GURPS For Dummies
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Part of the fun of roleplaying games, such as Dungeons & Dragons, is customizing a character. But sometimes you just want to get down to the game. Want an easy way out of shopping for your 1st-level Dungeons & Dragons 4th Edition character? Just choose one of the equipment packages here and add it straight to your character sheet:

  • Fighter, Great Weapon: Scale mail (40 gp), greataxe (30 gp), standard adventurer’s kit (15 gp), 2 javelins (total 10 gp), sling and 20 bullets (2 gp), 3 gp left over.

  • Fighter, Guardian: Scale mail (40 gp), heavy shield (15 gp), longsword (15 gp), standard adventurer’s kit (15 gp), 2 javelins (total 10 gp), sling and 20 bullets (2 gp), 3 gp left over.

  • Rogue (any): Leather armor (25 gp), short sword (10 gp), 3 daggers (3 gp), standard adventurer’s kit (15 gp), sling and 20 bullets (2 gp), thieves’ tools (20 gp), 25 gp left over.

  • Cleric (any): Chainmail (40 gp), mace (5 gp), crossbow and 10 bolts (26 gp total), standard adventurer’s kit (15 gp), holy symbol (10 gp), 4 gp left over.

  • Wizard, Control: Cloth armor (1 gp), quarterstaff (5 gp), orb (15 gp), spellbook (50 gp), standard adventurer’s kit (15 gp), 14 gp left over.

  • Wizard, War: Cloth armor (1 gp), dagger (1 gp), wand (7 gp), spellbook (50 gp), standard adventurer’s kit (15 gp), 26 gp left over.

The standard adventurer’s kit includes a backpack, bedroll, flint and steel, belt pouch, 2 sunrods (4 hours of illumination each), 10 days of trail rations, 50 feet of rope, and a waterskin. If you’re really worried about getting caught in the dark, buy some extra sunrods (2 gp apiece) or torches (10 for 1 gp).

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