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Weapons

Class Starting Weapon
Cleric Flail, Mace, Sling, or Warhammer. You may choose a shield as a second weapon.
Dwarf Adventurer Start with any one weapon you are are capable of using. You may choose a shield as a second weapon.
Elf Ranger Dagger
Halfling Burglar Start with any one weapon you are capable of using.
Magician Dagger
Paladin Any one weapon you are capable of using. You may choose a shield as a second weapon.
Thief Dagger
Warrior Any one weapon. You may choose a shield as a second weapon.

Armor

Class Starting Armor
Cleric Leather armor, helmet if you did not take a shield.
Dwarf Adventurer Leather armor, helmet if you did not take a shield.
Elf Ranger None
Halfling Burglar Leather armor, helmet if you did not take a shield.
Magician None
Paladin Leather armor, helmet if you did not take a shield
Thief None
Warrior Leather armor, helmet if you did not take a shield.

Equipment

You may start out with any number of items from this list, as long as they all fit within your inventory. Each inventory slot can hold one item, so a bottle (pack 2) of wine would take up 2 slots in a backpack or satchel. The belt pouch slot counts as a pack slot.

Item Inventory Slot Primary Usage
Backpack torso/worn 2 Provides 6 pack slots, penalty to Fighter and Dungeoneer tests
Bottle pack 2 Holds 2 uses of liquid
Candles (4) hand/carried 1 or pack 1 Each candle provides enough light for 1 character for 4 turns
Cloak torso/worn 1, hand/carried 1, or pack 2 Protect from weather
Finery torso/worn 3 or pack 4 Required for dealing with nobility, looks nice
Flask of oil (2) hand/carried 1 or pack 1 Fuel lantern
Garlic hand/carried 1 or neck/worn 1 Expendable bonus for cooking, wards vampires
Grappling hook hand/carried 1 or pack 2 Bonus for climbing when used with rope
Holy symbol neck/worn 1 Clerics use to perform miracles
Holy water flask (2) hand/carried 1 or pack 1 +1s to Attack/Feint vs undead
Iron spikes (6) pack 1 Bonus for climbing or prying
Jug pack 3 Holds 3 uses of liquid
Lantern hand/carried 1 or pack 2 Provides light for 3 characters for 3 turns, requires oil
Mirror hand/carried 1 or pack 1 +1s Maneuver vs monsters with gaze weapons
Pole, 10' hand/carried 2 Bonus to scouting for traps
Rations, fresh (2) pack 1 Easy to cook with, spoils on return to town
Rations, preserved (3) pack 1 Harder to cook with, does not spoil
Rope torso/worn 1 or pack 2 Many uses
Sack, large hands/carried 2 or pack 1 (if empty) Hauling extra loot
Sack, small (2) hands/carried 1 or pack 1 (if empty) Hauling extra loot
Satchel torso/worn 1 Provides 3 pack slots
Shoes feet/worn Protects feet, not needed by halflings
Spell or prayer supplies hand/worn, neck/worn or pack 1 per spell Bonus to the specific spell or prayer
Stakes (3) and mallet pack 1 Make a Theologian test to slay incapacitated vampire
Thieves' tools pack 1 Bonus to picking locks
Tinderbox pack 1 Bonus to lighting fires, can light most fires without a test
Torches (4) hand/carried 1 or pack 1 Each torch provides enough light for 2 characters for 2 turns
Traveling spell book pack 2 Allows magicians and rangers to memorize spells
Water skin/bottle/jug 1 Cures hungry/thirsty condition
Waterskin/wineskin none Holds 1 use of liquid
Wine skin/bottle/jug 1 Cures hungry/thirsty, bonus to recovery from afraid or angry
Wolfsbane pack 1 Bonus driving off lycanthropes

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