What shouldn't I leave home without?


Advice


Since you rarely play with the same characters every scenario, what is the must have equipment? I'm not asking about weapons or armor necessarily but rather about mundane equipment or minor magic items that are useful if you're group is lacking in a certain area.


Rope
A light source (even if you have darkvision, your friends do not)
1 potion of clw
A label for said potion of CLW so your friends know what to pour down your throat.
A sack (generally useful)
A shovel and or pick

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Dagger
Wand of CLW even if you can't activate it
Antitoxin
Antiplague
Alchemist's Fire x3
Air Crystals

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

2 people marked this as a favorite.

Absalom Express Card. (Someone had to go there)


If Oregon Trail taught me anything, you always need 99lbs of bacon.

But seriously, +1 to BNW above me, as well as the following.
paper
charcoal
knife (or a dagger generally works)
Holy Water
Wand of Cure Light Wounds to hand to the cleric (if there is one) to keep him from using all of his spells on you.
Weather appropriate clothing or potion/wand/scroll of endure elements.

For senerios above Teir 1-5
an emergency scroll/potion kit for dealing with darkness, flying opponents, invisible opponents, disease, poison, and ability damage.
Weapons, ammo, or weapon blanches for overcoming DR silver, adamantine, and cold iron.

The Exchange

Character binders, books (hardcopy or electronic), Dice, ... a little cash for chipping in on food, Bribes for the Judge (brownies work great)....

wait, did you mean what shouldn't your PC leave home without? DOH!

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Actually for me, nosig has a point.

If you're playing/using something not in the core book, bring that book (or at least the material photocopied). I don't know everything about Witches or Gunslingers or monk archtypes. If something sounds 'weird' to me, I'll want to see it. In your stuff. Sure I can take the time to hunt it down in my PDFs (I bring my mini when I game) but you, the player, has to have the stuff (and the PRD doesn't count).


if you're going away to play .. deodrant and clean underroos ... and if you're not taking a change of clothing (oh please do tho) some sort of mild body spray

Grand Lodge

Matthew Morris wrote:

Absalom Express Card. (Someone had to go there)

Dude, you got it all wrong. Pathfinders would almost certainly use Discover...

(waits for groans to stop)

List seems pretty good above. Baked goods for judge bribing definitely
(though at my games if they're not chocolate you'll just get attacked more :) ). And the Wand of CLW (aka "happy stick") is a big one not just for practicality but it's kind of an etiquette thing.


Good stuff guys, I never would have thought to label my potions.

For overcoming material or alignment based DR, is it more cost effective to carry around extra weapons or consumables?

I know PFS scenarios tend not to be too difficult, can I get away with being more utilitarian with my item purchases or do I need to be devoting the majority of my cash to my primary weapon, armor, and items like that?

Sovereign Court

lalallaalal wrote:
I know PFS scenarios tend not to be too difficult, can I get away with being more utilitarian with my item purchases or do I need to be devoting the majority of my cash to my primary weapon, armor, and items like that?

If you're looking at convention play and lots of different folks to game with, the utilitarian purposes should be anything faction-specific you think you might need for YOUR missions (unless you're playing the "Keep me alive and I'll do your Knowledge: Geography and Diplomacy missions for you with ease!" bard.) Tier 1-5's, you should be okay with just a +1 weapon. After you get into 5-9's, however, you're gonna start getting stuck on DR/(magic or more) a LOT. Unless you're the spellcaster whose melee is worthless and/or the aforementioned bard, chances are you should start working on beefing up your combat gear.

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

lalallaalal wrote:
For overcoming material or alignment based DR, is it more cost effective to carry around extra weapons or consumables?

For materials and damage types, carry extra weapons. A cold iron morningstar costs next to nothing (don't bother enchanting it, or even getting a masterwork version). Wear a silver cestus (still fairly cheap), which keeps you armed and threatening at all times and also covers two damage types (though when possible you want to use bludgeoning on that one, to avoid the -1 damage). Once you can afford it, replace your primary weapon with an adamantine one.

For instance, my Eldritch Knight just hit 7th level. He has a recently-purchased adamantine longsword (his primary weapon), a non-masterwork cold-iron morningstar, and a non-masterwork silver cestus. This gives him access to all three damage types, all three special materials, he's always armed, and he can bypass hardness on objects if need be.

As for alignment-based, you'll want to use consumables, as the appropriate enchantements are way too expensive. Carry oils of bless weapon.

Quote:
I know PFS scenarios tend not to be too difficult, can I get away with being more utilitarian with my item purchases or do I need to be devoting the majority of my cash to my primary weapon, armor, and items like that?

One way of looking at it is to sort everything you'll ever buy according to price, and just buy things in order from cheapest to most expensive. That is, first you buy basic gear, then some consumables, then masterwork armor, then masterwork weapons, then the first +1 on your armor (followed by shield if applicable), then a cloak of resistance +1, then a ring of protection/amulet of natural armor +1, then a +1 on your weapon, then upgrade armor/shield/cloak to +2 each, then.... you get the picture. You don't need to stick strictly to that, but I find it's a fantastic rule of thumb.

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El Baron de los Banditos wrote:
Tier 1-5's, you should be okay with just a +1 weapon.

More like, you should be okay with a masterwork weapon and a scroll or oil of magic weapon for if you encounter DR/magic. Buying a +1 weapon isn't really a priority until like, 5th-6th level or so.


Matthew Morris wrote:
... (and the PRD doesn't count).

But doesn't the new guide actually point out specifically that the PRD does work now?

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

Derwalt wrote:
Matthew Morris wrote:
... (and the PRD doesn't count).
But doesn't the new guide actually point out specifically that the PRD does work now?

The Guide points out that the PRD is an acceptable place for the GM to look up a rule.


Michael Meunier wrote:
Matthew Morris wrote:

Absalom Express Card. (Someone had to go there)

Dude, you got it all wrong. Pathfinders would almost certainly use Discover...

(waits for groans to stop)

I saw an old episode of futurama yesterday where Fry was trying to buy underwear. It went something like this,

Fry: Do you take Visa?
Clerk: Visa hasn't extisted for the last 500 years.
Fry: Mastercard?
Clerk: 600 years.
Fry: Discover?
Clerk: Sorry, we don't take discover.


Purple Fluffy CatBunnyGnome wrote:

if you're going away to play .. deodrant and clean underroos ... and if you're not taking a change of clothing (oh please do tho) some sort of mild body spray

I submit that there is no such thing as "mild" body spray.


chalk - to mark the path
small mirror - to look around objects very sneakily like
1 pound flour - to find invisible guys, to throw in the eyes of the bad guys, to make bread
1 cast iron pot - cooking and beating the crap out things with it.


Rope...you have to have rope and a good knife


Always carry every time ever:

Trail rations and a waterskin: Even when I get the 2.5k ring of sustenance I carry food and water for anti-magic, stolen ring, or just feeding a damn beggar and putting out the flaming footprints when he turns out to have been a fire demon in disguise.

Rope: for tying up, climbing, hauling, or very VERY desperate firewood (it's 99% smoke and 1% fire)

Spellbook: A good dry book is toilet paper, message-making, note-taking, and firestarter all in one.

Crowbar: Because you are Dr. Freeman and because portable rams are heavy.

Mirror: signalling at a distance, looking around corners, fixing your hair, and trading with tribes too primitive to care about coinage.

Chalk, ink, pen: for the book, and other things.

Sling: weighs nothing, anybody can use it with freaking river-rocks (though bullets are better), and it deals bludgeoning damage at range.

Dagger: Eating utensil, cutting rope, other obvious uses.

Second dagger: One for them to find, one for you to keep, everybody knows that.

Ball of String, needle: whether stitching wounds, setting a tripwire, or navigating a maze.

heavy blanket: whether or not you have a padded bedroll a heavy blanket can save your life in the cold and be an excellent hammock with a little rope, something tall, and a few

Pitons: Tent pegs that also work on stone.

Spell Component Pouch: The number of times a wizard or cleric lost/forgot/had stolen by hookers theirs is a lot higher than you would think. Damn horny cleric.

I could go on, but the prepared adventurer is 1 part eagle scout and 2 parts crazed packrat. The list of what I DON'T bring is often shorter.


Portable ram. Always have a portable ram. If you are playing a witch, and rolling stats and you have a 4 strength, you still need a portable ram. This goes for each member of the party. Just because the 22 strength orc barbarian has one does not mean that you can do you out. You need a portable ram.


Crowbar: Who needs Disable Device? (Oh, yeah! Traps)


You do not need a crowbar is you have a portable ram.


As many trail rations as you can carry.


Rope
Torches, even if you have another light source.
Backpack
Secondary wepaon
Sack


Lord Twitchopolis wrote wrote:
If Oregon Trail taught me anything, you always need 99lbs of bacon.

Oregon Trail taught me all you need are 100lbs of powder, 10k bullets, 10 rifles and the oxen and cart to pull them. Then you make your own bacon.

Dark Archive

Clean underwear.

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

SuperUberGeek wrote:
Lord Twitchopolis wrote wrote:
If Oregon Trail taught me anything, you always need 99lbs of bacon.

Oregon Trail taught me all you need are 100lbs of powder, 10k bullets, 10 rifles and the oxen and cart to pull them. Then you make your own bacon.

Clothes help too.


Never bought em.


SuperUberGeek wrote:
Portable ram. Always have a portable ram. If you are playing a witch, and rolling stats and you have a 4 strength, you still need a portable ram. This goes for each member of the party. Just because the 22 strength orc barbarian has one does not mean that you can do you out. You need a portable ram.

Would a wand of summon nature's ally work? I know it doesn't specifically mention a ram, but surely a ram would be on par with a pony. Also would a portable ewe work if you cannot get a ram? Oh wait, you mean a battering ram not a sheep ram. Hmm, never though of ram tempura, I wonder if that would work - if it did you would have a sheep type ram which is also a battering ram.

after years of experience I have discovered that the most important piece of dungeoneering equipment is a cart. When GMs decide that the monsters loot is going to spent of armor and weapons for them it makes it much easier to get your loot home if you bring a cart to the dungeon. When a party member fails fort saves versus cockatrice bites, having a cart parked at the dungeon entrance makes it possible to get them to a cleric who is high enough to cure them (also useful for near TPKs when the rogue has to bring a party of corpses to town for resurrection). When the idiot playing the drunken master monk is told that his 50 gallon barrel of beer is too heavy for him to carry to the dungeon (of course he doesn't have a mount himself because he took a vow of poverty), it can go on the back of your cart. Some people swear by bags of holding, but a cart won't tear and spills its contents into another dimension.


Depends on GM. Some dont make you do things like cook, catch food, drink water, etc. If yours does, water, food, flint/steel.

Masterwork backpack until Handy Haversack.

Always bring a Haversack. Always.

1 Dagger, 1 Rope (Silken then Spider when you can afford), 5 days rations, 1 Tent, 1 Bedroll, 1 Blanket, 2 Explorers Outfit, Chalk, 2 Spools of String, 1 Pouch of Adventuring Powder (or flour), 1 Potion of Cure Light Wounds, 1 Lamp, 1 Pint of Lamp Oil (many uses besides as fuel for lamp), 1 Vial of Alchemists Fire (also useful with lamp oil), Spell Component Pouch, Wand of Cure Light Wounds, 1 Journal, 1 Pen, and 1 Vial of Ink so you can make notes, draw maps, or build a bestiary.


For my characters, apart from the many suggestions above, I usually equipe them with a bag of flour to detect invisible people, and a crowbar or portable ram.


See. Portable ram.


lalallaalal wrote:
Since you rarely play with the same characters every scenario, what is the must have equipment? I'm not asking about weapons or armor necessarily but rather about mundane equipment or minor magic items that are useful if you're group is lacking in a certain area.

A slave.

A slave is normally only 50 to 75 gp, but half that for an old one.

An old lady to follow me around, carry my stuff, and cook my meals? That's worth 25 gp even at first level. And I feel quite safe even with only two day's rations.

(More seriously, I have seen the 75 gp price used as the "fair price" for a necromancer-to-be who wanted to start with a minion controlled by the Command Undead feat.)

Shadow Lodge

Since this started on a PFS thread - the below is for PFS play only, really:

I notice no one yet mentioned a Wayfinder. Now, some people will say that it's not a useful item, but playing with a 4-star GM today on the Cyphermage Dilema, we hit a point where we realized that none of us had anything to ID our characters as Pathfinders at a mission-critical moment where having such would have saved us a bit of a headache.

Being able to have an Ioun stone without having it whizzing around your head is nice, so is the nearly-unlimited-light-source... and it's half price (250gp) for Pathfinder PCs.

So, that's on my "take with me" list, as well as many of the things above.

In general?

A Cestus. Cestus can be worn with just about anything and helps you not be unarmed if you get otherwise disarmed.

Good thread, by the by!

Grand Lodge

Dull Grey Ioun stone.

Shovel.

Durable Adamantine Arrow.

Flint and Steel.

Rope.

Grappling hook.

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