)

(1 RP) Sidhe Healer - Cure Light Wound and Stabilize (each x1/Day)

(1 RP) Sidhe Illusionist - Silent Image and Ghost Sounds (each x1/Day)

(1 RP) Sidhe Naturalist - Goodberry and Know Direction

(1 RP) Sidhe Transmuter - Magic Weapon and Mage Hand (each x1 /Day)


Movement
Gliding Wings (3 RP)
Benefit: Members of this race take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Jumper (2 RP)
Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.

Flight (8 RP)
Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.


Offense
Swarming (1 RP):  Up to eight Sidhe can share the same 5' square at the sames time.  If two or more members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Weapon Familiarity (1 RP):  Familiar with Crossbows and all Sidhe Weapons.


Senses
Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.


Other
Treespeech (2 RP): Prerequisite: Plant type; Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.

Total 10 RP
This message was last edited by the GM at 21:17, Fri 02 Nov 2012.
Archivist
GM, 101 posts
Fri 2 Nov 2012
at 21:06
  • msg #6

Sylph - 10 rp

Sylphs, are ethereal folk of elemental air, sylphs are the result of human blood mixed with that of airy elemental folk.  They are related to both Humans and the Sidhe.

Sylphs can become powerful elemental sorcerers with command over their particular elemental dominion. They are always female and tend to be beautiful and lithe, with a a knack for eavesdropping.


Sylph
TYPE
Humanoid (human, Fey)0 RP

SIZE
Medium 0 RP

BASE SPEED
Normal 0 RP

ABILITY SCORE MODIFIERS
Human heritage 0 RP

LANGUAGES
Xenophobic 0 RP
Native:  Fey or Human Euro
(Language Selection limited to Fey, Human Euro, Human Franco, or Elvish)

Cold Iron Powerlessness (–2 RP):
Weakness: Members of this race are powerless when in contact with Cold Iron. A member of this race in contact with Cold Iron cannot attack and is staggered.  Members of this race in contact with Cold Iron take 1 point of Constitution damage after every hour they are in contact with Cold Iron


RACIAL TRAITS  (Select twelve points of racial traits from below)

Defense - May select a maximum of (3)
4rp Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours.

1rp Energy Resistance: Sylphs have electricity resistance 5.

1rp Thunderous Resilience: Sylphs with this racial trait gain sonic resistance 5.

3rp Storm in the Blood: A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.


Feat and Skill
5rp Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.

Fey Training (1 RP)
Benefit: Flight and Use Magic Device are always considered class skills for members of this race.


Magical - May select a maximum of (3)
1rp (Elemental) Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

2rp (Elemental Summoner) Air Insight: Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype.

1rp Spell-Like Ability: Feather fall 1/day (caster level equals the sylph's total level).

1rp Spell-Like Ability (Sky Speaker): Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other flying animals. Her caster level for these effects is equal to her level.

1rp Weather Savvy: Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.


Movement
1rp Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed.
This message was last edited by the GM at 21:18, Fri 02 Nov 2012.
Archivist
GM, 102 posts
Fri 2 Nov 2012
at 21:16
  • msg #7

Dwarven Bondsman

Across the lands, the fallen of humanity are swept up to form a cheap and expendable slave labor force.  With the dwarves this is no different.  Entire generations of humans in their keeping have never known the light of day.

As incursions are made into the Dwarven holdings, some bondsman are freed and ally themselves with humanity.


TYPE
Humanoid (human) 0 RP

SIZE
Medium  0 RP

BASE SPEED
Normal (30' base movement)  0 RP

ABILITY SCORE MODIFIERS
Human (+2 to one ability)  0 RP

LANGUAGES
Xenophobic  0 RP
Native:  Dwarven
(Language selection limited to Human Euro, German, and Latin)


RACIAL TRAITS  (10 points of racial traits from below)

Defense
1rp Mountain-Born:
Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.


Feats and Skills - May select a maximum of (3)
1rp Cave Dweller:
Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.

1rp Greed:
Benefit: Members of this race gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

4rp Static Bonus Feat (Dwarven Tinker):
Benefit: The character is familiar with Dwarven Wonders, and may (with appropiate skills) make attempts to disable, fix, or use them.

2rp Master Tinker:
Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

2rp Scavenger:
Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

1rp Stonecunning:
Benefit: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.


Magic
2rp Spell-Like Ability - (Dark Vision)
Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.


Movement
1rp Mountaineer:
Benefit: Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.


Offense - May select a maximum of (3)
1rp Flexible Weapon Familiarity:
Benefit: Choose one weapon, the character is considered proficient with this weapon. For the purposes of weapon familiarity, all bows are considered one weapon.

1rp Firearms Familiarity:
Benefit: Choose one firearm, the character is considered proficient with this firearm.  (Dwarven Heavy Weapons, Dwarven Long Rifle, Dwarven Flintlock, Early Firearms One-Handed, or Early Firearms Two-handed.)


Senses
1rp Minesight:
Benefit: Members of this race have darkvision 30 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.


Other
2rp Multi talented - Select (2) Favored Classes instead of one
This message was last edited by the GM at 16:15, Tue 13 Nov 2012.
Archivist
GM, 103 posts
Fri 2 Nov 2012
at 21:19
  • msg #8

NPC Races

Black Bloods

Dwarves

Elves
Simply put, Humanity's greatest enemy.  Agile, graceful, silent, with their nocturnal vision are all physical advantages that make them dangerous.  Add the experience gained from surviving centuries of existence with the greatest enemy one can face (other elves), the accumulated knowledge, cunning and planning that goes with it and you have a foe, you can only vaguely appreciate to fear.  The elves have learned and forgotten more than humanity's collective knowledge in the current age.

The more arrogant elves aspire to elevate themselves to divine stature.  Some would say that they are already there.

Elves are limited to 14th level Characters, and 9th Level for Character Class.  The 'average' elf with be a fifth level character.

Elves favor light weapons crafted of Glassteel or Mitheral.
  51gp ~ MW Elven (Truestrike) Arrow
 100gp ~ Glassteel Dagger
 500gp ~ Glassteel Long Knife
 500gp ~ Glassteel Short Sword
 750gp ~ Glassteel Long Sword
 750gp ~ Glassteel Scimitar
1000gp ~ Glassteel Rapier

Elves favor light armor crafted of Silkweave or Mitheral.

Elvish Chainmail Bikini's are considered light armor and have a 0 Armor Check Penalty and 0% Arcane Spell Failure
 10gp ~ Elven Silkweave Clothe (1/2 Encumbrance ~ 5 lbs. Padded Armor)
 20gp ~ Elven Silkweave Armor (1/2 Encumbrance ~ 7.5 lbs. Leather)
400gp ~ Chainmail Bikini (MW Chain Shirt w/10% Arcane Failure)
500gp ~ Battle Plate (MW Breastplate w/15% Arcane Failue)

200gp ~ Darkwood Light Shield (1/2 Encumbrance ~ 2.5 lbs. MW Shield w/No Armor check penalty)
200gp ~ Darkwood Heavy Shield (1/2 Encumbrance ~ 3 lbs. MW Shield w/No Armor check penalty)
This message was last edited by the GM at 04:34, Wed 14 Nov 2012.
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