Starting Equipment


Advice

Grand Lodge

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What are some of the must have items for your character's starting equipment? Here are some of the items I consider:

Explorer’s Outfit
Common Backpack
Bedroll
Common Blanket
Trail Rations (5 days worth)
Waterskin
Flint and Steel
Silk Rope (50ft)
Signal Whistle
Holly and Mistletoe
Spell Components Pouch


Smoke stick and a brick.

Mr. Fishy ain't got nothing to hide.

Liberty's Edge

xebeche wrote:

What are some of the must have items for your character's starting equipment? Here are some of the items I consider:

Explorer’s Outfit
Common Backpack
Bedroll
Common Blanket
Trail Rations (5 days worth)
Waterskin
Flint and Steel
Silk Rope (50ft)
Signal Whistle
Holly and Mistletoe
Spell Components Pouch

This, but add Soap and remove the holly and mistletoe. Sometimes my character (if tight on cash) will get Hemp instead of Silk rope. And my Druids don't bother with blankets or bedrolls, they just snuggle up with their AC :P

Dark Archive

Always a dagger, doesn't matter what class I am, nor what weapons I plan to use.

Also, if I'm using a bladed weapon as my primary, a whetstone. Empty Sacks are good to have, as is chalk.


50 ft of string/twine. Never know when that comes in handy.
And a fishing hook.
chalk or coal
Belt pouch
map/scroll case - unless it's totally out of character to carry paper.
small steel mirror is often useful

Spell comp pouch only if I'm playing a caster
Same for holy symbols etc.

Shadow Lodge

spiked gauntlet <-- best weapon in the game
chalk
outfit
bedroll
food/water
more chalk
and a tangle foot bag (if i have the cash)

and some characters smoke tobacco or drink ale so some of that also.


A crowbar. I cannot even begin to enumerate the number of times this has been useful/saving grace.

A bucket. Someone in the group always has one, and weirdly there is always one situation in a campaign where it is absolutely critical.


whet stone

Greg

Dark Archive

I always try to spring for the mastercraft backpack if I can afford it, specially if I dumped str for a caster build. The bag of powder has come in handy and is cheap.

Shadow Lodge

sunrods
soap
belt pouches or sewing needle for secret pocket making and mending
whetstone if using blades
flint and steel
and maybe a thunderstone or two

as for sleeping stuff, it all depends on how prissy my character is or if we are in urban areas...


Waterskin. You can put booze in it, too.

Dagger, regardless of class, and a decent ranged weapon if you have the money. If not, get one ASAP.

Dagger (slashing) and morningstar cover the 3 damage types cheaply. Most classes can use both.


A Dagger
2-4 fishhooks
String
Twine
whetstone
Flint
A flask of oil (preferably in a metal flask)
Soap
A wine skin, start with it full of ale or wine, get your cleric to fill it as needed.
Appropriate Clothing
Rope - dealer's choice
10-25 gp towards the party tent.
7-14 days of food.
Bedroll

Liberty's Edge

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thomas nelson wrote:
10-25 gp towards the party tent.

You have a party tent? I wanna adventure with you guys! All my groups leave the hookers and blow in civilization (where it belongs they say, feh!).


NotMousse wrote:
thomas nelson wrote:
10-25 gp towards the party tent.
You have a party tent? I wanna adventure with you guys! All my groups leave the hookers and blow in civilization (where it belongs they say, feh!).

Its harder to sneak into a tent full of people rather than a tent with a single person, and tents are fairly important.


the portable battering ram. The thing is great when you need it, and as a high Str fighter, it comes in handy.


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And a book of erotic poetry.


An Ioun lantern; do away with any and all lighting issues from the very beginning, and do so with style. If your GM allows, pitch in for a decent bestiary and atlas.

TheSideKick wrote:
spiked gauntlet <-- best weapon in the game

Care to elaborate?

Shadow Lodge

Ambrus wrote:

An Ioun lantern; do away with any and all lighting issues from the very beginning, and do so with style. If your GM allows, pitch in for a decent bestiary and atlas.

TheSideKick wrote:
spiked gauntlet <-- best weapon in the game
Care to elaborate?

5 gold, cant be sundered, cant be disarmed, and it doesn't need to be part of your armor. and i almost forgot lets you threaten for AOO all the time.

every time i play a wizard, i make my spiked gaunt my bonded object. a truly awesome weapon.


TheSideKick wrote:

5 gold, cant be sundered, cant be disarmed, and it doesn't need to be part of your armor. and i almost forgot lets you threaten for AOO all the time.

every time i play a wizard, i make my spiked gaunt my bonded object. a truly awesome weapon.

Good points. +1


Pathfinder's kit.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

TheSideKick wrote:

5 gold, cant be sundered, cant be disarmed, and it doesn't need to be part of your armor. and i almost forgot lets you threaten for AOO all the time.

every time i play a wizard, i make my spiked gaunt my bonded object. a truly awesome weapon.

Where are you getting that it can't be sundered?

EDIT: Also, wizards aren't proficient with spiked gauntlets.


signal whistles are cheap don't lead to encumberance and could raise an alarm if the city is being attacked.


Cold/Hot weather cloths, depencing on the setting. The Cold weather gear that gives you the +5...

Compass

I like having a lantern and oil.

and a combat ladder! [jk]


Oh, and a sling, its weightless, free and every class but commoner has it.

Scarab Sages

I always buy a bag of flower,
If i know mr. Sneaky sneak is in forn of me, BAG OF FLOWER ON YOUR HEAD! Bam i can see you now.

Grand Lodge

xebeche wrote:

What are some of the must have items for your character's starting equipment? Here are some of the items I consider:

Explorer’s Outfit
Common Backpack
Bedroll
Common Blanket
Trail Rations (5 days worth)
Waterskin
Flint and Steel
Silk Rope (50ft)
Signal Whistle
Holly and Mistletoe
Spell Components Pouch

I am also a fan of the small, cheap items like twine, fishhook, chalk for creative problem solving ala Macgyver, and maybe some manacles. I like to use my free clothing allowance to get Cold Weather clothing, then buy myself a cheap outfit to wear most of the time. If it's not core, I am fond of getting the waterproof bag, maybe a drill. Also, at least 1 or 2 vials of acid flask, if you don't have arcane cantrips.


1 person marked this as a favorite.

I think this is worth a repost.


A few things I'd forgotten at character generation (or really couldn't afford, what with a lousy roll--60gp isn't much for a barbarian's budget!) were a crowbar for those times when +4 Str mod isn't enough, as well as a journal with pen and ink to chronicle things. As well as sometimes pass notes in-character.

I also found it amusing that I was one of the few folks in the party who did remember to buy rope.

And agreed on the sling--see earlier regarding barbarianing on a monk budget. And our cleric a few adventures later wondering what to do against a flying enemy when he'd forsaken the way of ranged weapons.

RPG Superstar 2009 Top 16

rat_ bastard wrote:
NotMousse wrote:
thomas nelson wrote:
10-25 gp towards the party tent.
You have a party tent? I wanna adventure with you guys! All my groups leave the hookers and blow in civilization (where it belongs they say, feh!).
Its harder to sneak into a tent full of people rather than a tent with a single person, and tents are fairly important.

It's easier to burn a tent full of people than a single person.

RPG Superstar 2009 Top 16

Jiggy wrote:
TheSideKick wrote:

5 gold, cant be sundered, cant be disarmed, and it doesn't need to be part of your armor. and i almost forgot lets you threaten for AOO all the time.

every time i play a wizard, i make my spiked gaunt my bonded object. a truly awesome weapon.

Where are you getting that it can't be sundered?

EDIT: Also, wizards aren't proficient with spiked gauntlets.

Quote:
"Even if you are not proficient with it, all that means is you have a penalty to hit, but does not affect spellcasting. So there really isn't any reason not to have one on at least one hand.


1 person marked this as a favorite.

Eh? Best starting gear?
Noble Outfit
Appropriate Jewelry
Signet Rings (various important houses)
~Depending on the character Knowledge Nobility, Bluff, Diplomacy, Sense Motive, and perhaps Appraisal.

No Noble house would turn away a fellow noble. Sure they are going to wine and dine with you and try to use you now or later. But this gets you the best accommodations when traveling and frequently free access to all that other mundane gear for when you are too far between castles or cities.


Dagger - every body
Crowbar - almost everybody
rope - every body. animated rope is always good for shenanigans.
Compass - almost every body
I file most everything that is used for camping as something everyone will have, or the party will have as a group. Not everyone needs to have a cooking pot, but everyone needs a bedroll.

Scarab Sages

TheSideKick wrote:
Ambrus wrote:

An Ioun lantern; do away with any and all lighting issues from the very beginning, and do so with style. If your GM allows, pitch in for a decent bestiary and atlas.

TheSideKick wrote:
spiked gauntlet <-- best weapon in the game
Care to elaborate?
5 gold, cant be sundered, cant be disarmed, and it doesn't need to be part of your armor. and i almost forgot lets you threaten for AOO all the time.

Why can't it be sundered?

EDIT: Should be a medium, light, metal-hafted weapon. Therefore 10 hardness and 10 hp for the base version. Magical enhancements would increase the HP and hardness. Special materials aren't allowed for bonded objects. It does heal damage daily as a bonded object, but not if destroyed. Rather expensive when destroyed (200gp per wizard level).


Depending on your GM candles are great to have around.

Older D&D versions used to have text for the candle that includes use as earplugs and for making marks, as well as a few other things.

If you have a GM who will let you do neat things that are reasonable to expect of the item in the real world you can come up with lots of uses and they're only 1cp and weigtless.

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