What consumables can you bring on your exploration of the final frontier?


Starfinder Society

Grand Lodge 4/5 5/5

PFS has a long-standing tradition of "spend 2 PP, get a wand of ClW" to patch yourself up in between fights, and not be a mootch on your friendly divine caster. What are some of the same consumables that can be used in Starfinder Society?

Grand Lodge 4/5

Healing serums are starting to look important. Stamina comes back much more easily than PF hit points, but the mystic (if you even have one) may be stretched fixing multiple people's real wounds.

Backup batteries - you may be walking across country away from a recharge point for a while.

3/5

Might want to have field rations or R2Es on your sheet in case food comes up.

Ammo would probably be a better way of stating extra batteries.

Grenades are fun but expensive fun.

Not consumables, but must-haves are appropriate toolkits and industrial backpack. the BP is +2 carrying capacity for 25cr, so why not?

If you are truly worried about healing then buy medpatches or invest in the medicine skill.

Second Seekers (Luwazi Elsebo) 5/5 5/55/55/5

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After a session or sooner.

A mk 1 serum of healing, clearly labeled, that your party knows about. I keep one in each cheek pouch, so just rummage around a bit pop the top and its good.

A spell gem of cure light wounds. Hand to the mystic

A spell gem of comprehend languages. Hand to the technomancer

A spell gem of share language, if you're being sent somewhere in the boonies.

2 personal com units. Because other people forget com units. Splitting the party is a bad idea. Splitting the party without communication is a worse one. Additionally, if you read the description its an Iphone. You can take pictures and recordings of weird alien texts to translate later, play star sugar heart love, and if all else fails you can leave a message for the starfinders that find YOUR body. You can google for 20 on knowledge checks if you have the time.

industrial backpack. +2 str for carrying capacity

Toolkits. Buy all of them. half of them are required to use a skill , the other half give a nice bonus.

Professional took kit. +4 to your profession.
Professional outfit. Will pay for itself in a few dayjob checks.

A merciful weapon. Under the Tarintino NPC rules it is HARD to take people alive.

batteries.

Going forward

1,000 UPBs. Because you never know what you might need. Can make almost anything in 4 hours.

Spell thrower weapon (Level 4 or higher) You need a level 4 spell thrower to use a level 1 gem.

3/5

IIRC, all armor have a comm unit built in.

As far as UPBs, good idea even for trading, but you still need a place to produce items. Those seem to me to be found in settlements and starships.

Justin Norveg wrote:


2 personal com units. Because other people forget com units. Splitting the party is a bad idea. Splitting the party without communication is a worse one. Additionally, if you read the description its an Iphone. You can take pictures and recordings of weird alien texts to translate later, play star sugar heart love, and if all else fails you can leave a message for the starfinders that find YOUR body. You can google for 20 on knowledge checks if you have the time.

Going forward

1,000 UPBs. Because you never know what you might need. Can make almost anything in 4 hours.

Spell thrower weapon (Level 4 or higher) You need a level 4 spell thrower to use a level 1 gem.

Grand Lodge 4/5

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Fire extinguishers

Sczarni 5/5 5/55/5 ***

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Starglim wrote:
Fire extinguishers

Indeed! They make great gifts.

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