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What do you think are the must have bits of equipment that you general buy or wish you had bought in those first few adventures in PFS play?
Feel free to mention any anecdotes of triumphs or spectacular failures due to having or lack of equipment
#1 - Wand of cure light wounds. This is the single most efficient healing method in the game, and you can potentially get one as early as your second scenario by spending 2 Prestige (this is what most people do). Remember, even if you can't activate the wand yourself, there's almost always going to be someone else at the table who can activate it for you. Every game, my fighter hands his wand to someone and says "Here, keep me alive."
That one acquisition is probably your most important. Several notches down on the priority totem pole, though, we get to some other ideas:
#2 - Masterwork gear. If you use a weapon with any kind of frequency (so, if you have bigger than a d6 hit die), your first GP purchase after completing your first scenario should probably be a masterwork weapon - this is especially important if you're a 3/4 BAB class. Similarly, if your armor has an ACP of more than 1 or 2, you should get masterwork armor soon (you'll need it eventually anyway if you ever want to enchant it).
#3 - Situational potions/scrolls. If you're not a spellcaster, you're going to want a method of getting that endure elements to save your life. Or if you ARE a spellcaster, you're not going to want to devote a spell slot to something like that every day just so you can use it once in a blue moon. Thus, get potions or scrolls for those niche spells.
#4 - Alchemist's Fire/Tanglefoot Bag. AlchFire is great for killing swarms, and TnglftBags are great for hindering spellcasters or keeping someone from charging. You don't need many, but in the right tactical situations these are golden.
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Take a look through the Pathfinder Society Field Guide it will give you a good idea of what you need to get and need to know.
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Take a look through the Pathfinder Society Field Guide it will give you a good idea of what you need to get and need to know.
You know, out of all the PF products I've bought, somehow I always seem to forget about this one.
Except for the ghost salt. Gotta love the ghost salt. My 5th-level fighter carries two greatswords blanched with it on every adventure. Hasn't needed to use them yet, but when he does, he'll be ready!
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#1 - Wand of cure light wounds. This is the single most efficient healing method in the game
Actually, that's debatable. Wand of infernal healing heals 10hp while wand of CLW heals only 5.5hp. Sure, CLW is usually better in combat, but it cannot match infernal healing's hp gain out of combat.
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Jiggy wrote:#1 - Wand of cure light wounds. This is the single most efficient healing method in the gameActually, that's debatable. Wand of infernal healing heals 10hp while wand of CLW heals only 5.5hp. Sure, CLW is usually better in combat, but it cannot match infernal healing's hp gain out of combat.
Fair enough, unless you consider who can activate the wands - I don't know how many classes can cast infernal healing, but I'd wager a guess it's fewer than can cast cure light wounds. So if you're not activating it yourself, you might still be better off carrying the CLW wand.
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a few off the top of my head (ask if you don't know their usage).
1) Silvered light mace. (by 2nd level) fills more than one use.
2) Anti-toxin. (by 2nd level) for that 2nd save vs. poison. keep this in a breast pocket.
3) a backpack, bedroll, waterskin, trail-rations (1st adventure)
4) Whetstone (1st adventure)
5) Cold Iron weapons (arrows or daggers or something...) These are so cheep it is silly not to have something!
6) A cleric should have smelling salts and/or a potion of cure something. and tell the other players how to use it.
7) 1st adventure. A Club.
8) 1st adventure. A missile weapon - even if it's a sling.
9) An archer should have a locking gauntlet for his bow. (2nd adventure)
10) A Spiked Gauntlet. Almost every character needs this.
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Samuli wrote:Fair enough, unless you consider who can activate the wands - I don't know how many classes can cast infernal healing, but I'd wager a guess it's fewer than can cast cure light wounds. So if you're not activating it yourself, you might still be better off carrying the CLW wand.Jiggy wrote:#1 - Wand of cure light wounds. This is the single most efficient healing method in the gameActually, that's debatable. Wand of infernal healing heals 10hp while wand of CLW heals only 5.5hp. Sure, CLW is usually better in combat, but it cannot match infernal healing's hp gain out of combat.
At low level I do like the Wand of Good berries (almost no one thinks of these) as it produces healing you can dool out one point at a time and it doubles for trail rations too. Plus, if you are being attacked by hungry animals, feed them a few "full meals", maybe they'll go away.
you do have to have someone to cast it though...
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* Something for swarms - alchemist's fire is best, but even a (lit!) torch will help with its one point of fire damage.
* Cold iron morning star - bludgeoning, piercing, and cold iron in one.
* For casters, a scroll library of every spell on your list that you won't need very often. Now that you can start with magic items at character creation, start your library with whatever you can spare right away.
* wand of cure light wounds should be the first thing you spend prestige on - at low levels, you often can't wait until after combat to get healed.
* potion of cure light wounds - for that time when you don't have a healer, or he's stuck at the bottom of a pit or otherwise too far away from you.
* a ranged weapon - yes, a sling will do, but a light crossbow should be affordable after your first adventure. If one flying creature or someone on the roof of a tower puts you into the useless category, you're in trouble.
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Every character needs two spring loaded wrist sheaths.
Put in your wands, backup dagger or potion!
Overrated. Doesn't actually accomplish much, if you know what you're doing in the first place.
EDIT: Except for mad style points when you pop that dagger/wand out of your sleeve and say something cool.
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Auke Teeninga wrote:Every character needs two spring loaded wrist sheaths.
Put in your wands, backup dagger or potion!
Overrated. Doesn't actually accomplish much, if you know what you're doing in the first place.
EDIT: Except for mad style points when you pop that dagger/wand out of your sleeve and say something cool.
While I agree with you that not everyone needs this - I ALSO like them for "cool points".
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nosig wrote:Or armor spikes. Either way, you've got to threaten your adjacent areas in order to help out your teammates, *especially* if you aren't a melee type.10) A Spiked Gauntlet. Almost every character needs this.
Agreed - thou most of my characters in light armor (bard/rogue/that sort) use a Barbed Vest, and I'd feel funny putting spikes on my armor and a barbed vest on over the spikes... so I just go with the spiked gauntlet.
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Jiggy wrote:Overrated. Doesn't actually accomplish much, if you know what you're doing in the first place.Yeah, if you know what you're doing you can spend those 2x5 gp on something even more useful. ;-)
Another great value for money item is Vermin Repellent.
I've got a character with a 7 CHA that I am explaining because he always has Vermin Repellent on... LOL. He just has a phobia of bugs, so the idea of bugs crawling on him! EEEEK!
But yeah, Vermin Repellent is a good buy. Just remember you have it, and use it.
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WelbyBumpus wrote:Agreed - thou most of my characters in light armor (bard/rogue/that sort) use a Barbed Vest, and I'd feel funny putting spikes on my armor and a barbed vest on over the spikes... so I just go with the spiked gauntlet.nosig wrote:Or armor spikes. Either way, you've got to threaten your adjacent areas in order to help out your teammates, *especially* if you aren't a melee type.10) A Spiked Gauntlet. Almost every character needs this.
Or you could go with a barbed vest over armor spikes AND spiked gauntlets. So. Very. Metal. :)
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Towel
"A towel, it says, is about the most massively useful thing an interstellar hitchhiker can have. Partly it has great practical value - you can wrap it around you for warmth as you bound across the cold moons of Jaglan Beta; you can lie on it on the brilliant marble-sanded beaches of Santraginus V, inhaling the heady sea vapours; you can sleep under it beneath the stars which shine so redly on the desert world of Kakrafoon; use it to sail a mini raft down the slow heavy river Moth; wet it for use in hand-to- hand-combat; wrap it round your head to ward off noxious fumes or to avoid the gaze of the Ravenous Bugblatter Beast of Traal (a mindboggingly stupid animal, it assumes that if you can't see it, it can't see you - daft as a bush, but very ravenous); you can wave your towel in emergencies as a distress signal, and of course dry yourself off with it if it still seems to be clean enough.
More importantly, a towel has immense psychological value. For some reason, if a strag (strag: non-hitch hiker) discovers that a hitch hiker has his towel with him, he will automatically assume that he is also in possession of a toothbrush, face flannel, soap, tin of biscuits, flask, compass, map, ball of string, gnat spray, wet weather gear, space suit etc., etc. Furthermore, the strag will then happily lend the hitch hiker any of these or a dozen other items that the hitch hiker might accidentally have "lost". What the strag will think is that any man who can hitch the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is is clearly a man to be reckoned with."
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What do you think are the must have bits of equipment that you general buy or wish you had bought in those first few adventures in PFS play?
Feel free to mention any anecdotes of triumphs or spectacular failures due to having or lack of equipment
A friend of mine posted something not so long ago that addresses this, in part...Painlord's What to Expect at a PFS Table
See the "At yer 1st mod" spoiler, specifically. Then enjoy the remainder of the info and thread replies with quality retorts and +'s.
| Abraham spalding |
Alchemical items -- all of them (troll septic), Rope, towel, Food, dagger, Sling (seriously you must have a sling), Club, torch, oil, water, alcohol, pot, pan, fire starter of some flavor, clothes, jewelry, rope (again), padded armor, clothes (again), rope (yes again), signet ring, signal whistle, rope (last time), ink, spell book, gold pieces
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Alchemical items -- all of them (troll septic), Rope, towel, Food, dagger, Sling (seriously you must have a sling), Club, torch, oil, water, alcohol, pot, pan, fire starter of some flavor, clothes, jewelry, rope (again), padded armor, clothes (again), rope (yes again), signet ring, signal whistle, rope (last time), ink, spell book, gold pieces
Also, rope.
Mok
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I wrote a couple of articles dealing with some items you might want to consider picking up for PFS play. These are the Good and Cheap articles.
I also made a PDF that makes it easy to buy and record these extra items.