While
very few items are listed in the Character Creation Compendium vol. 1, all core items and materials
are listed in the Items and Materials
Handbook v1 (IAMHv1).
That said, each player is free to pick and choose what items to
select for their starting inventory, but certain pre-builds do lend
themselves to certain equipment more than others.
Starter
Pre-Build Inventory Suggestions:
A
Huntsman pre-build character tends to balance physical ranged and
melee attacks and sensory abilities, and usually wear light armor.
As such, players wanting to use the huntsman pre-build may want to
choose items that mask their presence, melee and ranged weapons,
items that increase their sensory ability effectiveness, and anything
that benefits their chosen play-style and professions.
A
Burdener pre-build character tends to wear heavy armor and select
items that help boost their speed and strength for the sake of
serving as a mule pack between quests, and a tank in the midst of
combat. While they may have more brawn than other pre-builds, they
tend to act more defensively than offensively until they get into
range. As such, shields, armor, inventory-carrying equipment, and
items that can increase their speed, strength and defense are good
selections.
A
Berserker pre-build character tends to wear medium armor to take
quite a few hits without sacrificing their speed and agility, pushing
most of their item selection more toward damage-dealing weapons, and
enhancements to their strength, speed, and items that keep their from
wasting their berserk rage outside of combat.
A
Tumbler pre-build character tends to wear light armor if any, using
inertia and precise movement to maximize their efforts. While many
do work bare-handed in combat, it's not a bad idea to have a few
items to guard weak spots, increase speed, agility and finesse, or
light weaponry that can be accessed if needed.
A
Wizard pre-build character tends to wear medium armor imbued with
magical protection, typically a cloak or coat of some kind with many
spells woven into it, with many pockets for carrying various assorted
arcane artifacts, foci and other assorted paraphernalia suitable to
their vocation. While most rely on spellcrafting in combat, the
wiser amongst them also invests in solid staffs that can not only
hold some of their foci, but are also handy as quarterstaffs if
needed, as well as a few cheats up their sleeve to match the tricks
hidden there. Most tend to carry items that aid their intelligence
and finesse, and easily overlooked weaponry.
An
Acolyte pre-build character tends to wear light armor that is either
very humble and modest, or covered in religious iconography, with
long flowing robes, cassock or religious habit being the most common
forms of garment. These usually contain many relics and spiritual
guides to aid the acolyte on their journeys as well as hiding
weaponry for those religious orders that are not above lowly mortal
methods of justice and vengeance. Many tend to carry a staff, their
religious texts and journals containing divine spells, as well short
swords blessed for dealing with those they deem unfit to remain
living in their sight. Most tend to carry items that aid in their
willpower and intelligence primarily, but some carry physical
protection in addition to that from spiritual sources.
A
Sorcerer pre-build character tends to wear light armor that doesn't
hinder their careful movements when shaping wild magic, garments
which can hold many foci for them to fill quickly if they pull too
much wild magic at once, as well as being covered in protection
spells to minimize the damage the blowback will cause them. They
tend to shy away from the general public when first trying to learn
how to use their abilities if not raised by or with other sorcerers,
and even then are typically taught not to rely too heavily on wild
magic lest it fail them, or they succumb to its blowback. As such,
most sorcerers tend to use magic when it is either for easy to
control things, in practice to gain better control, or out of
desperation. Usually sorcerers will carry items to aid their wisdom
and willpower, as well as their finesse to some degree, and learn to
use some ranged weaponry like throwing knives or bladed staffs in
order to keep people at a distance, as well as make them focus on
that instead of the wild magic when possible.
A
Warlock pre-build character tends to wear heavy armor covered in
protection spells that allows them to defend themselves from both the
mundane and arcane attacks there are most likely deserved due to the
past actions either they or another warlock has done in the area, or
to the individual. Warlocks will often learn how to wield light
swords and ritualistic daggers to great effect in combat in addition
to leech magic. Whenever possible, most warlocks will also carry
items with them that allow them to remotely summon another being to
their aide who is bound to them, or in some other way take what they
need from another in order to survive and even dominate the
battlefield against naïve foes. As such, warlocks tend to carry
items to aid their willpower and finesse primarily.
A
Rogue pre-build character tends to light armor that doesn't draw
attention to them, is quiet and yet still has many pockets filled
with their tools of the trade. This tends to include ranged throwing
weapons, daggers, knives and short swords. Usually they will carry
items that benefit their finesse and reaction the most.
A
Psion pre-build character tends to wear light armor that doesn't
distract them, draw attention to them, or hinder the usage of their
abilities. Many try to avoid combat when they can if they are
worried about the effectiveness of their mental abilities in combat,
but most will still carry traps and other items that give them
strategic advantage when they can find or make one. They usually
have mental-focusing items that benefit their wisdom and finesse the
most.
A
Tinkerer pre-build character tends to wear heavy armor that helps
protect them and their massive (if someone deranged at times)
intellect. As they are quite used to working with their hands and
minds, most tend to carry weapons they have made or altered
themselves, though most are more than willing to pick up new weapons
technology to study, in and out of combat. Their armor tends to have
multiple pockets filled with all sorts of parts and gadgets, as well
as their study notes and the like. Most tinkerers carry items that
aid their intelligence, wisdom and willpower primarily.
A
Bard pre-build character tends to light armor that allows them to
perform both in and out of combat for as long as they can without
exhaustion, filled with the objects that aid their vocation most
suitably whenever possible if it won't take away from their charisma
both during performances and with devoted fans afterward. Usually
they will carry musical or other entertainment weaponry, as well as
rapiers and fencing swords due to their agility and speed. Most
bards carry items that will benefit their finesse, reaction and
speed.
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