PFS lvl 2 gear


Pathfinder Society


Hey all. I've only been doing society play for a few months now and with a few PbP games coming to an end, I have a couple of characters reaching 2nd level.

I was wondering if anyone had suggestions on some gear that would be helpful to have on hand for them. I already have healing for them, now it's just I'm not sure what else I should be grabbing for them.

Any help?

If it matters, I have a druid (dragon shaman), a brawler (acg class), a slayer/magus (skirnir), and an arcanist that are all lvl 2 or close to it. Thanks for any help.

The Exchange 5/5

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Check out this thread

What to Expect at a PFS Table..

the sections for you would be

1st:

1st.
After your characters first mod, he/she should have a Potion of Cure Light Wounds and have the foresight to mention to their traveling companions wherein it might be found on their body. The person ultimately responsible for healing your character is you. (When the character has 2 PA, you should consider getting a Wand of CLW.) Every character should be able to easily stabilize another party member. (Using curing or Heal skill checks or something).
Your character should have a way to deal damage at range: a ranged weapon, scrolls, wand or whatever.
Your character should have a way to deal with swarms. Of course, alchemist flasks are the easiest, but you may want something else. You know and I know that PFS mods are swarming with swarms...find a solution that fits your character.
Your character should have a way to create fire and light. Something like, a few tindertwigs and a sunrod or light spell.
Your character should have a vial of antitoxin.
Your character should have a smokestick/fog effect.
A melee characters should have a back up weapon and spellcasters have a backup spell component pouch/holy symbol in case something happens to the primary.
After 2 chronicles, every character should contribute to group healing...even if it's just handing off a Wand of CLW. Responsibility for your characters healing does *NOT* reside with any player other than yourself. Your character should be able to help in the healing...if the party happens to have a character who actively assumes this role, that’s good, but don’t expect it. Never expect that it is someone else's job to keep your character in the game.

3rd:

At 3rd
You should be able to play your character efficiently with whatever role you choose. You should do something to help the party every round even if it is just using the Aid Another action or casting Guidance. *ALWAYS DO SOMETHING.* Even if it’s guard the back of the party or Ready to attack the first monster that appears. You should able to properly use the Delay and Ready actions to align your character with the actions of others.
If you have a knowledge skill to identify a monster, you should make that roll before you do anything else on your turn.
Melee types: should to have a magic weapon or a way to get their weapon magicked (have oils of Magic Weapon available or scrolls of Magic Weapon and pass them out or know how to use them). Your character should have secondary weapons of cold iron and silver (or primary). Your character should be able to overcome DR to slashing, piercing, and blunt. (my personal favorite is a silvered light mace: silver, bludgeoning, simple weapon as a backup.) I expect you to be able to deal non-lethal damage.
Ranged types: should to have a magic weapon or a way to get their weapon magicked (have oils of Magic Weapon available or scrolls of Magic Weapon and pass them out or know how to use them). Your character should ammo of both cold iron and silver. Your character should have some plan to handle close combat and overcoming DRs to slashing, piercing and blunt.
Caster types: Your character should have the beginnings of a spellcasting library in scroll form so that they can handle some of the different and random situations that might come up. Your character should have a solution to help the party deal with swarms and invisible foes...your character is the best equipped to handle them. Your Characters library should have some spells that scale nicely on a scroll: Comprehend Languages, Endure Elements, Faerie Fire, etc.
You should know how to use your characters basic spells in combat and have the spell descriptions in front of you *before* casting the spell. Your should know how staple spells work: Magic Missle, Glitterdust, Spiritual Hammer, Grease...whatever your characters butter is, be able to spread it. You should know how your characters area of effect spells may be placed...know what a cone looks like and the area effect of a Silence.

4/5 5/55/55/55/5 ***** Venture-Captain, United Kingdom—England—Coventry

Items always useful to have - anti-toxin and anti-plague to help vs. poisons and diseases respectively, alchemists fire (to help vs. pesky swarms - I HATE swarms).
If you have the fame, a cloak of resistance +1 is always useful


Thanks for the advice.

Nosig, I knew there was a forum somewhere about that, thank you for the link.

All of my characters carry some clw potions and alchemist fire (never thought of the anti-toxin or plague).

Scarab Sages 5/5

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TobiasBlues wrote:

Thanks for the advice.

Nosig, I knew there was a forum somewhere about that, thank you for the link.

All of my characters carry some clw potions and alchemist fire (never thought of the anti-toxin or plague).

Before we go into a "Dungeon Crawl" I hand each of my companions several items....

an anti-toxin, an anti-plague, and a sooth syrup is among them. I will tell them to drink them now, and in an hour I'll give them another... several times the +5 bonus on a save makes a big difference. Some people will state they have one of these they bought themselves - and I'll point out that I make the ones they get from me... so we can save a lot of gold to just use mine.

I often hand out extracts (like potions, only better!) too. Many people are surprised when I hand the front line tank a shield or fly and say something like "if you use it, ask and I might have another." I hate spending a round I can be throwing bombs buffing someone else - so I just let them buff themselves with my extracts!


Thanks Toaster. Always thought that alchemists were good buffers if you could get the stuff out before hand.

Scarab Sages 5/5

TobiasBlues wrote:
Thanks Toaster. Always thought that alchemists were good buffers if you could get the stuff out before hand.

LOL! it almost got me killed once.

Standing at the cavern enterance once, I'm telling the other adventurers to "take the green bottle with the 'T' on it and drink that, now the green bottle with the 'P' and - " at which point a bunch of barbarians charge out of the cave and start swinging on me, as I was in front of the party with my back to the cavern...

really happened that way. Right in the middle of my RP speach -

The Exchange 5/5

Hay! can I high-jack this thread for a question?

I have a beginner who asked me something about starting gear for a 2nd level PC. She's only played PFS once, playing the Iconic Gunslinger and it was a Mod that gave 3xp and 4PP, which she dropped onto a new PC. Net result she starts with 1398gp + 150gp. She asked about a Mithral pistol - wanting to be the "Man with a Silver Gun"... and I said I didn't know.

So, can a player who is just starting out, spend money to get a starting firearm out of a special material (Mithral)?


I believe as long as she has the gold for it, since mithral is considered "always available" she could spend the money on a mithral gun.

The Exchange 5/5

TobiasBlues wrote:
I believe as long as she has the gold for it, since mithral is considered "always available" she could spend the money on a mithral gun.

the problem is... would it be her starting gun?

Gunslingers start with a gun - which they can later up-grade - but can the gunslinger pay to have that gun made from mithral?

Starting gun = cost 0 gp
Starting Mithral gun = cost 1000 gp (0gp + 1000 for two lb. mithral item)

does that sound right? what am I missing?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

nosig wrote:
TobiasBlues wrote:
I believe as long as she has the gold for it, since mithral is considered "always available" she could spend the money on a mithral gun.
the problem is... would it be her starting gun?

Hm, interesting predicament.

Other than her starting gun, guns are never Always Available, so the only way to have a mithral gun prior to having X Fame is if the starting gun can be mithral.

The gunslinger class description doesn't say anything one way or the other about special materials. There's also nothing in the UC or PFS FAQs on the topic.

So unless Mike or John were to chime in, we'd need to infer. Off the top of my head, the only other "free item" class feature is the wizard's arcane bond, which can't be made of special materials. Additionally, the gunslinger's starting gun has a set price that it can sell for, which suggests that you couldn't have a more valuable one.

Sorry, my best guess is that you would need to actually purchase your mithral gun, which would require sufficient Fame.

The Exchange 5/5

Jiggy wrote:
nosig wrote:
TobiasBlues wrote:
I believe as long as she has the gold for it, since mithral is considered "always available" she could spend the money on a mithral gun.
the problem is... would it be her starting gun?

Hm, interesting predicament.

Other than her starting gun, guns are never Always Available, so the only way to have a mithral gun prior to having X Fame is if the starting gun can be mithral.

The gunslinger class description doesn't say anything one way or the other about special materials. There's also nothing in the UC or PFS FAQs on the topic.

So unless Mike or John were to chime in, we'd need to infer. Off the top of my head, the only other "free item" class feature is the wizard's arcane bond, which can't be made of special materials. Additionally, the gunslinger's starting gun has a set price that it can sell for, which suggests that you couldn't have a more valuable one.

Sorry, my best guess is that you would need to actually purchase your mithral gun, which would require sufficient Fame.

drat... wait. "require sufficient Fame"? huh? I didn't pick up on this.

what is the Fame have to do with it? Mithral is always available.

ah! maybe I now understand. You are saying her starting gun can't be made from a special material, so to get one she would have to buy a NEW gun. Is that right? Cost would be even higher then too, 1400gp...

Grand Lodge 5/5

I dont think she could use it as her starting gun. The gold wasnt earned til the character is at 2.0, she doesnt have it available at the time when the gun was actually acquired, since you have to level up one level at a time.

:/


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I am not seeing any mechanical benefit to having a mithral gun - it won't affect the bullets - it appears that it would mostly be for the cool factor.

I haven't seen anything that states that you can't use the gold earned at first level to buy your new starting gear for a changed PC. Have I missed something Seth?

The only problem that I am seeing, is that I don't see any gun that weights 2 lbs, but the basic pistol is 4 lbs. I have always understood/been under the impression that Mithral costs are based on the weight of the mundane version of the weapon, not the reduced weight of the item.

4/5

nosig wrote:

drat... wait. "require sufficient Fame"? huh? I didn't pick up on this.

what is the Fame have to do with it? Mithral is always available.

In case you didn't figure it out yet, guns are NOT always available, and you have to have sufficient fame, and the Gunsmithing feat, to purchase one.

And, as you noticed, if your starting gun can't be mithril, then you'd have to buy it. The mithril isn't the sticking point, the gun is =)

4/5

Alternatively, what about Alchemical Silver?

As Mistwalker mentions, the guns material doesn't affect the damage, the bullet's does. So would the -1 to damage even apply?

Since its a process that is applied to an existing steel weapon, you should be able to run your starting gun through it.
You'd just have to pay the upgrade cost (90 gp for a pistol, 180 for a rifle maybe?)

Not sure if this is doable or not. =)


Oh whoops. Misread the information on the "Gunsmithing" feat. I had read it as it made guns always available. So yeah, the player would need the Fame to be able spend enough money on a gun, so the mithril pistol would be 3,000 gp

And yeah, the materials of the gun won't affect bullet damage. But if the gunslinger used the Pistol Whip deed, then I think the materials would apply.

Silver Crusade 3/5

Yeah, alchemical silver is probably a better option. The downside is that she still cannot apply it to her starting gun right now because it costs 850 gp, so it requires 9 Fame. The upside is that she can apply it ex post facto, which you cannot do with mithral. And, she really will be the man with the SILVER gun. She just needs to wait about one more level. Meanwhile, she can always still be "The Man with the Silver BULLETS." :)

3/5

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Mistwalker wrote:

I am not seeing any mechanical benefit to having a mithral gun - it won't affect the bullets - it appears that it would mostly be for the cool factor.

it is light and you can pistol whip a were wolf.

4/5

Why would it take 9 fame to alchemical silver a gun? It requires fame to get the gun in the first place, but once you have it, the alchemical process is always available, neh?

5/5 5/55/55/5

EvilMinion wrote:
Why would it take 9 fame to alchemical silver a gun? It requires fame to get the gun in the first place, but once you have it, the alchemical process is always available, neh?

I believe you have to buy items with special materials and can't retrofit items with the materials later, even if the description of alchemical silver hints that that might be possible.

Grand Lodge 4/5

Jiggy wrote:
nosig wrote:
TobiasBlues wrote:
I believe as long as she has the gold for it, since mithral is considered "always available" she could spend the money on a mithral gun.
the problem is... would it be her starting gun?

Hm, interesting predicament.

Other than her starting gun, guns are never Always Available, so the only way to have a mithral gun prior to having X Fame is if the starting gun can be mithral.

The gunslinger class description doesn't say anything one way or the other about special materials. There's also nothing in the UC or PFS FAQs on the topic.

So unless Mike or John were to chime in, we'd need to infer. Off the top of my head, the only other "free item" class feature is the wizard's arcane bond, which can't be made of special materials. Additionally, the gunslinger's starting gun has a set price that it can sell for, which suggests that you couldn't have a more valuable one.

Sorry, my best guess is that you would need to actually purchase your mithral gun, which would require sufficient Fame.

Actually, there is one more "free item" class feature, which is the Bladebound Magus's Black Blade, which is also not possible to get made of a special material.

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