
Sagas |
Hi,
Is the fixed starting gold of 150 correct? I realize the rule is very explicit, but it seems drastically out of line with the randomized starting gold for classes. It puts a damper on gear based melee classes, reducing their lvl 1 power and excluding chainmail as starting item. For others (monks especially) it is 5 times increase on their average starting gold.
What's the rationale for this combo nerf/buff? I haven't seen any discussion of this topic. Something like 'All classes get their average starting gold' seems better both thematically for the classes and in line with fixing start conditions for Society play.
Thanks,
-Sagas

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It's to make things simpler. As for martial classes, you get a ton of gold in Society play, so I wouldn't sweat not having chain mail at first level.
Actually, fighters and barbarians that I make save as much as possible, or use most of it to buy potions. Grab some hide armour, a club, a longspear and a sling, and you're probably good for your first mission, on top of being able to afford a potion of cure light wounds.

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Rich parents is not legal unfortunately. You can rebuild your character unlimited times while you are level 1 before playing as a level 2 character. When you rebuild, you can use any chronicle sheets you possess for the rebuild, therefore it is possible to rebuild a character that has 3 chronicle sheets as if they started out with full plate mail.

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No, crafting isn't allowed in PFS. As for how much gold you have by 3rd level, it varies based on what scenarios you play and at what tier, but I think a fairly average estimate would be roughly 3000 gp by 3rd level. Could be a bit higher.
Some crafting is legal actually.
Per the (current) Guild Guide:
Ranks assigned to Craft skills are used only to perform Day Job checks, not to craft mundane items, with the following exceptions.
• Alchemists can use Craft (alchemy).
• Gunslingers can use Craft (gunsmithing).
• Investigators can use Craft (alchemy).

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Many of these questions are answered in the Pathfinder Society Roleplaying Guild Guide. Please read it, even before building a character. You really need to if you intend to play in the campaign. Its as important as reading the Pathfinder Core Rulebook

Pax Miles |
Hi,
Is the fixed starting gold of 150 correct? I realize the rule is very explicit, but it seems drastically out of line with the randomized starting gold for classes. It puts a damper on gear based melee classes, reducing their lvl 1 power and excluding chainmail as starting item. For others (monks especially) it is 5 times increase on their average starting gold.
What's the rationale for this combo nerf/buff? I haven't seen any discussion of this topic. Something like 'All classes get their average starting gold' seems better both thematically for the classes and in line with fixing start conditions for Society play.
Thanks,
-Sagas
Technically, it's 150gp AND one outfit valued at 10gp or less. The free outfit is explained in the CRB on page 161, under the title "Clothing." Haven't read anything in the PFS guide that suggests we don't get clothing.
I don't think you can sell the free outfit, but it does mean that new players don't need to worry about Cold Weather Outfits taxing their new characters if the their first mission is a cold climate.
Regarding Starting Gold, definitely easier to have a fixed value. Easier to balance things. I defintely prefer 150 starting gold over rolling randomly. A fighter can start with only 50gp if they roll very badly (Yahtzee!).
As for starting gear, 150gp is usually plenty for a 1st level character. If the fighter wants amazing AC, they can take a tower shield and Scale mail for an impressive +9 to their AC. That's an 21 AC with just a 14 dex on a medium creature. Only costs 80 gp, leaving them plenty for adequate gear.
And, as an aside, in PFS, rope probably comes up more than actual armor. Don't spend everything on AC or in weapons, save some money for adventuring gear. It really helps.