That random item you always buy


Pathfinder First Edition General Discussion

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I play with a group that takes High Magic to absurd lengths. Paying attention to the mundane details is the LAST thing anyone wants to do.

But what do I do?

I painstakingly always make sure to start the game with a week's worth of rations, pints of oil, paper and ink, chalk, fishing line and fish hooks, winter blankets, etc.

Have I EVER been asked if I have any of these things?

Nope. Not once.

Do I still ALWAYS figure out the cost and weight involved?

Yup.

Just beating my head against the wall is all.


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The GM can negate the ring of sustenance any number of ways if they really want to. And if your GM relies on "old tropes" there are plenty of old tropes that aren't addressed with the ring of sustenance.

Anyway, if everyone else in the party has a ring of sustenance, I probably don't need one. They can stay up all night and be bored while I sleep. :)


Don't beat your head against the wall, it is simply that you are applying greater rigor to realise your character for yourself, like that method actor for example.

I work out my encumbrance, back-story, equipment etc, religiously - is it ever used? On occasion at best by a good DM but each game has it's own consensus.

It's what you do to create your character. Accept it.


ring of feather falling is always a must for my characters, negating pretty much all falling damage for it's small price is just too good .


I'm all about the Bane Baldric on any melee guy I play. Mmmm... Inquisitor's Bane 5 rounds per day.

Scarab Sages

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Aelryinth wrote:

Just so you know, the maximum damage you can do with a standard liquid attack is immersion, and acidic immersion = 10d6 damage. I'm assuming holy water would be equal, of course.

But in no way are you going to get 800 d6. That said, if you keep him immersed, that's 35 damage every round, which plays merry hell with concentration checks to teleport out...

==Aelryinth

The well known rules term of Standard Liquid Attack. Can you quote where this is stated please?

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

Bear traps are part of my campsite routine. I like to add a bell to each of them, too. Little extra noise, just in case the victim manages to avoid screaming in agony. Also, you can dose them up with weapon blanches if you expect trouble from specific threats. The looks on the faces of the rest of the party when they see a wraith chained to the floor by your ghost salted bear trap is priceless.

Viridium caltrops are a dangerous, but fun way to provide a nasty surprise. Just make sure to store them in a lead-lined box or some sort of extradimensional space.

I often replace my standard arrows with obsidian ones, since they're cheaper and lighter.

With my arcane casters, I nearly always get myself a Holy Symbol Tattoo or three. Chicks dig tattoos. Also, max value for False Focus.


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On the holy water your math is off. 100 gallons = 800 pints x 25 gold per = 20,000 gold = 1600 D4 damage. Also there is no restriction on holy water being created in any kind of container other than "flask".


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I normally DM but in my low level games the guy who plays the brawny fighter is the trap finder. He carries an oversized 50 pound caltrop witch he throws down hallways and such to trigger traps. He even ties is to rope and drags it back.

At higher levels he is willing to pay for an admantine version that detects as alive and good and is capable of creating an illusion of a humanoid. Some symbols have still got him due to range but now he just throws it much further. It is amazing how far str 40 guy can throw a 50 pound object.

For me the I have every one of my characters carry at least 2 spare sets of clothes and back up weapons and armor. I duplicate as much of my gear as can and leave it with the horse (and hired guards). I have had bad experiences with teleport traps leave you naked. (mutters something about stupid liches)


Satchmo wrote:
On the holy water your math is off. 100 gallons = 800 pints x 25 gold per = 20,000 gold = 1600 D4 damage. Also there is no restriction on holy water being created in any kind of container other than "flask".

but will every drop of that 100gal. hit the guy?


I used to have a group where everyone always carried pitons with them. We found plenty of uses for them, mostly jamming doors shut to make a more defensible position. Immovable rods are a much more expesive option, but pitons worked in the early game.


I actually try not to have any "standard adventurers pack" for my characters. It's hard not to since it is a natural tendency to look for efficiencies in repeated actions.

But I do try to approach each character from their own backstory, personality and training. Part of that personality might be a tendency to over-estimate ones' own abilities, or to not have much experience in the outdoors.

My first level druid who had been raised in a dryad grove and had never even visited a village before becoming a druid had nothing in her starting gear that she had not made herself. Including clothes. Or lack thereof...

However, when I am playing a skill-monkey I do generally take the same starting gear using the logic that such a character would have the same general needs and would therefore purchase more or less the same stuff.

Those characters tend to focus on carrying a lot of small items that have multiple uses. Things like twine, fish hooks, mirrors, paper, etc. They also tend to carry stuff that lets them overcome or avoid obstacles, like pitons, silk rope (always silk) and tools.

I really do like plaster though. People really don't understand the things you can do with some plaster...


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I always take candles. If I am looking for a secret door, the smoke from the candle can be used to outline the door's edges as it smudges the walls and it puts off less light than the torch. Plus, there are about a million things you can do with wax, including makeshift ear plugs.


Sowde Da'aro wrote:
Satchmo wrote:
On the holy water your math is off. 100 gallons = 800 pints x 25 gold per = 20,000 gold = 1600 D4 damage. Also there is no restriction on holy water being created in any kind of container other than "flask".
but will every drop of that 100gal. hit the guy?

Create Pit first?

Shadow Lodge

Derail re Boots of the Cat:
downerbeautiful wrote:

All my characters have Boots of the Cat. All of them.

There may be "better" foot slot items, but many of my characters end up at the bottom of a pit or jumping over some kind of ledge. Taking minimum falling damage and landing foot-first makes lethal falls a joke, and there's no provoking to stand up.

Boots of the Cat wrote:
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Are you referring to this part when you say "there's no provoking to stand up"? That surely wouldn't apply to say, a trip attack and then standing back up again - that would still provoke. Maybe if you fall into a pit and then happen to be in a threatened space.

I ask because trying to get back up while you're in a threatened space is one of the most nefarious combat positions in the game.


Umbriere Moonwhisper wrote:
...Hat or Disguise. the ability to change my appearance at will has helped me in many situations with characters that can't normally disguise themselves at will. whether or not they are disguise specialists. it's rare i find a foe with true seeing, but the main use, is to make my already human looking planetouched females even more human looking versions of themselves. or to pass my barbarian or ranger off as a wizard or sorcerer to deceive people.

Ditto the Hat of Disguise. It's just too useful for its cost. I love to play non-human characters, and I love playing in parties which are insane menageries of half-breeds and monsters. The humans in that hamlet with levels in the commoner archetype 'dirt farmer' usually don't enjoy it as much.


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A shovel for any adventurer leaving a town. I don't like to wander to far from camp when nature calls and nobody appreciates the combined latrine/fire-pit.


Adamantine Dragon wrote:

Ssalarn, hey, do me a favor. Take a ten foot ladder on your next hike and tell me how well that worked out for you. :)

EDIT: Strange, I was sure I head read that you carried a ten foot ladder. Oh well, never mind.

By the way, I used to have a six foot walking stick that I carried with me when I hiked. That was sometimes a pain to manage. A stick four feet longer than that would have been such a pain, I'm sure I would either have broken it in half or left it in a ditch somewhere...

Most 10 foot poles can be assembled from smaller sections 1-2 feet long I believe...

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Impact Foam. It seems ridiculously situational, but it's saved party members from falling to their death several times now.


Multiple Outfits for different occasions and even multiples of the same outfit made for different Factions. Can't tell you how often having those 15 different Soldiers Outfits has saved my life.


Anchor feather tokens. Sounds odd, works great for "sneak attacks." usually the sneaky member of the party goes spying and drops an anchor either in the doorway to block the enemies or drops the anchor on the enemies.


Oh I forgot! A Cart and a Mule or Some other pack animal. An absolute necessity.


Pathfinder Adventure Path Subscriber

As I level, Wand of: rope trick, secure shelter, mage's magnificent mansion.


Marbles. Why? Low-level nonlethal caltrops. Drop them to determine the slope of a floor. Or trigger a proximity-based trap from a distance. Cast light on one and you've got a quick way to judge the depth of the nearest abyss/well/shaft. Also good for distractions or as a moveable anchor for any object-targetable AoE spells. And you can still use them for a children's game.


Universal solvent can be great stuff if you can convince your DM that mortar is an adhesive.


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Ipslore the Red wrote:
Universal solvent can be great stuff if you can convince your DM that mortar is an adhesive.

Having been stuck to the ground via mortar I would be inclined to say it might work if you have enough of it...


Azaelas Fayth wrote:
Ipslore the Red wrote:
Universal solvent can be great stuff if you can convince your DM that mortar is an adhesive.
Having been stuck to the ground via mortar I would be inclined to say it might work if you have enough of it...

there's a story in there somewhere... :-)

Silver Crusade

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Paper, Ink, Quills or Feathers, Satchel (prefer that over backpack), bedroll. If have the funds, any-tool, sleeves of many garments, ring of substance, wand of crafters fortune (even if im not a caster I can generally pay someone to use a charge on me..)

Best item we ever had was the Ring of Snet. Snet was a famed dwarven explorer, disappeared on one of his expeditions into the underworld. We had to go down there to deal with some elementals that were getting out of hand and causing many earthquakes. Down there we found the fabled explorer's ghost was behind the elementals. He started something, business unfinished, he died from a rock falling on his head in his sleep. We found this ring on the body.

When you spoke the work Snet and touched the ring. It brought you and all that wanted to a demi-plane of time and positive energy. Time flowed here much quicker then back on Krynn. A decade their was a year here.. We built a research facility and hired a bunch of sylvanist elves to spend a few hundred years learning to brew potions of youth and potions of growth. It took a full century on Krynn to pass for that to happen. In that same century a group of dwarf studied time and the planes, in the same manner as the elves. This enabled us to be able to timewalk back to stop one Fistandantalis (sp?) from causing the dwarfs to seal the gates in the first place.

Edit: That old wizard had a rapier +5 on him amoungst other things. My swashbuckler was the only guy in 2e with that as a weapon prof so it became mine. I wore mock wizards robes.. grey with white trim embroidered with runes and meaningless symbols. Our White Wizard IDed determined it was not cursed. It was, When we got back to our timeline after the war of the lance. I thought I was back in the time of the lance and running through town slaying black robed w2izards and evil clerics. The blade was an artifact, it was cursed beyond identify's ability to see. It was clerics of Paladine and white/red wizards that were on our side. That is how a level 20 fighter(swashbuckler) dies. A whole legion of knights of Solmn. set upon my guy. took down half of them.. but them then retreated from and let loose a volley of sleeping darts. My guy got tried and hung. Then came back as a level one skeleton. I was charged to defend a crypt forever more.. He did eventually hit 20 again.. all from the thousands of rats and snakes and sheep that tried to attack the crypt. :P


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Sowde Da'aro wrote:
Azaelas Fayth wrote:
Ipslore the Red wrote:
Universal solvent can be great stuff if you can convince your DM that mortar is an adhesive.
Having been stuck to the ground via mortar I would be inclined to say it might work if you have enough of it...
there's a story in there somewhere... :-)

Quiky Dry Brick Cement meeting boots combined with a long wait for my friend to get out of her meeting. They were building a small raised flower garden and made a mess in front of a bench and I didn't notice it when I sit down on said bench... The guys working on it were at lunch...


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cones! there were sopost to be cones! or at least a sign! (face palm)


Dust of dryness for me


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Sowde Da'aro wrote:
cones! there were sopost to be cones! or at least a sign! (face palm)

Exactly! Though it did inspire a Dwarf Made Trap for my campaigns.


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Empty Bag of Holding I. If you really need to stop someone from being raised/resurrected, this can do the trick.

Wand of True Strike. For when you really, really need to hit.
Wand of Many Rarely Used 1st Level Spells.

Scrying Shards.


i already mentioned the hat of disguise or glamered armor enchantment

but here is something i buy on every PC that isn't a monk, but has proficiency in light armor or no armor.

mithril chain shirt, if 3.5 material is allowed and i have a caster, i will add the twilight enchantment

if eastern equipment is allowed, i will upgrade that to mithril brigandine/kikko or twilight mithril brigandine/kikko

but if i have a 10% or less arcane failure chance, my DM usually tells me, "don't bother rolling, the chance of failure is insignifficant."


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The weird item almost all of my characters take?

A steel hip flask filled with a spirit of choice. (Usually whiskey, rum or brandy, depending on the character.)

Whenever there's a camp scene, my character always pulls out a hip flask, takes a swig, and passes the flask around the fire.

(Of course, I do that in real life when I'm camping!)


Doomed Hero wrote:
Sowde Da'aro wrote:
Satchmo wrote:
On the holy water your math is off. 100 gallons = 800 pints x 25 gold per = 20,000 gold = 1600 D4 damage. Also there is no restriction on holy water being created in any kind of container other than "flask".
but will every drop of that 100gal. hit the guy?
Create Pit first?

Let's think about it this way:

A Balor is is Large sized. A flash of holy water is, what, Diminutive? The way size categories work in this game, a Large size creature is about the size of 16 Diminutive ones, so one could reason he has the "surface area" to be able to take 16 flasks of holy water simultaneously without any missing out, which would be 32d4 damage, if a single flask is 2d4.

But, if 100gallons of water is coming out of this tiny, tiny compressed pebble, you have to imagine it is with enough force to deal serious damage in its own right, and the holy water explosion to a demon is like a fiery explosion to us.


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Haladir wrote:

The weird item almost all of my characters take?

A steel hip flask filled with a spirit of choice. (Usually whiskey, rum or brandy, depending on the character.)

Whenever there's a camp scene, my character always pulls out a hip flask, takes a swig, and passes the flask around the fire.

(Of course, I do that in real life when I'm camping!)

I don't NORMALLY do this but I do have a Monk with a Bandolier full of whiskey flasks he drinks out of throughout the day.

It sits right next to his second bandolier full of grenades and other alchemical goodies. =)

Dark Archive

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Rynjin wrote:

I don't NORMALLY do this but I do have a Monk with a Bandolier full of whiskey flasks he drinks out of throughout the day.

It sits right next to his second bandolier full of grenades and other alchemical goodies. =)

How often do you get drunk enough to mix them up?

*Throws a flask at a goblin.* "Huh, that alchemist fire was a lot less effective than the others, guess it was a dud. Oh well, time for a drink."

~famous last words


Hot-weather and cold-weather outfits can save a character's life at early levels, so I always make sure to pick them up.

As far as quirkier items, I've always been a fan of owning board games and other knick-knacks that require the use of the hands. It gives the character something to do during the more aimless roleplay scenes and adds character.


While I've not had a chance to do this yet, after playing a pre-gen in PFS that was carrying around an instrument, i've decided that most characters I make should have some small instrument. The dude was carrying a masterwork Koto, and I kept rolling high (18+) on random perform checks I was doing in slow times.

Lantern Lodge

NECROing! But I feel it's ok since it's not the rules forum... right?

Pseudo-dragon, one of the best 200 gold expenditures. "Yo, person who hired me, there's an invisible bad guy in that square 60 ft away!"

Also great for scouting, with a +19 to stealth checks...

Lantern Lodge

As a side note, it's coupled with a familiar satchel... :)


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My dwarves always have shovels. Not really any reason, they just do. It's a dwarf thing.


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For me, the things which come up a lot include:

Handy Haversack: Simply too useful to ignore even for bsf's
Eyes of the Eagle: Cheap, effective buff to one pf the most important skills around
Sleeves of Many Garments: They can be any normal suit of clothes. Fancy ball, noble outfit, sneaking into the evil cults lair, cleric vestments, dropped in a desert, hot weather outfit, eaten by leech swarms, swarmsuit!
Masterwork Tools: It isn't difficult to come up with something which is fairly generally applicable for ay skill
Cracked Dusty Prism Ioun Stone: +1 initiative for 500gp, yes please
Cracker Pale Green Prism Ioun Stone: Cheaper than upgrading your Cloak of Resistance from +2 to +3

Sczarni

My favourite one is the portable battering ram. Masterwork if possible. You never know when that door is going to be too tough for even that mad raging orc barbarian you know and love.

Sczarni

I like to carry a hand drill on any character that can make ranged attacks, for arrow slits on demand. Improved or even total cover can be a very handy thing.


I had a half elven sorceress who always stocked up on a bottle or two of her favourite wine before going out to the dungeon, or on long journeys. Not cheap 2sp wine, but the good 10gp stuff; the maximum price listed for wine in Ultimate Equipment.

Eventually she, along with several other characters, were transported to a new campaign setting. She was distraught to find that her favourite drink didn't exist in that world, but eventually managed to reverse engineer it from memory and open a winery with some of her spare gold from adventuring.

Became a running habit among the group that when any new party started in that setting, someone would always have a bottle of the stuff in their starting equipment. Mostly we just drink it, but at one point we found out that it was ridiculously explosively flammable (most real wines aren't, so we dread to wonder what exactly is in this one). It's been used on occasion for fun stuff like blowing a locked door off its hinges, or immolating a spider swarm.

RPG Superstar 2009 Top 8

folding boat

love that thing.


Ellis Mirari wrote:

It just proved too useful in that old campaign, or it's just too much fun to use.

What that weird item you always buy, or tend to buy whenever you're starting a game at higher levels and find yourself with lots of spare cash?

Whenever I can I usually pick up a wire saw. Easy to conceal, and you never know when you're going to be thrown behind a locked door or get shackles slapped on your wrists.

ring of sustenance.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Feather token (tree) is a must have item for my characters almost as soon as I can afford it. It has so many uses, that it just can not be underestimated.

I handed one to my players in Jade Regent and in the first book:

Spoiler:
The PCs were fighting a decapus unarmed and unarmoured, it was attacking them with reach from the ceiling. The ninja player Darktread dropped a Feather Token tree beneath the decapus. I ruled that it allowed a Reflex save to avoid. Major Creation is a 5th level spell though, so DC 15. The Decapus failed, and was impaled on the tree as it crashed into the ceiling. The very injured heroes were very grateful for the last minute save.

As it's an instantaneous effect, that tree can be used for other things too. Why take a feather token swan boat when you can just ride the tree over the water?

Need firewood? Feather token tree.

Druid need something to tree stride through? Feather token tree.

Need a ladder? Feather token tree!

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