Starting Gold and the Non-Core Character Class


3.5/d20/OGL


I was looking at building a warlock for a new campaign I'm joining and couldn't find the starting gold listed. I saw that the starter package has 4d4 gold left over for pocket change but that was it. As wizards and sorcerers share the same rate (3d4 x 10) I'd assume I could just use that as the base but is it there and I just missed it (and as I scan the Warmage and Wu-Jen they're also missing the starting gold)? I didn't see it in the brief errata for Complete Arcane, either.

- Chris Shadowens

Dark Archive RPG Superstar 2013 Top 32

Chris Shadowens wrote:

I was looking at building a warlock for a new campaign I'm joining and couldn't find the starting gold listed. I saw that the starter package has 4d4 gold left over for pocket change but that was it. As wizards and sorcerers share the same rate (3d4 x 10) I'd assume I could just use that as the base but is it there and I just missed it (and as I scan the Warmage and Wu-Jen they're also missing the starting gold)? I didn't see it in the brief errata for Complete Arcane, either.

- Chris Shadowens

Well, I'll let you know what I do to determine starting gold for non-core classes:

  • Start with a base 1d4.
  • Look at the number of weapon and armor proficiency groups the character gets. For each group that a class gets proficiency in, give them 1d4 starting gold.
  • If a class gets a random smattering of individual weapons (in addition to other groups or by themselves), give them 1d4 (good examples of this are the rogue, monk, and wizard).
  • For primary spellcasters or classes that rely on special tools to do their jobs (like rogues), add another 1d4.

Using this model, we arrive at the following totals:

  • Fighter: Simple, Martial; Light, Medium, Heavy + 1 = 6d4
  • Cleric: Simple, Light, Medium, Heavy; Spellcaster + 1 = 6d4
  • Rogue: Simple, Special; Light; Tools + 1 = 5d4
  • Ranger: Simple, Martial; Light, Medium +1 = 4d4
  • Druid: Simple, Special; Light, Medium; Spellcaster + 1 = 6d4
  • Warlock: Simple; Light + 1 = 3d4 (You could call them a "spellcaster" if you wanted 4d4 but I didn't since they don't use components.)
  • Warmage: Simple; Light; Spellcaster + 1 = 4d4
  • Swashbuckler: Simple, Martial; Light + 1 = 4d4
  • Beguiler: Simple; Light; Spellcaster/Tools + 1 = 4d4 (Note that "tools" and "spellcaster" don't stack.)
  • Duskblade: Simple, Martial; Light, Medium, Heavy; Spellcaster + 1 = 7d4 (Yikes!)

And so on and so on...


Yeah, those are good guidelines. By second level it won't matter anyway so I wouldn't sweat the issue.

Dark Archive RPG Superstar 2013 Top 32

Tequila Sunrise wrote:
By second level it won't matter anyway so I wouldn't sweat the issue.

This is also very true.


Tequila Sunrise wrote:
By second level it won't matter anyway so I wouldn't sweat the issue.
Fatespinner wrote:
This is also very true.

Wow, Fatespinner, that was a way better answer than I could've expected. Thank you for that. And, yea, I realized that after posting that it's really not that big a deal nor that big a difference in gold, really.

I was initially writing up a Gun Mage (from Iron Kingdoms) using the free PDF on Privateer's site and noticed that they didn't include the starting money (which I felt *was* important since the homebrew world is in the early stages of steampunk and flintlock weaponry) as the cost (which we haven't yet nailed down) of the flintlock would probably be higher than the starting money. The Warlock sounded cool, we need a spellcaster, so I changed characters. My DM might still allow the Gun Mage despite the monetary discrepancies but I'd rather play it fairly. Once guns are more prevalent I could always add Gun Mage as a secondary class.

Thanks again!

- Chris Shadowens

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