| RumpinRufus |
I'm looking to make a PFS character that is essentially the gear master - he always has the perfect tool for the job (or at least one that's good enough.) Any situation that calls for a certain piece of equipment, he should have it.
The clear choice seems to be a wizard with the Creation subschool of the Conjuration school, for the bespoke Create Gear ability. I'm thinking his first two feats will be Spell Focus (conjuration) and Augment Summoning to improve combat effectiveness (although I was tempted by the Fast Study -> Improvisation -> Improved Improvisation chain.)
Because he'll be gear-focused, I want to know, what types of equipment should he be carrying? Until I can afford a bag of holding I might focus on lightweight and multi-use gear, but eventually I want to cover almost any contingency. Which gear, in your experience, comes in handy most often (besides the standards that every adventurer carries?)
| tifton |
TRAVELER’S ANY-TOOL 250 GP Ultimate equipment page 323.
hands down the MacGyver swiss army knife of Pathfinders.
ALL TOOLS VEST 1,800 GP Ultimate equipment page 220.
To cover the tools you cant make with the travler's any-tool.
ROBE OF INFINITE TWINE 1,000 GP Ultimate equipment page 217.
all the rope and twine you will ever need.
| Mysterious Stranger |
A Handy Haversack is what you need as far as magic items. You also need a character that can use the tools or it does not do any good. I would suggest a Trapper Ranger. If I remember the show correctly he was always setting up traps. In the game the only way to do that is with the Trapper Archetype. Craft Traps requires weeks if not months for almost any kind of trap. Even with a Trapper Ranger the traps are usually pretty weak but that is the best way according to the rules.
You will also probably want the feat Breadth of Experience so you can use any professional skill untrained at a +2 bonus. This means you need to be a Dwarf, Elf or Gnome and at least 100 years old.
| tifton |
A Handy Haversack is what you need as far as magic items. You also need a character that can use the tools or it does not do any good. I would suggest a Trapper Ranger. If I remember the show correctly he was always setting up traps. In the game the only way to do that is with the Trapper Archetype. Craft Traps requires weeks if not months for almost any kind of trap. Even with a Trapper Ranger the traps are usually pretty weak but that is the best way according to the rules.
You will also probably want the feat Breadth of Experience so you can use any professional skill untrained at a +2 bonus. This means you need to be a Dwarf, Elf or Gnome and at least 100 years old.
Learn ranger trap feat you need 5 ranks survival. Any class can set traps at level 6 not the best but it works.
| SoulGambit0 |
Technically, you could get that one item that boosts crafts and lets you craft 2000gp worth of stuff in one hour. Then take it for Craft (Traps). IIRC, there's also that one item that lets you just magically spawn a low-CR trap.
Marvelous Pigments are hilarious for this reason also.
If you go alchemist, get delayed bomb and that line of feats that makes it not suck. Instead of RPing it as setting explosives, RP it as using whatever is on-hand.
As an alternative to Alchemist, getting access to Fabricate (which Alchemists painfully don't have--one of my pet peeves) and other transmutation effects might be up your alley. Using UMD to get it can work too.