|Jiggy RPG Superstar 2012 Top 32|
Hello fellow roleplayers.
It has come to my mind that a lot of players don't know about many small and usefull items. And if there is any smart items that I don't know of - I don't know that, so this is how I ask for them.
And therefor I ask this question: What is your starting equipment?
It has come to my mind, that most players buy their weapon of choice, the most expensive armor they have coin for. And then they buy random cheap crap stuff for most of the left gold.
Personally I buy many many small "in case of this"-things.
What do you buy? Is there anything you always buy or do you ask locals for help and so on? I have a friend that never goes adventuring without a pillow with a hidden silver dagger in it.
studded leather, chalk, waterskin,rations, backpack, sacks, adventuring outfit, and blew what was left over on acid flasks. (Alchemist)
+1 to having a silver dagger for melee types.
What use have you got of fishing hooks, sewing needle + thread?
Caltrops are awesome. Me and my party always buy pitons and chains to lift up alot of our gear beetween trees when we build camps. Easy way to secure your food stock and important items. If you are assaulted some idiot can't take a bag and run.
Alchemist Fire & Acid Flask
Both are AoE effects and are needed if you ever have to face a swarm at low levels.
I HATE swarms.
PS. I also like tanglefoot bags but they're a bit too pricy.
instead of Acid I usually get Alkali Flasks... same damage as acid but double to oozes, and if you run into one low level, you need all the help you can get.
Ok i know it's not exactly cheap, and thus i guess out-of-this category... but still, can't help but say that a potion of cure light wounds is a great piece of starting equipment.
And, as said, never leave home without:
Rope (2x50 ft in the party at least)
For a level one fighter I made.
Armor, weapon, spring loaded wrist sheath (with dagger inside), adventurer's sash, alchemical grease, alchemist's fire, alchemist's kindness x4, masterwork backpack, bedroll, belt pouch, winter blanket, cooking kit, crowbar, fishing kit, flint and steel, grappling hook, grooming kit, hammer, magnet, mess kit (seriously you guys eating with your hands....), peasant outfit (aka spare clothes), piton x10, sack x2, sewing needle, silk rope 50ft, soap, thread, twine, sunrod x2, tindertwig x 5, trail rations x5, waterproof bag, waterskin x2, weapon cord.
Wow! You must be seriously encumbered! I can never bring myself to go heavy and take that -6 Check Penalty.
As for cheap...I start w/a lot of gear for free by maxing out Survival on one of the party's PCs. Flint knives, a fire bow, hand-rolled twine, twine rolled into rope, 1 heavy pelt that serves as backpack/blanket/tent/cloak, a gouged out rock or preserved gourd (water storage/cookpot), handfuls of chalky/loamy dirt or stone dust...
Why don't players ever ask if they can MAKE any of their gear before the game begins? Its been a while since I started as a player, but last time I did I played a guy with leatherworking and bookbinding; he was a wizard. He started off with a couple homemade scrolls, a b/up spellbook and 2 journals, free leather anything and provided free leather armor to the party's rogue. Later on in the game he crafted his own spring-loaded wrist sheath.
And I'm not kidding about that Survival thing above either. Think about it - hunter/gatherers and even civilized agrarian societies had made EVERYTHING they needed for thousands of years out of bone, stone, and plant material. Is it THAT much of a stretch to say your PC has an entire MULE load full of survival gear flintnapped, woven, or otherwise put together at all times?
Depends on character, but always:
a map of the region
50 ft silk rope
small knife or dagger
1 flask of oil (if I run into a swarm, its usually at night or in a dungeon: when Ill already have a lit torch)
dry rations and water if I don't have survival as a class skill.(if the gm enforces food use, I buy extra.)
If I can use poison, I bring a couple empty flasks everywhere.
"smokeweed/wizard smoke" and a pipe (i smoke irl, so if I take a smoke break, my character does too. "my character goes to a dark corner of the tavern to smoke. I'll be back in 5 minutes." Its fun for rp too.
best armor I can get that doesn't reduce my movement. (I dont usually play "tank" characters)
An extra cloak of a different color (in case I have to stealth in a place where Ive been seen, like escaping a town)
a bedroll (if the dm enforces the exhaustion rules for sleeping on the ground)
If I'm playing a rogueish character, I might also get:
If I'm playing a ranged character and I have the gp, I buy a guard dog to stay at my side. (25gp)
I ALWAYS keep at least 5 gp in case I need to grease some npc's fingers.
If the above gear makes encumbered, then I don't buy things the party has already.
Just bought one for my 16 STR Society character. He was always skirting up to within a couple of pounds of Medium Encumbrance and I hate that. ;)
I build my starting equipment based on the information the GM gives on what the game will be like. Are we spending a lot of time in the same city? Travel on key roads? Sea? Going out into the deadlands? etc. I adjust the list based on the clues they offer me. So far it has not let me down.
After a quick scan through the thread I didn't find some items I usually carry. Such as:
Powder or Flour (great for identifying where an invisible enemy is or finding if someone tried to sneak up on you at night)
Some Twine and small bells make an excellent early warning system.
Mirrors are included in grooming kits. And water (or sling bullet) will show the angle of a floor as well if someone is not interested in making difficult terrain. For fighters P/S is your hold out dagger and B are clubs which are free.
Thanks for reminding me though that I hadn't put a club on the sheet I posted above.
Not starting equipment, obviously, but I just bought a silvered morningstar. Now if I can just get hold of a vial or two of oil of bless weapon I can be hopeful of not running into too many baddies I can't have some effect against before I can afford my first magic weapon.
Speaking of consumables, they're too expensive for starting, but as soon as I can afford them I pick up smokesticks, alchemist's fire, and doses of antivenom and antiplague.
Saganen Hellheart wrote:
Chalk is useful in Dungeons when you feel like you're going around in circles or don't feel like mapping. Putting markings on the ground and/or walls, either pointing the direction you chose or pointing back toward the entrance.
Fishing Hooks for Fishing.....also for "Enhanced Interrogation" Techniques. The Needle and thread for replacing holes in clothing, useful in a pinch to help Heal Checks. Granted, mostly for "Roleplay" purposes when used in their intended purposes. But when you're on watch at night, it helps pass the time and shows the GM you're actively taking care of your equipment/stuff.
(The below is aside from primary weapons/armor.)
Before hitting 2nd level:
By 3rd level:
That's it off the top of my head.
Alright, bare essentials I like what everyone likes (weapons (always SOMETHING ranged and something melee, even if I suck at one or the other!), armor, clothing, food, water, bedroll), as for anything else IF I have the gold, I'd damn near ALWAYS buy:
At LEAST one CLW potion!
And as for my quirky one...
I almost always, ALWAYS, if I have gold to spare for it, carry the longest roll of the best fabric I can afford! Hear me out, it's usually a one-yard wide, 20 + foot long roll of silk or canvas, but occasionally wool or cotton. In campaigns, here's the short list of how's it come in handy over the years, in myriad campaigns:
Bound someone to immobile objects (on MANY occasions!)!
I have always found some good, though often unorthodox, use for the fabric... And we almost always opt for silk, in fact, I've had (with a generous GM okaying it) several other party members who had nothing in particular they wanted to buy after the essentials actually chip in on the silk, so that I could get a longer roll, so that we could maybe do more with it! I know it's an odd proclivity, but it's been useful WAY more times than it's been a burden!
I just feel I should mention, I have a friend, who has yet to have a character who isn't carrying an umbrella or parasol, no matter the campaign, and it's also been weirdly useful!
Going to focus on uses of cheap items instead of just listing them.
Twine and small bells - Run a length of twine around your campsite and attach a bell every fifteen feet or so. Or put them across the entrance of a cave. Should be a very high DC to spot, and works like the "alarm" spell to wake up the party in the case of an attack.
Many folks carry bags of flour to use as a cheap "glitterdust" spell to locate invisible attackers. However you can do the same thing at just a few silver pieces more with plaster dust, but you can use the plaster dust for all sorts of things if you are clever.
A bag of marbles is a great item. Besides their obvious use as a means to slow down or trip up the enemy, they can be used individually as a means to provide a distraction in a hallway or dungeon.
Gambling dice. Every now and then you can talk someone into playing a quick game of craps. Is great as a way to break the ice when seeking information in a new town. A deck of playing cards is also useful.
The mirror is useful not just to see around corners, but also as a signaling device. A whistle is also very handy for this purpose.
Hammer and pitons will let you climb just about anything made of stone. Some characters might have weight issues with this one though.
Paper, pen and ink. For any literate character this is really a must have. Besides the potential for writing notes, I've used paper, pen and ink to forge documents, create maps, draw pictures (when dealing with unknown languages), carry items (folded paper is a great way to carry powders of any sort), etc. One of my characters took skill points in origami and used paper to fold critters as entertainment. You can also roll up a cone of paper and use it as a sound amplifier.
I enjoy coming up with creative ways to use common items. Firecrackers and/or smokesticks along with the "spark" cantrip is a great way to create a diversion.
pathfinder's kit, 5+ torches/sunrods/a good lantern, 50ft. of rope, several pitons, crowbar, waterproof scroll case w/ paper, spell component pouch (even if you don't cast, you'd be surprised how many castys don't have a backup on hand--be their hero), and a good fist-sized rock.
(picked up from the old tricks thread) pouches of miscellaneous coins--your odd coppers and silvers and such, and a bag of meat.
a good log is also pretty much a rogue sans the character drama.
Adamantine Dragon wrote:
actually isn't the material components for alarm a length of silver wire and a bell?
Thank you sire.
This kind of goes in line with the Old School Tricks thread but...
Iron Spikes. I carry about 5 starting off.
Also a Hammer.
Keep doors from opening unless they are broken down, nail something down, and when in a REAL pinch; punch with it for 1d2 damage. Yes, I've had death by iron spike. Also, homemade caltrops...not sure off the top of my head the price differential but I had a player blacksmithing caltrops from his iron spikes.
Rope...good ole rope.
Cheese and bread hunks. Water skins (2). Lamp oil (usually 2) so you can coat something to be flammable.
Flint and steel.
Backpack. Shovel. Pick. Bedroll. Blanket.
This is generally when I pick a dwarf. I'll skip the shovel, pick, and bedroll if I'm not a dwarf.
Chalk can be handy for marking rooms/paths in a Dungeon/Labyrinth.
I normally start with a Horse/Donkey, a variety of weapons, my armour, and the UE fighter's kit and Grooming kit. Then I load up on a few other minor items.
If anyone wants I can post a link to my Google Docs that contains my general equipment load out using Average Starting Gold, Maximum Starting Gold, & Rich Parents Trait.
Lots of good items. I personally like to carry around 2-3 square yards of canvas. I use it as a lean-to/pup tent, rain catcher, bedsheet / hammock, boat patch, extra sack, travois / make shift gurney, extra cloak in heavy rain, etc. This works with whatever spare lumber you can find for poles and whatnot. Carry some twine or rope and you're set.
It varies with the character, a fighter I had carried a portable ram, my current Dwarven Cleric (Brigh) carries blacksmith tools, useful for taking doors off hinges to open them.
While not at first level I have a character with a handy haversack full of tools, and ladders, blocks, rope etc. That is all that is in it. A friend of mine did this with his PFS character, and started using the stuff to bypass things in an adventure. The GM, another friend, apparently cursed me at that point.
A few things i always have esp for a martial character is a melee weapon of each damage type. (c'mon a club is free and a spear is a couple gold). I try to have ranged weapon of each type, (blunt arrows cost double but its 2 gp for 20! and if you can get a pistol in your campaign or a gun axe, bullets do Bludgeoning and piercing and a boom-stick is a heck of a backup weapon!) and a whistle and a donkey/mule.
A donkey is one of he best things to buy (8gp) and can carry hundreds of pounds of gear. It will go into dungeons and if you train it can come when you whistle and will fight off things who try to steal/harm your gear. and if you lose it get it killed or whatever its just 8gp
Other items that i try to get starting is smoke sticks, tinder twigs, sunrods, and bug candles.
Saganen Hellheart wrote:
I hate to resurrect dead threads, but an important addition: chalk is also occasionally great for *mislabelling* stuff. One time, I was with a group being pursued by a bunch of slaver thugs through Undermountain (the big ruins under Waterdeep). There were two identical corridors next to each other. We'd made a map on the way in, so we knew that one led to a vicious blade trap near the entrance to a gnoll lair. The other led around a corner to a safe hallway and the stairs up. We labelled the safe hallway BLADE TRAP and ducked into it. The slavers saw the sign and went the other way. Cue screaming and snarling and bloody chunks. We took the last surviving slaver as a prisoner without a fight.
The essentials for me are this.
Every character should be carrying this stuff if possible (in order of importance):
At least one person in the group should try to have this stuff, too, especially if you plan on doing any dungeon crawling. Likewise order of importance:
Other things to get for the group before you leave, or at least as soon as humanly possible:
Unless you are incredibly, even stupidly, rich, I do not recommend buying magic items at first level. Most of the low level magic items don't do anything you can't duplicate with mundane goods and are a complete waste of your limited monetary resources. Some rare exceptions that *might* be worth your time:
+ Healing items above all else. Natural healing rules in Pathfinder (or any D&D variant) are crazy slow, and a few potions or a wand of cure light wounds with a few charges is a life-saver. Save them for emergencies, though.
Always a showel for the s#%~pit, always.
With one character I had some spare carrying capacity, so I went a little mad and ended up with 20 pitons (I think that's what it was).
Have you guessed the solution?
Nailed it to the floor.
One of the few times I've had the random equipment I'm carrying be useful, but kind of worth it, I think.