Character Creation

1. Determine Ability Scores

PICK your Ability Scores. Or roll for them. Or use some kind of point system. Nobody really cares how you come up with them. You will be expected to play up to those ability scores if you cheese out (and Diablo's minions will get stronger). Average score is 10. Ordinary humans cap out at 18. Different races will have maximums higher or lower than humans in different Abilities. Racial Ability Scores can be exceeded through magic and through in-game events.   You can see what effects each Ability has for each score on these pages:
  Use: Most rolls not related to hitting opponents or saves will be some form of Ability Check. This includes all Non-Weapon Skills (NWS). Roll 1d20. You want low. To succeed, you must roll equal to or less than your ability score, sometimes by some amount. The greater the margin of success, the better.  

2. Choose Race

Height and Weight: Pick your dimensions as you see fit. There are many charts in various books that can be referenced on any given race. Above or below average (for their race) sized individuals might have a partial size modifier (something between size categories). Non-standard size may result in difficulty or expense in finding equipment and clothes. Size effects come after all racial modifiers and stack on top of them.
  Race Adjustments
Dwarf +1 Constitution; -1 Charisma
Elf +1 Dexterity; -1 Constitution
Gnome +1 Intelligence; -1 Wisdom
Halfling +1 Dexterity; -1 Strength
  Standard Races: The details can be customized as desired with DM permission.   Dwarf
Infravision 60'
Max Ability Scores: Con +1, Cha -1
Medium size
Saving Throw Bonus vs Magic & Poisons: +1 per 3.5 points of Constitution.
Detect grade or slope in passage 1-5 on 1d6
Detect new tunnel/passage construction 1-5 on 1d6
Detect sliding/shifting walls or rooms 1-4 on 1d6
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
Determine approximate depth underground 1-3 on 1d6
Racial Enemies: +1 to hit orcs, half-orcs, goblins and hobgoblins.
Giant Killers: Dwarves impose -4 to hit on giants, ogres, trolls and titans.
Unmagical: Some magic items have a 20% chance to malfunction when dwarf attempts to use them.
Movement: 9
  Elf
Infravision 60’
Max Ability Scores: Dex +1, Con -1
Medium size
90% MR vs Sleep and Charm
+1 to hit with bows, longswords, short swords
Surprise: can impose penalties on surprise checks when not wearing metal armor or near other races
Detect secret doors: 1 in 6 passive, 2 in 6 active, 3 in 6 for concealed.
Movement: 12   Half-Elf
Infravision 60’
Max Ability Scores: As human
Medium size
30% MR vs Sleep and Charm
Detect secret doors: 1 in 6 passive, 2 in 6 active, 3 in 6 for concealed.
Movement: 12
  Gnome
Infravision 60'
Max Ability Scores: Int +1, Wis -1
Small size
Saving Throw Bonus vs Magic: +1 per 3.5 points of Constitution.
Unmagical: Some magic items have a 20% chance to malfunction when gnome attempts to use them.
Racial Enemy: +1 to hit kobolds and goblins
Giant Killers: Gnomes impose -4 to hit on giants, ogres, trolls, titans, gnolls and bugbears
Detect grade or slope in passage 1-5 on 1d6
Detect unsafe walls, ceiling, and floors 1-7 on 1d10
Determine approximate depth underground 1-4 on 1d6
Determine approximate direction underground 1-3 on 1d6
Movement: 6
  Halflings
Stout - Infravision 60’, Half-Stout 30’ Infravision or normal vision
Max Ability Scores: Dex +1, Str -1
Saving Throw Bonus vs Magic & Poison: +1 per 3.5 points of Constitution
Small size
+1 to hit with slings and thrown weapons
Surprise: can impose penalties on surprise checks when not wearing metal armor or near other races
Stout or partly stout can do the following:
Detect grade or slope in passage 1-3 on 1d4
Determine approximate direction 1-3 on 1d6
Movement: 6
  Human
Normal vision
Max Ability Scores: Max 18 all
Medium Size
Movement: 12
  Non-standard Races: Renedge is filled with all manner of creatures, beings and things. Theoretically most of them are playable in the right campaign; discuss with your DM. We’ve had dragons, giants (miniature or regular), kobolds (huge sized or regular), pixies, goblins, lizards, etc. Generally, you probably want to start with something standard as your first character, but that is not a rule. Some newer editions have some extra races thrown in as standard. The DM will figure out how common or not they are and what their traits translate over as.   Subraces, mutations, half-whatsits, etc: Even among the standard races, there are deviations. Some continents mark their denizens with magic, giving them spell-like abilities. Some races mix (even if it is a little weird... sometimes, especially if it is weird). If you can think of a half-this-race, half-that race combo, it is probably a thing somewhere. Wizards create all kinds of “improvements” on people (willing subject or not). As do divine powers of all stripes.  

3. Choose Class(es)

Regarding Classes
Please note that the power levels of classes are not like those of common printed game material. Each class is a master at what they do. That does not mean there is an even progression of power or effect. Warriors’ fighting ability increases dramatically through levels. They surpass damage output of just about every single other class. Wizards are masters of reality. They enhance themselves and their companions, affect the world around them and potentially launch devastation on their enemies. However, Wizards’ damage output does not scale up like Warriors’. Priests can really turn the tide by bringing enhancements to the party and helping the party fight not just the bad guys, but also the environment. They also keep the party safe and of course heal. Rogues are sneaky bastards who do with skill, wits, cunning and guile what a Wizard or Warrior can’t do with spells and an army. Rogues are the party's eyes and ears, the knife in the dark and the hey where did my purse go...   Single-Classing
Single-class characters will start the game at the official campaign starting level.   Multiclassing
If playing a character with multiple classes the DM will require you to start a few levels lower in both classes than the party average. Once in play, you will be getting levels like everyone else and going up in individual classes. If taking an additional class in play, you start from the bottom. Versatility is not easy.   THAC0: Take the best value from one class. Does not stack.
Saving Throws: Take whatever is best save per category from each class at whatever level it is at. Take most beneficial when one exceeds another.
Weapon Proficiencies: Only gain weapon proficiencies from best class OR highest total at any given time. Do not stack levels from different classes.
Non-Weapon Proficiencies: Starting from best class + all levels worth from all classes.
Thieving Abilities: allowed to stack between classes.
Hit Points: Take the hit points from the Class that grants the best Hit Points from any levels from 1-10. All other class HP and those after 10th level, gain hit points for post level 10. Con HP Adj only applies to the highest level Class. See section 8 "Hit Points" for details.
Class Archetypes: Cannot combine classes from the same Archetype. No ranger/fighters, no thief/bards, no mage/sorcerers etc.
  Archetype WP NWP HP Thac0 Progression
-----------------------------------------------------
Warrior 4+1/2 3+1/3 10|3 -1 every 1 level start at 2nd
Priest 3+1/3 3+1/3 8|2 -2 every 3 levels start at 4th
Wizard 1+1/6 3+1/3 4|1 -1 every 3 levels start at 3rd
Rogue 3+1/3 3+1/3 6|2 -1 every 2 levels start at 3rd
  THAC0\Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
------------------------------------------------------------------------------
Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1
Priest 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 8 6
Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14 14 13
Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10   Class details can be found under their archetypes, here:
 

4. Weapon Proficiencies

Mixing Weapons, Training and Styles:

There are no set rules for what Weapons, Special Training or Styles can be mixed together. The combinations should make some kind of sense thematically at least. They should fit the character's background before play and in-game behavior once in play.
  For example, if you were a great dual-wielding swordsman, you would not be using a 2-hand maul unless you have no other choice (it is better than your bare hands). You certainly would not be using it with the same skill as your usual swords. If such a character wished to take up the maul and get really good at using it, he would either have to start a new specialization stack or retrain his previous Weapon Proficiencies. Retraining takes 1 week per proficiency (can be reduced with good teachers).
 

Untrained:

If a weapon is not listed one of the ones you are proficient with, you have a penalty to use it. Warriors have a -2. Priests and Rogues have a -4. Wizards have a -6. This penalty applies only to hitting. Specialization bonuses usually do not apply to weapons with which you have no training. Sometimes a weapon is close enough to what you know that Specialization bonuses can apply along with the untrained penalty.
 

Weapons:

Whenever possible, use the weapon's name as listed in the source books. There are no generic weapons skills (like sword). If you want to use many swords, spend many weapon proficiencies or take a Tight or Broad Group. Learning a new weapon requires you fight one full combat (it must be a challenging fight) with it or spend one week training. Some in-game effort is needed to learn it.
 
  • Tight Weapon Group: spend 4 weapon proficiencies to gain proficiency in 3 weapons or hand to hand fighting. Specialization applies to all three.
  • Broad Weapon Group: Spend 6 weapon proficiencies to gain proficiency in 5 weapons or hand to hand fighting. Specialization applies to all 5.
  • Hand to hand fighting: Boxing, Wrestling, Natural Fighting, Martial Arts.
  •  

    Special Training

    This is a catchall category for maneuvers, abilities and so forth that do not fit well as weapons or full-fledged styles. Special Training requires access to instructors, special resources as well as time to learn. All these things can be earned or bought in play or justified in the character's background. Monk's get Special Training as part of their class. See Monk for details. Other examples below:
      Elven Bladesinging - Elves only. +1 to hit or to damage or AC. Declare how points used each round. Additional points give +1 each. Each point requires training. Anything higher than +3 is unheard of and thus supposedly impossible to find training above that level. Taking at least one point of this special training is a prerequisite for Bladesinging Fighting Style.
      Underwater Combat - Land-dwellers only. Normally, fighting underwater halves THAC0, Strength and Dex scores (for combat bonuses only), and negates Technique specializations. With Special Training, the halving is eliminated. Specializations are regained at a rate of 2 for every Weapons Proficiency point spent on this Special Training.
      Ambidexterity - Can use same sized, 1-handed weapons without penalty on off hand. Can use both hands equally well.

    Style Integration - Combine two styles to get some benefits of both.
    Weapon shield/weapon weapon
    Two-handed weapon/weapon shield
    One-handed weapon/boxing
    One-handed weapon/wrestling
    One handed weapon/martial arts
    Weapon weapon/martial arts
    Weapon shield/wrestling
     

    Fighting Styles

    These are how you use your weapons. Combined with weapon training, these make up your fighting technique. Special styles may be available for some races/cultures (Elven Bladesinging comes to mind).
  • One Weapon: Using one weapon and a free hand. Add 1/3 to hit bonus from specialization to AC, May perform number of minor actions with free hand, per bonus attack rules from technique specialization.
  • Two Weapon: You are good with both hands at fighting. Each hand can attack at your max number of attacks. Offsets all but a -2 to hit for attacking with an off hand weapon. You must be able to wield your weapons one handed. Smaller weapons should be used with the off-hand.
  • Weapon+Shield: You may use shield as a weapon (1 buckler, 1d2 medium or larger shield). You must still be proficient with a shield as a weapon to use it to attack or parry. Weapon+Shield style counts as 2-weapon style if using shields as off hand at no penalties for weapon size. When parrying, gain a bonus 'to hit' equal to +5 per size of the shield. So +5 for buckler, +10 for small, +15 for Medium, +20 for large Shields and additionally count as cover for body shields..
  • Two-Handed Weapon: Double benefits of strength for hit and damage bonus. Add Warrior Archetype levels to damage if applicable.
  • Elven Bladesinging: Elves only. You may cast spells with one hand and fight with the other. This style is not limited to bladed weapons. Any weapon that can be used effectively in one hand will work. Special Training above is a prerequisite for this style. Additionally, to receive training in this style, an elf must make an oath to help any elves in need or who ask for it. Pupils are vetted and screened before learning these secrets. These secrets are never taught to outsiders.
  •  

    Weapon Specializations:

    Each point of technique specialization grants +1 to hit, +2 to damage, 1/5 of an attack. Weapon Specialization can only be associated with one weapon or Tight/Broad group.
      Fighters (ONLY) can redistribute the bonuses from Specialization. They can move the bonuses to attack and damage around. They can also sacrifice those bonuses for faster progression with extra attacks. When Fighters redistribute the benefits of specialization, they should take them in sets that give a bonus attack. You can start different sets but bonus attacks only come from completed sets.
      +4 +3 +2 +1 +0 (total hit and damage bonus)
    .0 .2 .25 .34 .5 (extra attacks)
    -------------------------------------------
    0 1 1 1 1 extra attacks
    5 5 4 3 2 Weapon Proficiencies grouped to get the extra attack
     

    5. Non-Weapon Proficiencies

    Non-Weapon Proficiencies are things your character might know or do: vocations, knowledge areas, and improvements on what anyone can do naturally. Often, you do not need points spent to perform an action. Being a grandmaster in a skill is not a requirement. Unless your character is heavily dedicating themselves to a special pursuit, you can get by without NWP or with just one skill point in them. Like anything in Renedge, there is always a trade-off between breadth of skills and specialization.
      Non-weapon Proficiencies (NWP) points can be spent to learn new skills or increase existing skills.
      (Un)Aware: You must have the skill or you cannot even make an attempt at it. Spending one proficiency allows you to roll an attempt.
    (Un)Trained: Roll at Ability Score at a penalty (usually -6) if you do not have the skill. Putting one point into skill lets you make roll at your regular ability score.
    NWP can cover:
    * Any knowledge, lore, etc - usually Unaware
    * Any occupation, craft, art, etc - Unaware or Untrained (depends)
    * Any ability score checks you do often and want to improve over and above the base ability (for example, various perception checks, lifting, jumping, etc) - These are all considered 'Natural'
     

    Effect of Multiple Levels of Proficiency:

    Having more than one point in an NWP is more than just gaining a bonus +5%. The results of making a check, even if by an equal margin compared to someone without extra skill levels differ. Results will be interpreted drastically in favor of the person with more skill points (but not necessarily by a multiple of the number of skill points spent). Usually the DM and player can work out the details. Optionally, the DM can allow the player to roll additional d20's to collect further success on extended rolls. Each extra die used replaces a +1 to the check.  

    Making a NWP check:

    * Roll under Ability Score + (Proficiencies-1). Degree of success is important. A 20 always fails or subtracts 10 from margin. A 1 always succeeds or adds 10 to margin of success.
    * The base Ability you roll under depends on the situation. Figuring things out maybe Int or Wis based, doing things maybe Dex or Str based. Persevering through things might be Con based. etc.
    * DM will likely have modifiers in mind when the check is made so declare how much you made it by.
      Standard NWP check Modifiers:
    Untrained: depends on complexity of task.
    Normal: no modifier
    Challenging: -4
    Hard: -8
    Extreme: -12
     

    Extended Rolls:

    Collecting Successes: Some situations require that you succeed several times to finish a task.
    Collecting Margin of Success: Rather than being a binary succeed/fail, the roll requires you reach a certain amount with your margin of success. The more rolls are required, the longer it takes.
      Some NWP can be specialized into specific areas of expertise. Some even require such specificity.   Non-Weapon Proficiency List (from AD&D 2nd Edition, etc.)
    Acrobatics
    Aerobatics
    Agriculture
    Alchemy
    Alertness - +1 on surprise rolls
    Anatomy
    Ancient History
    Animal Handling
    Animal Lore
    Animal Training
    Appraising
    Armorer
    Artifice - building artifacts, restricted
    Artistic ability - specify medium
    Astrology
    Blacksmithing
    Blind Fighting
    Bowyer/Fletcher
    Brewing
    Camouflage
    Carpentry
    Cobbling
    Cooking
    Creative Writing
    Cryptography
    Dancing
    Direction Sense
    Disguise
    Endurance
    Engineering
    Etiquette
    Fashion Sense
    Finance
    Fire Building
    Fishing
    Flying (if you have flight movement)
    Forgery
    Gaming
    Gem cutting
    Hair Styling
    Healing
    Heraldry
    Herbalist
    Jeweler
    Juggling
    Jumping
    Landscaping
    Language (specific language*)
    Leatherworking
    Local History
    Locksmithing
    Looting - collecting treasure quickly.
    Mason
    Mining
    Monster Lore
    Mountaineering
    Musical Instrument
    Navigation
    Observation
    Oratory
    Plant Lore
    Poetry
    Pottery
    Reading Lips
    Reading/Writing - to be literate in all languages known
    Religion
    Riding Air Based
    Riding Land Based
    Rope Use
    Running
    Sailing
    Seamstress/Tailor
    Set Snares
    Silversmithing
    Singing
    Sleight of Hand
    Sound Analysis
    Spellcraft
    Swimming
    Teamster
    Tightrope Walking
    Trapsmithing
    Tumbling
    Ventriloquism
    Weaponsmithing
    Weather Sense
    Weaving
    Wild fighting
    **Cheese lore** aka you can make up nearly anything and make a proficiency out of it. Any Knowledge/craft/game/skill
     

    6. Saving Throws

    Each character has a set of saving throw numbers dependent on their class and level. Multiclass characters use the best number for each category from their various classes (i.e. a Rogue 7/Fighter 2 would use the Rogue's save of 10 for Rod|Staff|Wand and the Fighter's save of 13 for Breath Weapon). To succeed on a save, you need to roll above or equal to your save number. Often there will be modifiers to the roll.   There is potential for overlap in the saves. Example: a mystical blast of pure force that will instantly kill anything it touches by turning it to carbon. In cases like that it's something of a judgment call. The DM has to decide what it's most like and you go from there (breath weapon from the sound of it). Also in some cases calling for direct Ability checks can be used instead of a save where appropriate. Maybe that blast would just be a Dexterity check to see if you can get the heck out the way. Diseases can fall into several categories. It depends on what the symptoms are. Usually, Diseases are a Poison save. They can also be Paralysis or Polymorph if immobilizing or changing the body in some way. Magical Diseases can really fall under any save. DM will determine the save needed.
     

    Saving Throw Types

    Poison | Paralysis | Death Magic

    Paralysis/Poison and Death Magic (PPDM) is the category for all things that directly affect your anatomy. If you have a living body, these things should worry you. If the attack is a poison or natural toxin of any sort that impinges upon how the body works, or an effect that causes the living body to cease normal functioning, or an attack meant to kill you straight off, this is the saving throw.  

    Rod | Staff |Wand

    Rod, Staff or Wand (RSW) is the category for all things mechanical/inanimate in nature. Whether it is a wand spewing fireballs or a spear trap, if it involves stored energy in an item going off remotely without a direct will behind it, use this saving throw.  

    Petrification | Polymorph

    Petrification or Polymorph (PP) is the category for when your body is changing in some way it wasn't meant to. Things that change the substance you are made of, things that alter the kind of creature you are, and related effects fall into this category.  

    Breath Weapon

    Breath Weapon (BW) is the save you have to make when confronted by large energy attacks and blasts of raw force that aren't quite a spell effect. A dragon's breath weapon or a huge explosion would fall under this saving throw.  

    Spell

    Spell (does it need an abbreviation?) is the save you use to resist mystical energy. If it had weird sparkles or chanting involved in the effect odds are it's under this save.  

    Saves by class

    Archetype lvl PPDM RSW PP BW Spell
    -----------------------------------------------------
    Warrior
    1-5 15 15 15 13 17
    6-10 10 12 10 9 11
    11-15 6 7 6 6 8
    16-20 4 6 5 5 7
    21+ 3 5 4 4 6
      Priest
    1-5 14 13 14 16 15
    6-10 8 10 9 12 11
    11-15 5 9 8 11 10
    16-20 4 8 7 10 8
    21+ 2 6 5 8 7
      Rogue
    1-5 12 12 12 16 15
    6-10 11 10 10 14 11
    11-15 10 8 9 13 9
    16-20 9 6 8 12 7
    21+ 8 4 7 10 5
      Wizard
    1-5 14 11 13 15 12
    6-10 13 9 11 13 10
    11-15 11 7 9 11 8
    16-20 10 5 7 9 6
    21+ 8 3 5 7 4  

    7. Armor Class

    Armor class is a combination of a character's defenses against attacks physically interacting with them. The AC stat starts at 10 and is improved by the following. The lower the better.
      Base 10
  • Natural Armor (physical materials covering body)
  • Armor (physical material worn)
  • Magic Pluses from items
  • Dexterity Modifier and other dodge-type actions or abilities
  • Using weapons or fighting styles defensively
  • Luck
  •  

    8. Hit Points

    Hit Points represent your wellbeing and ability to take physical punishment and continue to act. You get some number of Hit Points each level based on class.
      Level Warrior Priest Rogue Wizard Barbarian Monk
    ---------------------------------------------------------------------
    Level 1-10 HP 10* 8* 6* 4* 12* 4*
    Level 11+ HP** 3 2 2 1 4 1d4
    * plus Con HP Adjustment
    ** also used when multiclassing (see below).
      Multi-class characters get Level 1-10 Class HP + Con bonus from ONE class. Con HP adjustment applies to the highest CLASS level of one class. For Class HP, take the HP from the most generous class at the time. Wizard < Rogue < Priest < Warrior but some classes have unique HP rules. Your other classes give you their high-level HP. If playing a low-to-mid level character, you are free to use whatever combination gives you the best HP at any given level.
      Multiclassing Example:
    ● A 3/3 Fighter/Wizard with no Con bonus would take 3x10 hp from his fighter levels and 3x1 hp from wizard (33 total), not 3x4 HP from wizard and 3x3 from fighter (21 total).
    ● A 1/3 Fighter/Wizard with no Con bonus would take 3x4 hp from wizard levels and 1x3 from fighter (15), not 1x10 from fighter and 3x1 from wizard (13 total)
      At zero hit points you fall unconscious. If you go below zero, you are unconscious and bleeding out 1 hp per round until someone heals or stabilizes you. At negative 10 HP your character is dead.
      Natural healing takes a long time. Without an exceptional Constitution score, it is about 1 per day of full rest. This can be increased if attended by someone with Medicine, Herbalism, etc. Magic can heal you much quicker, based on the specific spell. Some magic items also increase natural healing rates. Some ailments and conditions and types of damage take longer to heal or do not heal at all unless a condition is met. (Mummy rot/vile damage/various curses. Damage from these often requires a remove curse/dispel evil, being on holy ground etc before healing can take place, and even then it may require extra time).  

    9. Starting Equipment

    The following are guidelines. Each character should have enough equipment to perform as their concept is envisioned (if concept requires some sort of equipment). Work with the DM to customize your equipment. These are guidelines, not concrete rules. Usually, the DM will start you off with equipment.
      As a guideline, a new character [color=red]may[/color] have the following:
      Item Limitations: A single item should not exceed these guidelines
    +5 AC bonus or weapon bonus or 1/4 starting level in pluses (whichever is lower)
    Up to Double base AC of armor/shields (high quality materials) for starting level 15+
    +2 Ability score increase or all saves (or 1/10th of starting level max, round down)
    +5 NWP bonus (1/4 starting level max, round down)
    +3 total to individual Saves (or 1/10th of starting level max, round down)
    50% Thieving ability bonus (or starting level x 5% max, round down)
      General: These are the maximum for starting characters. You can take less.
    A) 1x starting level in 'pluses' on armor and complement of weapons at the appropriate 'plus'
    B) .25x starting level in 'pluses' on Non-Weapon Skills
    C) .5x starting level in spell levels worth of 'effects' on equipment (limited uses per day items).
    D) .1x starting level in ability score increase or saves increase.
    E) 1x starting level in magic resistance (percentile)
      Warriors:
    1x starting level in spell levels in potions   Priests:
    1 staff or rod (or other major uses/day item)
    1x starting levels in spell levels of wands, scrolls or potions   Wizards:
    1 Staff or rod (or other major uses/day item)
    2x starting levels in spell levels of wands, scrolls or potions   Rogues:
    1x starting level in 'plus' equipment/tools for Non-Weapon Proficiencies or per 5% to Rogue skills (instead of B in General)
    1x starting level in spell levels in scrolls or potions if above 10th level   Wands come with 5d10 charges. Single Use items (potions/scrolls) have caster level set at minimum.
      Signature items: Each character may start with one item that is a trademark item. It defines them either through image or action. The player should describe the item to the DM. The DM will make up the appropriate item. These item(s) may or may not be magical or powerful.
      Artifacts: No characters shall start with any artifact items (and if you do, you can be sure it is really really cursed).  

    10. Inventory Slots

    Some items might block other slots. You have to be able to wear the item as normal for it to function. Slots easily blocked are marked (*). Depending on the individual item(s) involved they may or may not conflict magically or be wearable with other particular items. Some suits of armor include helmets, arm and wrist pieces, boots and gloves. A suit must be worn in its entirety to function (as do any sets of items that go together).
      Head 1
    Head 2*
    Head 3*
    Eyes
    Necklace 1
    Necklace 2
    Torc
    Amulet 1
    Amulet 2
    Amulet 3
    Amulet 4
    Amulet 5
    Ring 1
    Ring 2
    Belt 1
    Girdle/Belt 2
    Armor/Robes
    Bracelets/Bracers/Armbands
    Boots
    Cloak
    Gloves/Gauntlets
    Shoulderpads - rare
    Harness - rare
    Greaves/Anklets - if boots are not tall - rare
    Shirt/Clothes - rare
    Pin/Periapt/Scarab 1
    Pin/Periapt/Scarab 2
    Sash 1
    Sash 2 *
    Piercing 1
    Piercing 2
    Hair - rare
    Charm - can have more than one
    Familiar/Pet - usually one familiar
      Do NOT assume magical equipment is one size fits all. Often, it is not the case. Some items are styled for a particular gender/race/size class/body type, etc. Some may change size to fit the wearer or may change ‘your’ size to fit them. They are magic items. Each one is a unique construct of magical engineering or happenstance.
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