Each PC will begin with wealth gained through inheritance or debt. The amount left over after mentor-ship to achieve 1st level is determined by class. This gold is intended to be spent equipping the character. Alternatively, if your background offers a pre-generated equipment pack, you can begin play with that instead.
You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally look up the mantle and followed in an ancestor’s adventurous footsteps.
Multi-class characters will dice for each class and total all results together.
NPCs or Henchmen. Non-player Characters (NPCs) joining a PC (as a henchman, for example) normally begin their career with a few mundane items and no additional gold—The PC will be responsible for equipping them.
Wealth is obtained in many forms, for the most wealthy, titled land and it's bounty. Goods are commonly bartered for other goods. Otherwise, for smaller transactions, liquid currency is used (metal in the form of trade bars, gems, or coins).
Common coins come in different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (g.p.), the silver piece (s.p.), and the copper piece (c.p.).
With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth 20 silver pieces, the most prevalent coin among commoners. A silver piece buys a porter’s work for a day, a wax candle, or three night’s rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a tallow candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (e.p.) and the platinum piece (p.p.) originate from fallen empires or non-human kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth ten silver pieces, and a platinum piece is worth five gold pieces.
Coin Weight. Each coin is not necessarily pure metal and, as such, is generally quite large and heavy. There are various methods of determining the purity, which along with weight, determines the ultimate value. Mints tend to hammer coins with images going from edge to edge to discourage clipping. Trade bars are usually a minimum of 100 coins in value.
10 coins (any denomination; on average) = 1 encumbrance lb.
Because of the difference in metal densities, this means that each coin is a slightly different size. For details, see the section on Containers in Adventuring Gear.
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore.
Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. The price is inclusive of any fees, although taxes may be assessed.
Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. If trying to quickly sell a magic item under 20,000 g.p., the price will typically be 60% of the listed gold piece value of the item. When attempting to sell an item with a value above this limit, barter is the normal transaction method (e.g. covering the expense of training, property, construction, spells, or items in trade). Otherwise, credit (through an institution such as a bank) may be extended. The price is inclusive of any fees, although taxes may be assessed.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. Note that while the value may be as listed, transaction fees (conversion to coin or credit) and/or taxes will apply.
Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency. Again, fees and taxes will apply here as well.