Equipment must-haves


Advice

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Ideally, I want to make sure I have--if I can carry it all--a backpack, rope, 10-foot-pole, crowbar, hooded lantern (have someone cast light inside if I myself am not a caster), waterskin, tools of whatever Craft I am good at, chalk, mirror, and some vials of splash alchemical weapon.

Of course, any class specific item. (Thieves' picks, spellbook, holy symbol, etc.)

(And of course a weapon and, if not an arcane caster, armor.)

At higher levels, beyond the Standard Six Magic Items (or whatever they're called), handy haversack and boots of striding and springing. And a robe of useful items in case I forgot anything.

If I was only allowed to have two items ever, but whatever I wanted of those two items, I think maybe a ten foot pole and a ring of freedom of movement. ;)


Ring of sustenance---a bargain at 50% again the price (lots of Players get that function added to a ring of protection or free movement). Getting extra hours in the day relative to your opposition is a significant advantage. This is one of those items that becomes especially useful if everyone in your party has it.
Horseshoes of speed---surprisingly cheap and terribly effective. Being able to engage/disengage at your discretion and control the range of engagement is huge, especially if your party is small (in big parties, there is almost ALWAYS someone with the Homeric Urge to Close).


2 immovable rods to allow the rogue to swing high through the air without ropes or anything else. Just "click-click" your way across a chasm


Awesome thread.


Mad Magnyr wrote:
LazarX wrote:
At least one party member who runs slower than you do.
+1 Never play the 20' guy if you don't have to. You don't have to outrun the dire bear, you just have to outrun the halfling.

Wrong, you need to outrun the dwarf. The halfling is a snack-sized mouthful and can be eaten on the run. The dwarf is a sit down meal on the other hand...


gauntlet of rust is pretty helpful some times.

tangle foot bags and Caltrops cheap control of the battle field

I had a character once that always had a shovel, honestly never that useful but the one time it was was awesome.

Holy water, great test for trick undead


Standard gear:
Backpacks and sacks (preferably magical ones)
Chalk, Twine, Fish-Hooks, Bells and a hand-mirror of some description for the '.... what?' moments
silk rope
hip-flask of some form of alcohol (normally enchanted to be a perpetually cold container capable of holding vast volumes of drink towards mid-level.)
Not Trail Rations. Almost every character I've made keeps hard-cheese, thin-bread, sausages, onions, dried fruits and similar with them. Being able to 'enjoy' a camp-meal, rather than dried meat and stale bread does something for the Party, I guess.
Mount of some kind, preferably with a spare to carry the loot/bodies after all is said and done.

Magical Items:

Primary, Secondary and Teritary weapons. Could be Adamantine Falchion, Cold Iron Warhammer, Silvered Spiked Gauntlet, cover all the DR bases and gives you a chance in case the Primary gets Rusted or Disintergrated. For ranged Weapons, generally only have a Primary and Secondary, such as a Speed Repeating Heavy Crossbow and then a Sling or maybe a Dagger with the Returning Enchantment.

Magic Clothes such as the Cloak/Vest of Resistance, Boots of Springing and Striding, Cloak of Flight, Gloves of Storage, Belt of Badassery, Headband/Hat/Helm of Whupass. Ring of Regeneration and and a Ring of the Forked Tongue (Spelling?) from the old 3.5 Savage Species need to get a special mention.


brassbaboon wrote:
sunbeam wrote:

When you get to the point you can afford it, what character isn't going to have these two items? Seriously ever last high level character has a belt of this, and a headband of that.

Every last one.

Honestly you could add the cloak of resistance too though. But the stat items aren't even a debate. The headband gives you +3 to saves (assuming you are high end to afford +6) and 3 skills known. Obviously the belt gives you the stats there, etc. we all know the drill on this.

They are just too ubiquitous.

This is one of my problems with most role playing game systems. Once the game designers release a list of magic items and their costs, then everyone zeros in on the best items for their class and soon enough everyone is walking around with bags of wands and buckets of pearls of power. And it just gets worse at high levels.

This is one of the main reasons I restrict magic items and create my own custom items in my worlds. The idea that every wisdom based spellcaster runs out to the local "Magic Items a'Million!" to grab their headband just doesn't appeal to my sense of wonder and magic, which is what the game is supposed to be all about.

But of course, there I am a few posts back laying out the classic items every druid and rogue needs...

Of course once these magic items become commonly purchased, game designers have to factor them into their calculations for encounter power, which means if you DON'T have them, you can't really compete.

Not sure what to do about it. Magic items are integral to the concept of magical worlds. Making them arbitrarily scarce can just make players feel like they are getting gypped.

I suppose my approach is to treat some things as commodities while restricting access to others based on what seems reasonable to me. But that pretty much by definition means that my worlds won't match another DM's world and characters will have to have some sort of adjustment moving from one world to another.

Did this become a problem in 3.x? I went from 2nd ed. to Pathfinder and was a bit surprised by the ability to buy magic gear.


Paraxis wrote:

Almost every character in my group and all I have played.

Spiked gauntlet (alchemical silver)-25gp
Spiked gauntlet (cold iron)-10gp

That is....quite amazing. I will have to try this in my games. Of course, if you're playing a character that cannot use metal armor of any kind you are screwed anyway.

Liberty's Edge

Evil Lincoln wrote:
Rope.

Rope and a grappling hook.

I always have rope (silk), a grappling hook, alchemist's fire and acid.
While the dagger is not my primary weapon (rapier for melee, long bow for range), I always have several daggers, one alchemical silver and one cold iron. Your primary weapons should be masterwork as soon as you can afford it. That +1 to hit can be huge.


In the last game I played in we fought off some assassins just as we entered mid-levels and pulled a +1 and a +2 dagger off of each one. There were 6 assassins in that fight. Those daggers never stopped being useful.

If I'm playing a melee fighter type I will usually et a few javelins in my inventory just so I have something to do wen I'm out of melee range.


jhpace1 wrote:
Paraxis wrote:

Almost every character in my group and all I have played.

Spiked gauntlet (alchemical silver)-25gp
Spiked gauntlet (cold iron)-10gp

That is....quite amazing. I will have to try this in my games. Of course, if you're playing a character that cannot use metal armor of any kind you are screwed anyway.

While gauntlets do come with some types of armor they are not considered "armor". Gauntlets take up the glove/gauntlet item slot.

See: "Magic items on the body" for more info.
http://paizo.com/pathfinderRPG/prd/magicItems.html

RPG Superstar 2012 Top 16

sunbeam wrote:


Did this...

It's not a problem, it's realistic.

However, it completely shifted the focus of magic items from 'what the DM gives out' to 'what we can afford'.

Over half of loot used to be magic armor and weapons. Tell me, what sensible wizard is going to spend his time enchanting swords instead of stuff for himself? Quite rapidly, spellcasters start making stuff for themselves instead of the fighter getting the best stuff, and it really changes the balance of things.

It also gave better control tools, as you could tell the DM that your PC's at this level should have x amount of gear. No +3 greatswords as random loot at level 1-2. No swords of sharpness sheathed under the tables at the local guardpost. No level 3's running around with +4 gear to show off their noble papa's wealth...they aren't strong enough to hold onto it, they don't get it.

It took a lot of the randomness and fighter-centricity out of magic items.

Also, just increasing costs doesn't work. It just means the casters are forced to take item creation feats, or THOSE have to be ruled out, and the non-casters do the same or get screwed on gear.

===Aelryinth

Shadow Lodge

Dagger

Bedroll
Winter Blanket
Chalk
Compass
Crowbar
Flint & Steel
Grappling Hook/Arrow/Bolt
Iron Rations
Magnet, Small
Mirror, Small Steel
Rope (upgrade to Silk/Spider Silk when availible/affordable)
More Rope (and possibly a third backup as well)
Sack (for keeping coins/gems/etc in)
Signal Whistle
String
Waterskin

Handy Haversack (Gotta have someplace to store all that $#!+)
Burned-Out Ion Stone /w Continual Flame

Grand Lodge

Pathfinder Starfinder Adventure Path Subscriber

Playing in PFS: Splash weapons. I hate swarms more than almost anything ever since our 5 STR min-maxed halfling sorceror started getting STR damage from a spider swarm and almost drowned under the weight of his own gear. Splash weapons, preferably a selection of them - because you never know when some joker of a designer is going to toss in some brown mold for your liquid ice to deal with.


A Dagger

A third rope, in case the two above fail.

Cloack of Resistance.

Locked Gauntlets if melee.

BUT THE MOST IMPORTANT THING

10 foot pole. You cannot face Kobolds or Demogorgon without one.


If you have more than one rope, one has to be knotted.


Instead of the backpack, I always get a belt of many pockets as soon as possible. Non-core, of course, but it's just easier, looks cooler, and makes me feel like Batman :)


RabeiUsura wrote:
If you have more than one rope, one has to be knotted.

Or a third, knotted rope. With its own 4th backup rope.

Also, I was using a lanyard for my bow long before the "weapon cord" or whatever made it into the APG. It is a logical purchase if you're the type to switch weapons in mid-combat, and you find yourself swimming or flying at all.

<3 rope.


You can probably guess at this point that I am also a fan of the Rod of Ropes.


In order for me, it tends to be:

- bag of holding or handy haversack (to actually carry loot, survival gear, and other random equipment safely)
- cloak or vest of resistance (once enemy spellcasters start showing up)
- +1 armor
- +1 weapon
- a ring of protection or amulet of natural armor

Also, a note to all those who increase the price of magic items: keep in mind that the math for mid- and high-level monsters assumes that characters have "stat buff" items like magical weapons/armor, cloaks of resistance, rings of protection, etc. That's why (for example) the monk includes that extra AC bonus to make up for the magical armor they don't wear.


LazarX wrote:
At least one party member who runs slower than you do.

+1 . This made me LOL


My characters always have a few "surprises" for GMs. One tried and true is the 4oz lead ball. it has a depressed loop so it can be tied off and used as a meteor hammer/ball&chain/flail etc, great for trap testing, thrown weapon, and my characters always have a pocket sewn into the left sleeve cuff they can drop it into for a bludgeoning weapon (actual historical fact from Chinese dresses; Female courtiers would use it on bothersome males)
Can be made from stone for druids just as easily.

Dark Archive

As soon as possible:
Headband Of Mental Superiority
Belt Of Physical Perfection

I like them for any class, but prefer them for certain classes more than other classes.

Scarab Sages

Evil Lincoln wrote:
RabeiUsura wrote:
If you have more than one rope, one has to be knotted.

Or a third, knotted rope. With its own 4th backup rope.

<3 rope.

When I started out running my current group at 1st level, I had them hired out to do a survey of some forested land. I told them that the guy chartering this expedition would pay for a pack-pony and any reasonable equipment, including rations, torches, and rope.

Of course, the first thing that they bought to put on the pony was 2 bundles of 50' hemp rope.

This, DESPITE the fact that EVERY SINGLE ONE had purchased 50' of rope in their starting gear.

So they set out with 350' of rope on that pony, for what was essentially a walk in the woods. They're at 5th level now and they still haven't burned through all of that rope.


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Wolfsnap wrote:
Evil Lincoln wrote:
RabeiUsura wrote:
If you have more than one rope, one has to be knotted.

Or a third, knotted rope. With its own 4th backup rope.

<3 rope.

When I started out running my current group at 1st level, I had them hired out to do a survey of some forested land. I told them that the guy chartering this expedition would pay for a pack-pony and any reasonable equipment, including rations, torches, and rope.

Of course, the first thing that they bought to put on the pony was 2 bundles of 50' hemp rope.

This, DESPITE the fact that EVERY SINGLE ONE had purchased 50' of rope in their starting gear.

So they set out with 350' of rope on that pony, for what was essentially a walk in the woods. They're at 5th level now and they still haven't burned through all of that rope.

Doesn't mean that they aren't glad to have it just in case. Also bear in mind that just they started in the woods, they have no guarantee that they will stay there.

The lists of mundane gear are all good; the lists of "required" magical gear tend to get annoying after a while. The "big six" are certainly useful, and pretty much every adventurer will have at least some of those things, but I balk at the notion that all six are needed for every character, especially with the vast array of other items available whose creative usage can mitigate the need for at least some of them. The haversack or bag of holding I can agree with though, although the APG has another good alternative in the form of mule cords.


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Wolfsnap wrote:
Evil Lincoln wrote:
RabeiUsura wrote:
If you have more than one rope, one has to be knotted.

Or a third, knotted rope. With its own 4th backup rope.

<3 rope.

When I started out running my current group at 1st level, I had them hired out to do a survey of some forested land. I told them that the guy chartering this expedition would pay for a pack-pony and any reasonable equipment, including rations, torches, and rope.

Of course, the first thing that they bought to put on the pony was 2 bundles of 50' hemp rope.

This, DESPITE the fact that EVERY SINGLE ONE had purchased 50' of rope in their starting gear.

So they set out with 350' of rope on that pony, for what was essentially a walk in the woods. They're at 5th level now and they still haven't burned through all of that rope.

Oh, you can keep laughing until they encounter a 350' cliff, pit, wall, tower, rockslide or chasm.


Evil Lincoln wrote:

Oh, you can keep laughing until they encounter a 350' cliff, pit, wall, tower, rockslide or chasm.

So how much should a magic item that made say 200 ft of rope a day be worth?


Dragonsong wrote:
Evil Lincoln wrote:

Oh, you can keep laughing until they encounter a 350' cliff, pit, wall, tower, rockslide or chasm.

So how much should a magic item that made say 200 ft of rope a day be worth?

troll gut rope is only about 500gp, and does 350ft.

Spool of rope dose 500ft at on time and is 2000gp but can be use many times

I will look for more later

Dark Archive

The smitter wrote:
Dragonsong wrote:
Evil Lincoln wrote:

Oh, you can keep laughing until they encounter a 350' cliff, pit, wall, tower, rockslide or chasm.

So how much should a magic item that made say 200 ft of rope a day be worth?

troll gut rope is only about 500gp, and does 350ft.

Spool of rope dose 500ft at on time and is 2000gp but can be use many times

I will look for more later

What are troll gut rope and spool of rope?


My 4th level melee character carries:

4 irons spikes (can double as a dagger in a pinch)
4 daggers
1 warhammer
5 javelins
sling (kept wrapped around right forearm) and 30 sling stones (balances the warhammer on the hip)
pry bar
backpack
bedroll
magnet
compass (away from the magnet)
chalk
a sunrod
bloodblock
1 flask alchemist's fire
1 acid flask
flint and steel
purifying sponge
2x water skins
5 days of food
spiked chain (worn over breastplate bandolier-style)
guisarme (carried)
spiked gauntlet.
boot knife (dagger number 5)
garrote (in the other boot)
50' rope
signal whistle
horse with military saddle

At low levels I also always drop 50 gp on an oil of magic weapon For a bard/arcane caster level 1 scrolls are often quite useful in a pinch, too.


The smitter wrote:
Dragonsong wrote:
Evil Lincoln wrote:

Oh, you can keep laughing until they encounter a 350' cliff, pit, wall, tower, rockslide or chasm.

So how much should a magic item that made say 200 ft of rope a day be worth?

troll gut rope is only about 500gp, and does 350ft.

Spool of rope dose 500ft at on time and is 2000gp but can be use many times

I will look for more later

troll gut rope is a magic item made from the guts of a troll that is 50ft long and can grow an extra 300ft, it end of the rope is a big knot that if it is untied or cut the item is destroyed.

Spool of endless rope is a magic spool of rope that is small but has 500ft of room in it, it can roll it self back up as well.

both can be found in 3.5 magic item compendium.


Phneri wrote:

My 4th level melee character carries:

Stuff...
horse with military saddle...

You carry your horse? Mind if I ask your strength?


A spool of trollgut rope.

Dark Archive

The smitter wrote:
The smitter wrote:
Dragonsong wrote:
Evil Lincoln wrote:

Oh, you can keep laughing until they encounter a 350' cliff, pit, wall, tower, rockslide or chasm.

So how much should a magic item that made say 200 ft of rope a day be worth?

troll gut rope is only about 500gp, and does 350ft.

Spool of rope dose 500ft at on time and is 2000gp but can be use many times

I will look for more later

troll gut rope is a magic item made from the guts of a troll that is 50ft long and can grow an extra 300ft, it end of the rope is a big knot that if it is untied or cut the item is destroyed.

Spool of endless rope is a magic spool of rope that is small but has 500ft of room in it, it can roll it self back up as well.

both can be found in 3.5 magic item compendium.

Thank you


cold iron morning star.

simple weapon and a bargain at 16 gold.

Can be used one handed or 2 and is blungeoning and peircing!

Lighter armor to sleep in....AKA no endurance feat...

locking manacles

wandermeal


A reach weapon, a ranged weapon, a dagger or four, primary melee weapon, Silk rope, winter blanket, trail rations, backpack (haversack later), spool of wire if available, normal sack, mount when you can afford it, belt pouch or three, map/scrollcase, waterskins, chalk, oil, candles, alchemists fire, everburning torch with a cover.

A cleaver is handy for disposing of bodies, a pouchful of lye is oustanding as well.

A hollow reed is good if you need to hide in a pond.

I've run around with a book and writing kit as several of my favorite characters went on to become renowned authors from a "dime" novelist chronicling his own adventures, to one who wrote the campaigns equivalent to "The Art of War" and "Hagakure", and an old favorite who wrote "A Treatise on Diplomacy" and "The Fiendish Cookbook: How to Prepare Humans for Leadership Roles or the Cookpot" (he was a bad little cambion.)


Evil Lincoln wrote:
A second rope, in case you lose the first one, or you're using it for something else.

-1

If you're having to get a second rope you've failed. ;)


ciretose wrote:

Handy haversack is appropriately named.

+ 1 Rope. Chalk has also come in handy more than a few times.

I'm totally going to make a "+1 Rope" now!


Bwang wrote:
Phneri wrote:

My 4th level melee character carries:

Stuff...
horse with military saddle...

You carry your horse? Mind if I ask your strength?

Since we just did some shopping and had a rather absurd point buy? 22.

So yes, I could potentially lug the horse around. If he's on the lighter side of horse and we don't go far. This has come up.

Also, :p


Phneri wrote:
Also, :p

lol

And just to join in, a notebook/pad to note what items were needed and not on hand.


I've done the morningstar purchase at level 1 for years, just because of the Big Three (animals, undead, other fighters), but I'll have to think about that cold iron part. My GM thinks cold iron and silver is as hard to get as +1 weapons for 1st-levelers. I picked morningstar for the bludgeoning aspect to hurt skeletons.

Also, another thread just recommended spiked gauntlets, cold iron on one arm and silvered on the other. It lets you threaten a nearby square even with a ranged weapon. I'm going to look into that, it sounds awesome for low-level adventurers.


A ten and a half foot pole.


Evil Lincoln wrote:
Rope.

Always always always have rope. +3 for you, sir or mam.


Blueluck wrote:
ciretose wrote:

Handy haversack is appropriately named.

+ 1 Rope. Chalk has also come in handy more than a few times.

I'm totally going to make a "+1 Rope" now!
Actually, a +1 rope might be awesome. Sure, you're out 2300gp, but I think that the rope would be technically immune to sundering by a weapon that wasn't at least +1. From the PRD:
Quote:
Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.

So no worries from sharp rocks, tricky walls with glass embedded in the mortar, goblins with knives or even dragon bites. Good stuff. It would still be as useful as a chocolate teapot in combat, but pretty excellent as a rope.

The Exchange

The smitter wrote:


portable Hole

+1

Morain wrote:
necklace of adaptation

+1

Hole for loot and peeps. Necklace(s) to keep peeps alive.


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Potion of Air Bubble (for water)
Potion of Touch of the Sea (for water)
Oil of Bless Weapon (for when they have DR/Evil)
Oil of Grease / Alchemical Grease (for when you're grappled)
Vermin Repellant (swarms)
Anti-Toxin
Anti-Plague
2 Holy Water (undead)
2 Alchemists Fire (swarms)
2 flasks of Oil (throw on burning targets)
Smokesticks with tinder twigs attached by twine (one action pulls it out, one action strikes the match, the stick burns)
Bag of Powder, Salt (invisible creatures and leeches)
Smoke (smog) pellets (invisible creatures)
Healers Kit
Wand of Cure Light Wounds/Infernal Healing

Spring Loaded Wrist Sheath
Cold Iron Dagger
Whetstone (for dagger)
Silvered Spiked Gauntlet (so that you always provide a flank)
Sling
Weapon Cords (for being disarmed)
Smelling Salts (wake up the KO'ed bad guy without burning a cure)
Drill (make small holes in doors to see into rooms)
Chalk
Knotted rope and Grappling Hook
Ioun Torch
Handy Haversack (to carry it all)


Clerics with the protection domain can actually start looking at what other cloaks are available. As they are a cloak of resistance. :P

I actually have a ninja in pfs, that does not own a cloak of resistance. He is saving for a cloak of the bat...


A shovel.

I had a friend play a ranger a few months ago, he found a shovel early on in the campaign and much later in the campaign he gets captured and sent to a dungeon. The DM forgot he had the shovel so he just dug his way out.


I remember a party's female character got a bonus (forget what to) for using a shaving kit on her legs.

Wizard/Alchemist types can set up a mobile lab/study in a portable hole, have a bottle of air handy just in case.

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