Random Starting Equipment
When starting with significantly more than 5000 copper, picking starting items can take too long. By randomizing players' starting equipment, the process can be significantly shortened, and players end up finding uses for items they would not normally consider purchasing.
This randomization process can also be used for DM-controlled forces.
1. Roll for a magic item.
2. Decide how many of this item you would like. If 1 or more, return to step 1. Otherwise, proceed to step 3.
3. Spend remaining copper on gems and mundane equipment.
Optionally, to enforce a specific gem culture, the player may declare in advance that they will ignore any roll that results in items that use certain specified color(s) of gems.
|8||Warhamster's battle regalia|
|3-4||Bone cocoon choker|
|7-8||Bridge of belief|
|9-10||Cauldron of devotions|
|13-14||Crown of biohazards|
|15-16||Crown of champions|
|17-18||Crown of comprehension|
|19-20||Crown of conviction|
|21-22||Crown of electric attraction|
|23-24||Crown of fire control|
|25-26||Crown of synergy|
|27-28||Crown of the lich king|
|31-32||Decanter of timestone consecration|
|35-36||Earring of power|
|41-42||Frame of airsteel manufacture|
|45-46||Hip flask of altered metabolism|
|47-48||Hydraulic power generator|
|57-58||Robes of timestone permeability|
|59-60||Sack of bones|
|4-6||Beacon of aspatiality|
|13-15||Cold terror discs|
|37-39||Friendship bracelet attunement device|
|40-42||Helm of Mana Collection|
|43-45||Helm of Overchanneling|
|70-72||Seven league boots|
|73-75||Tablet of Forgotten Realms|
|76-78||Thermal lifting discs|
The following item has been randomly selected according to the above rules.
| Willcrusher |
|This is a brightly colored hammer, festooned with smiling faces|
|[ Muscle-Damage ], [ Heavy ]|
| Value 800 copper |
Weight 5 kilograms
|Damage: 1d6+1 Physical|
|Handedness: The Willcrusher can be wielded in one hand, or two hands for +1 Damage.|
|Effects: Instead of making attack rolls with this weapon, the target must make a Will save with a DC equal to your Accuracy +3. It deals Mind damage rather than Physical. When it would inflict any wounds, it instead inflicts cumulative -1 penalties to Will that may be healed as though they were wounds. A creature whose Will has been reduced to -2 or less by this weapon becomes your willing sycophantic minion until their Will increases to 0 or higher again. A creature cannot be reduced to less than -3 Will in this way. Every round, if you are over your point limit, creatures who have been made into your sycophantic minions heal 1 Will.|