Equipment must-haves


Advice

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SWARMSUIT!!! Lesson learned the hard way v.v


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The Georgia Pathfinder Society just did an article on this very topic.

http://www.georgiapfs.org/forum/index.php?topic=1446.0

Recommended items were

Air Crystals [Source: PFS Field Guide] – 50 GP
Armor Ointment [Source: CRB] – 30 GP
Alchemical Grease [Source: APG] – 5 GP
Alkali Flask [Source: APG] – 15 GP
Bladeguard [Source: APG] – 15 GP
Fury Drops [Source: Animal Archive] – 50 GP
Vermin Repellent [Source: Adventurer's Armory] – 5 GP
Weapon Blanch[Source: APG]
Antiplague and Antitoxin [Source: APG and CRB] – 50 GP
Smelling Salts [Source: APG] – 25 GP
Stillgut [Source: ARG] – 50 GP
Troll Styptic [Source: Seeker of Secrets] – 100 GP
Barbarian Chew [Source: Adventurer's Armory]
Earplugs [Source: CRB] – 3 CP
Smoked goggles [Source: Ultimate Equipment] – 10 GP
Whetstone[Source: Ultimate Equipment] – 2 CP
Grappling Arrow [Source: Ultimate Equipment] – 1 GP
Thunderstone [Source: CRB, UE]


Potions of Gaseous Form, Invisibility, and Fly come in handy if you ever need to make a quick getaway.

A +1 Ghosttouch Net.

And a bunch of alchemical tools/remedies/weapons! Seriously, just grab a handy haversack and fill that baby up.


Most people have covered the common items, so here are some under 5k magic items that I recommed to all PFS players.

Swarmbane Clasp 3k - This is H U G E. At lower levels it can turn a potential TPK to a stupid easy encounter. Worst case you remove your Natural Armor Amulet (since swarms ignore AC anyway, who cares?) and slap this bad boy on there.

Featherstep Slippers - Being able to 5' step in difficult terrain has saved many butts in combat, especially casters. For Melee being able to charge over difficult terrain is always nice.

Eyes of the Eagle - Who can't use +5 to perception on an item that uses a barely used slot?

Potions of Fly, and Gaseous form are must haves as well.


ranged weapon, all characters need some kind of ranged weapon, even if it is a crossbow that you think you will never use, it's better than nothing.

Also bags of flour, poor mans detect invisibility.


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Pathfinder Adventure Path Subscriber

Standard starting set up for my characters:

Acid Flask 10 gp
Alchemists' Fire 20gp
Backpack 2gp
Rope, Silk 50' 10gp
Grappling Hook 1gp
Flint/Steel (if no access to Spark cantrip)
Ink 8gp
Inkpen 1sp
Smokestick 20gp
Cold Weather Clothing 8gp (or Hot depending on setting)

After 1 adventure
If a weapon user:
MW weapon.
Cold Iron Morningstar 16gp
Silvered Morningstar 98gp
Ranged Weapon (Chakram cold iron 2gp /silvered 3gp) if strength based melee.)
All characters:
Air Crystals 50gp
Potion Sponge 2gp
Manacles, Masterwork 50gp

After 2-3 adventures
Traveler's any-tool 250gp
Spring-Loaded Wrist Sheath (load with dagger or wand) 5gp
Tanglefoot bag 50gp
Potion of Air Bubble 50gp
Potion of Protection from Evil 50gp
Oil of Bless Weapon 100gp
Potion of Spider Climbing 300gp

First purchase 1,000 gp+
+1 weapon or Pearl of Power

Useful low cost magical items
Hat of Disguise 1,800
Handy Haversack 2,000
Horn of Fog 2,000
Feather Step Slippers 2,000


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My number 1 most important item is 10ft pole.

Worried about a trapped door? Poke it with your 10ft pole.
Looking for a circumstance bonus to acrobatics checks to balance on a narrow surface? 10ft pole.
Did your weapon break and you need a backup before hungry cannibals close in on you? Sharpen one end of your 10ft pole.
Need to wedge something open or shut? Jam in your 10ft pole.
Need somewhere to tie a rope to descend a cliff? Prop your 10ft pole between two boulders.
Need something to hold up your tent? BAM! TEN! FOOT! POLE!


Second the 10ft pole!


Ring of counterspells (dispel magic). Good for clerics, magi, or any class that self-buffs.
Boots of speed. Fighter. Mobility is always a good thing.
Lesser metamagic rod of extend. Cleric. Extended delay poison and magic vestments on your armor and shield can save a bit of coin.
+1 spell-storing weapon. Cleric. Slap an inflict serious wounds spell into it and you can unleash a nasty effect against an opponent. Boost the normal enhancement bonus with greater magic weapon.
+1 fortification armor. Cleric. Chance to negate crits. At higher levels, you can boost the normal enhancent bonus with magic vestment spells.


Eleven foot pole; the guys who make traps read these threads, too. :)

Any love in this thread for tindertwigs to supplement your flint & steel?

-Red

Shadow Lodge

Bandoliers (two of them, of course), waterproof sack, Chirurgeon's kit, guard dog (low-level meatwall)


How much does a war elephant cost?


Sharoth wrote:
Awesome thread.

I usually carry 3 or 4 spools of that, myself.

You'd be surprised how many uses it has.


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Admantine heavy pick.

Good for coups de gras, fighting constructs, fighting underwater, fighting while grappled, breaking into places, breaking out of places, breaking things in general, lockpicking (pun only partly intended), can be 2-handed for best returns from power attack, and much much more. Side effects include a d6 damage and only critting on a 20. If problems persist, you're not hitting things hard enough

You too can have one for just one easy payment of 3008 gp. But wait, act now and we'll include a free holster for it! just pay additional shipping and handling

Grand Lodge

+1 Great advice for a noob like me.

Swarmbane clasp was recently recommended to me by a veteran at our LGS. He walked up to swarms and swatted them like mosquitos. Worth its weight in gold (if you have 3000 to spare).


Miloslav wrote:

+1 Great advice for a noob like me.

Swarmbane clasp was recently recommended to me by a veteran at our LGS. He walked up to swarms and swatted them like mosquitos. Worth its weight in gold (if you have 3000 to spare).

Yeah, I love that item, but uses up the neck slot. Can I make it slotless but increasing its price? 2,000 gold? Is that PFS legal to do so?

Shadow Lodge

You can wear more than one item in a slot -- it's a standard action to switch activation. (Not a problem for neck-slot items, since none of them AFAIK have to be worn for 24hrs to impart their bonuses.)


Potions of fly and invisibility ASAP. Fly especially for melee types. Nothing sucks worse than a flying wizard with protection from arrows raining magical fiery death upon ye, while you stand glumly and wish he would land for JUST ONE ROUND!!!


Sir Thugsalot wrote:
You can wear more than one item in a slot -- it's a standard action to switch activation. (Not a problem for neck-slot items, since none of them AFAIK have to be worn for 24hrs to impart their bonuses.)

Do you have a cite for this? Looked for it before but couldn't find it.


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I have been told that this list is a bit excessive but here is what my level martial artist monk has with him. The campaign fell apart but he was so ready. Not all specifically needed, but being prepared is better than not, and lets be honest, when you are told the campaign will be based on testing your with and ingenuity then this list is reasonable. He only got 3 magic items(belt for strength, ring of protection, ring of sustenance, only had to sleep 2 hours every 2 days though) and the party had one caster who knew what they were doing so yeah nothing to add on that list.

2 heavy horses, one with a pack saddle, one with a military saddle.
5 bear bags
saddle bags
600ft of hemp rope
signal horn
signal whistle
5 sunrods
hot weather outfit
cold weather outfit
a locket with a false compartment and in the main it has continual flame cast on a pebble inside
poison pill ring
swarm suit
40 shuriken
5 healers kits
5 alchemist fires
5 acid flasks
5 defoliant
5 tanglefoot bags
5 alkali flask
2 blood block (had to use 1 of his starting 3)
3 water purification sponge
2 anti-plague
1 thunderstone
2 ladders
2 air crystals
dagger
5 smokesticks
3 potions of cure light wounds

I ran out of money, all the way to 0gp, he gave the extra silver and copper to the church for their kidney harvesting efforts.


Jodokai wrote:
Sir Thugsalot wrote:
You can wear more than one item in a slot -- it's a standard action to switch activation. (Not a problem for neck-slot items, since none of them AFAIK have to be worn for 24hrs to impart their bonuses.)
Do you have a cite for this? Looked for it before but couldn't find it.

I'd like to see that too.


Expedition pavilion.


A 2x2(min) yard sheet of canvas, waterproofed if possible. It's a ground cloth for your tent, rain canopy, trap hole cover, mortuary wrapping, improvised sack...

Shadow Lodge

Havoq wrote:
Jodokai wrote:
Sir Thugsalot wrote:
You can wear more than one item in a slot -- it's a standard action to switch activation. (Not a problem for neck-slot items, since none of them AFAIK have to be worn for 24hrs to impart their bonuses.)
Do you have a cite for this? Looked for it before but couldn't find it.
I'd like to see that too.

Here you go!

Spoiler:
"Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character's possession (meaning on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.

Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item's activation is subsumed in its use and takes no extra time use, activation is not an action at all.

Use activation doesn't mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword."

There is no wording in the Pathfinder rules which precludes "layering" -- within the bounds of physics and common sense, of course. Most GMs aren't going to let you wear two pairs of boots or hammer two sets of shoes onto your horse's hooves; and he might also declare that your dexterity belt stays deactivated for 24 hours if you activate another belt even briefly. "Sorry, Hennet...."

On the other hand, some organizations of apparel are perfectly feasible.

So, you certainly have plenty of room on your fingers (or even just one finger) for multiple rings, but unless you have a Hand of the Mage or something else goofy, you can't have more than two active.

Liberty's Edge

Sir Thugsalot wrote:
Havoq wrote:
Jodokai wrote:
Sir Thugsalot wrote:
You can wear more than one item in a slot -- it's a standard action to switch activation. (Not a problem for neck-slot items, since none of them AFAIK have to be worn for 24hrs to impart their bonuses.)
Do you have a cite for this? Looked for it before but couldn't find it.
I'd like to see that too.

Here you go!

** spoiler omitted **...

This is a very interesting interpretation of the rules. However it does not really work as nothing states that you can put several items in a specific slot AND most slot items are activated by putting them in the slot they require.

Of course, you can still carry several neck-slot items on your person. Only one can be in the neck slot at any one time though (and thus provide you with its benefits). To change from this item to another, you have to physically take it off the neck slot (which means it is not activated anymore BTW), take the other item from its resting place in your equipment and physically put it around your neck (aka in your neck slot). Doing so will activate the new item and yo will benefit from its powers.


Right what you missed what the second sentence "Some items, once donned, function constantly". You can't activate an item that functions constantly, and you can't have two constantly functioning items in the same slot functioning at the same time. Only way to get them to work is take one of them off.

Liberty's Edge

I'm very fond of the Traveler's Any-tool (250 gp), for +2 circumstance bonuses to every craft, many professions, and an astonishing number of other things. It's a shovel, crowbar, scissors, block and tackle, and every other useful tool, all in one small, light-weight package.

I like the Sleeves of Many Garments (200gp) for on-demand cold weather, hot weather, swarmsuit, heavy clothes for sleight of hand, instant clothing changes to disappear into a crowd, courtier's clothing, uniforms, and outrageously fabulous outfits for all occasions.


Mad Magnyr wrote:
Every starting character I have played carries a signal whistle, a mirror and flint and steel, in addition to the usual that have been listed above. And oil for burning things. Burning things solves so many problems.

My kind of guy. I normally add a piece of chalk, as well. Wonderful to write on (dungeon) walls and floors.

Grand Lodge

The Mask of Stony Demeanor is a great boon to any face PC, and is available early.


I tend to be a pretty immersive style player. A couple things that I put on PCs as basic equipment that I haven't seen yet.

A journal with pen and ink: If I'm going to write game notes, I make sure my PC has stuff to write those notes with. He's supposed to be keeping the notes, not me; and I've never played a PC with a super photographic memory. Additionally, pen and ink with parchment should be a pre-req. for using the Scribe Scroll feat. I've seen so many PCs just scribe their scrolls out of thin air...

I second those who say soap and a mirror and I also usually add a shaving kit. Think how dirty PCs would get and how important personal hygene is to staving off disease, not to mention how uncomfortable it gets to be filthy for extended periods. Also, I think conditionally, charisma based checks should be harmed if you're filthy. This is one of the necessities that I think separates a character whose supposed to be a real person with real priorities from a game piece whose cleanliness doesn't determine his stats so "who cares?".

I see a lot of people listing chalk and fish hooks and other odds as obvious necessities. Could you explain why? I'm interested in knowing.

RPG Superstar 2015 Top 32

blackbloodtroll wrote:
The Mask of Stony Demeanor is a great boon to any face PC, and is available early.

+1 to this.

I have a character centered around bluff and diplomacy who is quite fond of this item, as it's allowed him to get his bluff to 26 by level 4. He's currently using it to great effect to help out with the party's faction missions and weasel his way into other odd places. He's about to start using bluff on his day job rolls by buying a caravan, and is still looking for ways to pump it even higher.

Beyond that. False bottomed cup, hollow pommels, false bottomed scabbards, pocketed scarves, spring loaded wrist sheaths, and pickpockets outfits are standard for most of my characters. Need to keep something secret while being searched? Got that covered. Need to sneak something out of the town without your party members catching on? Got that covered too.
There's a wondrous item that hides it's contents like a small bag of holding and doesn't ping for detect magic, but I forget what it's called at the moment.

Grappling Arrows/bolts combined with some rope and a few pitons are pretty good staples of adventuring as well.


Traveler's Outfit, Pathfinder's Kit, Grapping Hook with 50ft. Of Silk rope, Healer's Kit, (30) Wandermeal, Surgeon's Tools, (3) Acids

Total Cost 124.3gp and weighs 60lb

These are the core of my basic gear outside of weapons, armor, and magic Items. I have food for a little over a month, a basic weapon in the dagger, and medical supplies. I have all I need to make some basic weapons like a quarter staff, spear or Javelins. All of it can fit in the backpack which my character likes to sleep with an arm through one of the straps.

By level 7, I have at least a full page of gear most of it mundane gear.

@Angry Wiggles: The item you are thinking about is the Pathfinder's Pouch.


Dont have a rogue in the party? Get an adamantine dagger and never worry about locks again


Make it an adamantine sword instead.


Tursic wrote:
Make it an adamantine sword instead.

Adamantine heavy pick


Shaun wrote:

I see a lot of people listing chalk and fish hooks and other odds as obvious necessities. Could you explain why? I'm interested in knowing.

Chalk can be used to write on anything, and is great for marking what path has been taken in dungeons and mazes. Some GMs will let you substitute charcoal which can be used as a pencil. Fish hooks can be used for fishing (if you have string), but also for catching and pulling on something from a distance (hiding in rafters and using a hook on a string to grap somthing on a desk while remaining undetected). Personally I always have an extra flint and steel, just in case, and obviously everyone has a crowbar.


The Earl of Essex wrote:
Personally I always have an extra flint and steel, just in case, and obviously everyone has a crowbar.

Crowbar? Certainly not with my low-strength rogue acrobat. That would push her to medium burdened, foiling most of her acrobatic skills.

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