Adjustments
Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
Spellhearts
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

Rules Index | GM Screen | Player's Guide


Chapter 6: Items

Weapons and Adventuring Gear

Source Advanced Player's Guide pg. 247
This section includes class kits for the new classes presented in this book, so you can quickly equip a new character with the armor, weapons, and gear they'll need to start adventuring! The full rules for weapons and adventuring gear appear in Chapter 6 of the Core Rulebook.

Class Kits

Source Advanced Player's Guide pg. 249
If you want to quickly decide how to spend your starting money when playing a class from this book, start with one of these kits. The Armor, Weapons, and Gear entries include the basics, and the Options entries suggest additional items you might purchase with your leftover money to fit your character. Note than an adventurer's pack, which is included in each kit, is 1 Bulk and 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.