loimprevisto |
After building a few dozen (hundred? thousand?) characters, at some point most folks stop going through the equipment listings and either just grab weapons/armor/toolkits, or copy+paste the mundane gear from previous characters.
I'm curious as to what "standard" gear lists other players have come up with... I'll start things out with mine:
Backpack, Bedroll, Hammock, oilcloth, Small silver mirror, iron pot, mess kit, canteen, Belt pouch, 3x sacks, 50' rope, ball of twine, Sealing Wax & signet ring, Grooming supplies, Signal Whistle, Caltrops, Hatchet, wire snares, Magnifying Glass, tinderbox.
(Supplemented where appropriate by a mule with a pack saddle)
Kelvar Silvermace |
I'll have to post my full kit later, but I almost always carry a change of clothes. And I like a winter blanket *in addition to* a bedroll. (I've done enough winter camping in real life to know that anyone who isn't a masochist wants all the snivel gear he can reasonably carry--at least, in the winter months or cooler climates).
ETA: Oh! I didn't see any mention of Iron Spikes, door stops or Mallets. Just a few of these can come in really handy in the right circumstances. (Of course, not all my characters have the same take on the adventuring life, so the list can vary a bit).
Tinalles |
2 people marked this as a favorite. |
What? You mean not everyone carries three bear traps, a portable alchemist's lab, and a giant sack of reagents like our Wizard does?
...
Well, no. Let's be honest. He carries a LOT more than that. I swear he's got at least one of every mundane or alchemical item on every equipment list ever made.
He's got a STR of 12, but his Muleback Cords give him a +8 bonus to that for purposes of carrying stuff. And then he casts Ant Haul on himself every day, giving himself an effective Strength score of 60 for purposes of calculating carrying capacity.
We don't ford rivers any more; we run slings under the horses and he just flies us across, two at a time.
Black_Lantern |
What? You mean not everyone carries three bear traps, a portable alchemist's lab, and a giant sack of reagents like our Wizard does?
...
Well, no. Let's be honest. He carries a LOT more than that. I swear he's got at least one of every mundane or alchemical item on every equipment list ever made.
He's got a STR of 12, but his Muleback Cords give him a +8 bonus to that for purposes of carrying stuff. And then he casts Ant Haul on himself every day, giving himself an effective Strength score of 60 for purposes of calculating carrying capacity.
We don't ford rivers any more; we run slings under the horses and he just flies us across, two at a time.
This is awesome.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
VonZrucker |
Backpack 2g
Bedroll 1sp
Blanket 2sp
3 Candles 3cp
Scroll Case 1g
3 Sticks of Chalk 3cp
Commoners Clothes
Crowbar
2 Empty Flasks
Flint and Steel
Food(Trail Rations)
Small Hammer
Ink(2 oz. vial)
4 Iron Spikes
5 Flasks of Oil
5 Sheets of Parchment
10 Ft. Collapsible Pole
Belt Pouch
Quill
50ft Hemp Rope
Sack(empty)
5lb Bag o' Sand
Folding Spade(shovel)
Soap
5 Sunrods
5 Torches
2 Waterskins
Whetstone
Whistle
Callarek |
Handy Haversack
Ioun Torch
Dagger
Sling & stones (if not a ranged type)
Wand of Cure Light Wounds (someone can usually use it)
Wand of Magic Missile (good to eke out your spells if a caster type, for the first couple of levels)
Depending on environment: Wand of Endure Elements (only reason to worry about caster level is for Dispel Magic, nothing else in the spell changes)
Wand of Protection from Evil (if can cast it)
Scroll of Comprehend Languages (again, useful spell in limited circumstances)
2x Potion of Cure Light Wounds (some way to keep the CLW wand user up)
Alchemist's Fire (unless you have some other way to affect swarms)
At higher levels:
Potion of Invisibility
Potion of Gaseous Form
Potion of Darkvision
Oil of Daylight
Potion of Hide from Undead
Potion of Hide from Animals
Vermin repellant
Projectile user:
WeaponBlanch, Adamantine
Weapon Blanch, Silver
Weapon Blanch, Ghost Salt
Weapon cord
Spare weapon
As appropriate:
Potion of Enlarge Person (Melee, Str DPR builds)
Potion of Reduce Person (Ranged, accuracy builds)
Oil of Bless Weapon
Oil of Align Weapon
Oil of Magic Weapon (until you can afford your own)
Potion of Mage Armor (class dependent)
Kelvar Silvermace |
Vermin repellant
Potion of Mage Armor (class dependent)
Not to derail, but I didn't think it was possible to make a potion of Mage Armor because it has a range of "personal." Am I way off base here? (Note, Potions of Shield of Faith are a different story).
Also, I have scoured the books looking for a list of potions but haven't found one. Am I just completely overlooking it, or is it omitted because there are too many possibilities to make it worth listing?
sheadunne |
Callarek wrote:Vermin repellant
Potion of Mage Armor (class dependent)
Not to derail, but I didn't think it was possible to make a potion of Mage Armor because it has a range of "personal." Am I way off base here? (Note, Potions of Shield of Faith are a different story).
Also, I have scoured the books looking for a list of potions but haven't found one. Am I just completely overlooking it, or is it omitted because there are too many possibilities to make it worth listing?
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.
However
Target creature touched
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
Callarek wrote:Vermin repellant
Potion of Mage Armor (class dependent)
Not to derail, but I didn't think it was possible to make a potion of Mage Armor because it has a range of "personal." Am I way off base here? (Note, Potions of Shield of Faith are a different story).
Also, I have scoured the books looking for a list of potions but haven't found one. Am I just completely overlooking it, or is it omitted because there are too many possibilities to make it worth listing?
Potions can't be made from spells with a range of "personal". However, you won't actually find this in the "Potions" section. It's hidden away in Magic Item Creation.
Also, there's no comprehensive list of possible potions. Any spell of up to third level which targets one or more creatures or objects but doesn't have a range of personal (and I think there's a casting time limit as well) can be made into a potion or oil.
VM mercenario |
1 person marked this as a favorite. |
My group institutes the "Happy Adventurers Kit" It weighs the same as full backpack, it costs about 10gp and contains any mundane, non-masterwork, non skill kit, item you need. You just note Happy Adventurers Kit on the sheet and at any time you need an item or remember an item you just already have it. Be it tents and camping gear, as much rope as we need, several commom sets of clothes, mirrors, compass and maps of the region, writing implements paper and wax, whetstone, magnifying glass, and wathever else we can say makes sense that our characters are carrying around. Plus enough rations and water canteens that we only have to go through the whole 'starving and lost in a desert/boat/whatever' cliche if someone steal all of our equipment first.
Alchemical stuff ammunition and stuff we grab around during adventures still have to be noted as usual but the initial stuff is all in there.
Kolokotroni |
Backpack
Bedroll
2 waterskins
Waterproof bag
chalk
wetstone
fint and stell
hatchet
dagger
pen and ink
paper
sealing wax
seal
10 days trail rations
4 empty vials (this will vary by class sometimes more sometimes less)
2 torches
Cold Weather Clothing (unless in a tropical or otherwise unlikely to get cold location)
grappling hook
100ft of rope
Iron pitons
Pot, cooking/eating utentsils and implements
Empty or wine filled bottle.
Bomanz |
Being the optimist that one day, one fine beautiful day, my character will stumble upon that empty dragon hoard, I always find a way to carry a sack of sacks. Usually they end up housing the goblins or pesky gnomes that plague me as its far easier to club them about the neck and shoulders while entangled in my sacks (let alone the imagery of Tolkein's scene involving Thorin and the rest being captured by the trolls), but still....
all the above gear, and then a sack of sacks.
At least 10.
Helaman |
Just food for thought folks, also try to work out how much of this you could carry with a Str 12 character.
Why 12? Because its the average upper range strength for a non str based monk, magus, alchemist, inquisitor, archer, cleric, wizard etc in a 15-20 point game. Also works out around the carrying capacity of a reasonably fit and active but not weight training human.
Do it without magic items.
Its harder than it may seem.
nosig |
Most of these lists detail standard things and, yes we need all this stuff.
In a home game a long time ago my group came up with a minor gimmick that has alway lightened out load. a two foot wooden pole with a screw tip on one end and a socket on the other. Each party member carries 1 to 3 of them. and we use them for lots of stuff. Torchs become torch heads that screw on. Daggers (which double as iron spikes too) with screw handles (grips) that fit the sockets become spear heads. 2' poles become 10'+ poles. fix a silvered mace head and you have a silver mace. used by itself and it's a club. 3 together and you have a staff. 2 together make a tent pole. fitted with an iron expansion bolt and a spikes and you have a expanding rod for use in a chimney. fitted with a hock and you have a boat hook. Ball and chain and you have a flail.
I would love to see other ways to lighten the pack - things that do double duty.
Darigaaz the Igniter |
My basics are:
Backpack (Masterwork if possible); 4lbs
Belt pouch; .5
3 sacks; 1.5
Ioun Torch if I don't have darkvision; -
2 daggers (One to cut the food, one to hold the food and transport it to the mouth); 2
Change of clothes; 2 because I like monk's outfits
Something to sleep in/on; 5 for bedroll
3 of everything with negligible/no weight; -
= 15 lbs
A character with 12 str can carry 43 lbs without being encumbered, 50 with the masterwork backpack. Since medium/heavy armor would encumber you anyway, lets add a chain shirt at 25 lbs, bringing the total up to 40 lbs. That leaves 10 lbs for weapons or whatever if you don't have a beast of burden.
EDIT: One last thing, enough money to buy food and water sufficient to get you where you're going. Or enough money to stay at an inn for a week.
Ævux |
Backpack (Masterwork)
Belt Pouch x2
Then if I'm making a character with high int and creativeness..
scroll/map case
Wax
string/twine
Marbles
Alchemist Fire
Highly flamable substance like dwarven moonshine or just oil.
Glow in the dark ink (Provides a good nightlight)
Bedroll
Shovel
Ink, quill, paper
Drill
Ioun Torch
Soup
Shaving kit
and a few other things that i find intresting in the book.
The Scroll case can be use to make a makeshift pipe bomb. Marbles + light make great pathfinders.
Pepper Maringo |
I carry a shovel, prybar, canteen, canned rations, iodine tablets (You know what's in stream water?), bedroll, shaving kit (yes, girls do it, too), lantern, oil, matches, hatchet, hunting knife, clothing appropriate to the climate, camera (to take pictures with the slain dragon), goggles (every steampunk character needs them), inkpen, ink reservoir, notebook, class dependent items such as alchemy kits or spellbooks, compass, field medical kit, ammunition bandolier with 100 rounds, hygene kit, revolving pistol, and revolving rifle.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
Okay, I feel like I really need to point something out about the Masterwork Backpack:
1. It's like a backpack, but treats your STR as 1 point higher for purposes of carrying capacity.
2. The additional carrying capacity granted by +1 STR varies depending on your STR score, but if your STR (before the backpack) is 14 or less (any higher than that and you don't really need it anyway) your light load increases by no more than 8lbs (possibly less).
3. The masterwork backpack weighs 4lbs, compared to the regular backpack's 2lbs.
4. Therefore, the extra 48gp grants you a net gain of 3-6lbs of light load. Am I really the only one not impressed by that value?
Helaman |
My basics are:
Backpack (Masterwork if possible); 4lbs
Belt pouch; .5
3 sacks; 1.5
Ioun Torch if I don't have darkvision; -
2 daggers (One to cut the food, one to hold the food and transport it to the mouth); 2
Change of clothes; 2 because I like monk's outfits
Something to sleep in/on; 5 for bedroll
3 of everything with negligible/no weight; -
= 15 lbs
A character with 12 str can carry 43 lbs without being encumbered, 50 with the masterwork backpack. Since medium/heavy armor would encumber you anyway, lets add a chain shirt at 25 lbs, bringing the total up to 40 lbs. That leaves 10 lbs for weapons or whatever if you don't have a beast of burden.EDIT: One last thing, enough money to buy food and water sufficient to get you where you're going. Or enough money to stay at an inn for a week.
And there is the catch! Food is a lb a day in rations... the halfling powder meal is 0.5lb a day (so its better value)... and thats before you add a missile weapon and a main weapon.
It takes you to Medium load... moves you to 4 sq's movement and max's your Dex to +3 (for AC only).
Darigaaz the Igniter |
Darigaaz the Igniter wrote:My basics are:
Backpack (Masterwork if possible); 4lbs
Belt pouch; .5
3 sacks; 1.5
Ioun Torch if I don't have darkvision; -
2 daggers (One to cut the food, one to hold the food and transport it to the mouth); 2
Change of clothes; 2 because I like monk's outfits
Something to sleep in/on; 5 for bedroll
3 of everything with negligible/no weight; -
= 15 lbs
A character with 12 str can carry 43 lbs without being encumbered, 50 with the masterwork backpack. Since medium/heavy armor would encumber you anyway, lets add a chain shirt at 25 lbs, bringing the total up to 40 lbs. That leaves 10 lbs for weapons or whatever if you don't have a beast of burden.EDIT: One last thing, enough money to buy food and water sufficient to get you where you're going. Or enough money to stay at an inn for a week.
And there is the catch! Food is a lb a day in rations... the halfling powder meal is 0.5lb a day (so its better value)... and thats before you add a missile weapon and a main weapon.
It takes you to Medium load... moves you to 4 sq's movement and max's your Dex to +3 (for AC only).
Buy a donkey. Or, if you have an animal killer GM, keep the rations all in one of your extra sacks and either drop it at the start of combat or give it to the guy with a good STR score. And a bow and 40 arrows is 9lbs, so if you don't have to worry about rations, you're still under encumbrance. Though you'd still need the STR guy to carry the loot.
Kelsey Arwen MacAilbert |
Darigaaz the Igniter wrote:My basics are:
Backpack (Masterwork if possible); 4lbs
Belt pouch; .5
3 sacks; 1.5
Ioun Torch if I don't have darkvision; -
2 daggers (One to cut the food, one to hold the food and transport it to the mouth); 2
Change of clothes; 2 because I like monk's outfits
Something to sleep in/on; 5 for bedroll
3 of everything with negligible/no weight; -
= 15 lbs
A character with 12 str can carry 43 lbs without being encumbered, 50 with the masterwork backpack. Since medium/heavy armor would encumber you anyway, lets add a chain shirt at 25 lbs, bringing the total up to 40 lbs. That leaves 10 lbs for weapons or whatever if you don't have a beast of burden.EDIT: One last thing, enough money to buy food and water sufficient to get you where you're going. Or enough money to stay at an inn for a week.
And there is the catch! Food is a lb a day in rations... the halfling powder meal is 0.5lb a day (so its better value)... and thats before you add a missile weapon and a main weapon.
It takes you to Medium load... moves you to 4 sq's movement and max's your Dex to +3 (for AC only).
That is why I don't track food and water. I assume my PCs have enough, regardless of what they write on their character sheet. Same with ammunition. If I actually tracked bullets, they'd run out.