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An a mount of healing magic
An a mount of healing magic









an a mount of healing magic

Gear 2 sets of caltrops, adventurer's pack, religious symbol (wooden) Price 2 gp, 2 sp Bulk 1 Bulk, 3 light Money Left Over 12 gp, 8 sp Options steel shield (2 gp), your deity's favored weapon (see your deities entry use the Price listed in the weapon's entry)Ĭleric Kit Source Core Rulebook pg. Gear adventurer's pack, crowbar, grappling hook

an a mount of healing magic

Price 4 gp, 7 sp Bulk 3 Bulk, 7 light Money Left Over 10 gp, 3 sp Gear adventurer's pack, musical instrument (handheld)Ĭhampion Kit Source Core Rulebook pg. Weapons 20 sling bullets, dagger, rapier, sling Price 7 gp, 5 sp, 2 cp Bulk 4 Bulk, 4 light Money Left Over 7 gp, 4 sp, 8 cp Options greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp)īard Kit Source Core Rulebook pg. Price 4 gp Bulk 3 Bulk, 5 light Money Left Over 11 gp Gear 2 sets of caltrops, adventurer's pack, alchemist's tools, basic crafter's bookīarbarian Kit Source Core Rulebook pg. Price 8 gp, 4 sp, 2 cp Bulk 3 Bulk, 7 light Money Left Over 6 gp, 5 sp, 8 cp Note than an adventurer's pack, which is included in each kit, contains a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin. If you want to quickly decide how to spend your starting money on what your class needs, start with one of these kits. These items follow special rules or require more detail.Ĭlass Kits Source Core Rulebook pg.

an a mount of healing magic

You can wear up to 2 Bulk of tools in this manner tools beyond this limit must be stowed or drawn with an Interact action to use.Īdventuring Gear Source Core Rulebook pg. This allows you to draw and replace the tools as part of the action that uses them. You can make a set of tools (such as alchemist's tools or healer's tools) easier to use by wearing it.

an a mount of healing magic

The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items). Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. This lists how many hands it takes to use the item effectively. All items in this chapter are level 0 unless the item name is followed by a higher item level in parentheses. Any item with a number after it in parentheses indicates that the item’s Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item. Tables 6–9 and 6–10 list Price and Bulk entries for a wide variety of gear. Your character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation.











An a mount of healing magic