Celtic Starting Packages II -
By Character Class items -
The default for the setting is warriors, so everything for Fighter, Rangers, Gaesatae is already included as default gear. The removal of class based restrictions on weapons & armor means that none of the default gear is useless for any class.
Clerics & Druids – Receive vestments according to their order, which includes robes (either black or white, according to their order), and holy items, some consumable, including incense, holy water and a holy symbol. They also may receive a medical kit^, a tattoo kit#, or a magic kit*, their choice.
Bards – similarly Bards, being members of the holy order, get vestments, in their case sky blue robes, and the privilege of wearing that color as a garment, typically a shirt, sometimes a cloak or cape. A bard will always get a harp or lyre as well.
Wizards – Being that, at this early date in the setting, they too are considered members of a holy order, they are given the right to wear a robe of a solid color, often embroidered or appliqued with arcane symbols, which also act as an arcane casting focus. Red is most common, but dark blue is rising in popularity. They also receive a “Spell Book”, which is actually a backpack full of scrolls inscribed with arcane formulae and theoretical texts. They will also start with a dozen blank pages for scrolls, and a magical kit*.
Thieves – In addition to receiving standard gear, they get a set of “Thieves Tools”, which are small, specialized items that allow them to use their thief skills. It weighs about 5 pounds, and can be dispersed around the body and with other gear to make it innocuous when searched. Most of the items are easily associated with various other crafts and skills. Similarly, the clothing of a thief is often designed with stealth in mind, softer shoes to help move silently, darker clothing to blend in with shadows, hidden pockets, etc. The setting being what it is, characters with the “Thief” class, are often more like specialists than the rogues that the name implies. More like Ninja, Commandos, or Spies really. The lack of real urban centers and the tribal type of society makes the “Thieves Guild” type of Thief anomalous to the early period setting.
^Medical kits contain bandages, dried herbs, prepared ointments, and needles & thread. All of this is, of course, consumable, but gives a +2 bonus to first aid checks made by the user, and increases natural healing by 1d4 points/day.
#Tattoo kits include the ingredients for ink, as well as the needles and hammer. At the completion of a tattoo, a check can be made to give a single permanent effect on the person tattooed. This is usually a bonus to AC, or to hit, but any minor effect could be suggested. For the tattoos effect to occur, it must be visible. Tattoos may be applied only once per area, each area may receive a number of tattoos according to this chart -
Head/Neck- 1
Torso- 4
Arm- 2 (each)
Leg- 2 (each)
*Magical kits contain common spell components and magic enhancing devices, such as amulets; and the ingredients for making ink. Many spells will require more exotic ingredients and components, and they are usually listed in the spell descriptions. Wands or staffs, often inscribed with runes, are part of this, and they act as an arcane focus, much in the manner that a holy symbol acts as a divine focus for casting. The dividing line between Wizard and Druid/Priest isn't really super clear yet.
All kits start at 100%, and using them uses 10% minus either Intelligence or Wisdom bonus, whichever is most beneficial. All kits will have a randomly determined cost to replenish used materials.
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