Before heading into the unknown, you can choose a starting loadout, based on your background:
KITS
If during the game, you feel like it would make sense to have an item in your kit, ask your DM !
You can also make a custom kit if you do not find something that fits here.
Adventurer’s Kit
Bedroll & Tent Kit
Rope
Lantern
Compass
Two weeks of rations
Waterskin
Tinderbox
Utility Knife
Soldier’s Kit
Bedroll
Lantern
A week of rations
Canteen
Tinderbox
Whetstone
Tourniquet
Armor repair tools
Scholar’s Kit
Bedroll
Lens Lantern
A week of rations
Waterskin
2 Maps of your choice
Feather / Pen and ink
Paper
Sample collecting tools
Noble’s Kit
A few days of high quality food
100 GP
A family crest
Enough material to create 10 sealed messages
A change of fine clothes
CLOTHES & ARMOR
Depending on your background and character concept, you can start with the following:
Medium and heavy Armors aren’t available at Character Creation.
Urchin Clothes
Halfway between rags and actual clothing, usual for beggars and people on the run.
Average Clothes
Nothing differentiates you from those walking around you.
Work Clothes
Whether you’re a blacksmith or a pit fighter, everyone looking at you can tell what you do for a living.
Fine Clothes
Extravagant or simply well made, the attentive eye will be able to tell your clothes are more expensive than theirs.
Criminal Clothes
You’re a thief, a criminal, an assassin or a member of a secret organization. In these you can move fast and quiet.
Light Armor
Made out of leather, wood or thin plates of metal, this can lower the amount of bruises you take.
Worn on top of Clothes
Can be damaged.
Reduces the amount of damage taken by 3 when worn.
Medium Armor
Made out of strong leather, plated wood, chain mail or a low coverage of metal plates.
Worn on top of clothes modified for the occasion.
Can be damaged.
Reduces the amount of damage taken by 6 when worn.
Heavy Armor
Made out of lamellar metal, full plates, or exotic materials.
Comes with its own undergarment.
Can be damaged
Reduces the amount of damage taken by 9 when worn.
WEAPONS & COMBAT
From the most seasoned soldier, to the bluest of scholars, if you want to survive at there you need something to defend yourself and your team. You can only choose Light Weapons and up to Medium Shields.
Light Head Weapons
Club: +1D+1
Mace: +1D+2
Hatchet: +2D
Heavy Head Weapons
Quarterstaff: +2D
Axe, Warhammer: +3D
Halberds: +3D+1
Light Bladed Weapons
Knife: +1D
Sword: +2D
Military Sword: +2D+2
Heavy Bladed Weapons
Two-Hander: +3D
Bardiche, Hewing Spear: +3D+1
Bows
Shortbow: +2D+2
Longbow: +3D
Crossbows
Light Crossbow: 3D+2
Heavy Crossbow: 4D
Shields
Light Shield: +1 to TN
Medium Shield: +2 to TN
Heavy Shield: +3 to TN
Spellcasting Equipment
Component Pouch: Used to store spell components
Focus: Reduces the amount of movement required to cast a spell.
ANYTHING ELSE ?
For anything else, ask your DM ! or check here for