Slayer's Kit and useful prepared kits in PFS.


Pathfinder Society

Grand Lodge 4/5

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So last night in Voice in the Void a properly prepared pregen saved my party from a nightmarish TPK. It was incredibly embarassing. I was deeply ashamed. So this morning, I had to write up a kit that would ensure that Kyra never has to save me again.

Slayer's Kit
MELEE:
Alchemical Silver Heavy Mace (102gp) 8lb. (for beating lycanthropes)
Cold Iron Heavy Mace (24gp) 8lb. (for beating fey, demons and devils)
Masterwork Manacles (50gp) 2lb (to lock up creatures you're not able to kill. Usually for plot reasons)
OR RANGED:
40 Cold Iron Arrows (4gp) 6lb.
40 Alchemical Silver Arrows (6gp) 6lb.
AND
4 Weapon Blanch, Adamantine (400gp) 2lb. (for beating rock monsters and golems)
3 Oils of Magic Weapon (75gp) 3lb. (for beating just about everything after level 5)
3 Oils of Align Weapon Good (75gp) 3lb. (for beating powerful evil outsiders)
3 Flasks of Holy Water (75gp) 3lb. (for beating ghosts and haunts)
3 Flasks of Alchemists Fire (60gp) 3lb. (for beating swarms)
3 Flasks of Alkali (45gp) 3lb. (for beating swarms immune to fire, yes this can happen)
2 Bandoliers (1gp) (16 slots) (to carry all this stuff and take out as a retrieved object)

Melee Kit: 907 gp. 35 lb.
Ranged Kit: 741 gp. 29 lb.

Some notes:
-I chose heavy mace as it's simple and just about everyone can use them. I haven't experienced too many slashing DR creatures at higher tiers, while I have encountered a lot of slashing and piercing resistant oozes. So there's room to customize there.
-While I haven't included them, Ghost Salts and the Golembane Scarab are wonderful items. They're just a bit too pricy for what I was aiming to do here.
-If you have a low strength character, this kit will almost certainly put you into a medium load. I suggest adding a Handy Haversack or Bag of Holding too, though keeping the equipped bandoliers on your person.

I hope you find this useful. Personally, I'm going to pack one on any character post level 5 from hereonin, because with the Worldwound, things are only going to get tougher.

Have you written up any useful kits? I'm particularly interested in kits that can shore up low skillpoint characters. Can you share them with us?

3/5

I would swap acid for alkali flasks.

I would suggest an addy weapon as well.

Grand Lodge 4/5

Ooh good call on the Alkali flasks. I'll edit that in.
If you don't have a +1 or greater weapon you are probably doing adventuring wrong...

Liberty's Edge 2/5 *

I would suggest employing a large fighter/Barbarian/Paladin in the party with a big 2 handed sword/ Axe/other to blow through those pesky DR's. You must need more burly melee types over in Melbourne, Andrei :)

Grand Lodge 4/5

Matthew: They all got eaten alive by diminutive insects.

3/5

Andrei Buters wrote:

Ooh good call on the Alkali flasks. I'll edit that in.

If you don't have a +1 or greater weapon you are probably doing adventuring wrong...

Hey I have 2 characters without any weapons...

Dark Archive 4/5

Get them to buy swarmbane clasps and then power attack those swarms :)

Grand Lodge 4/5

Finlanderboy wrote:


Hey I have 2 characters without any weapons...

In the latest gazetteer of the Grand Council of Absalom's criminal code, it has been rectified that a Gnomish Colour Spray is indeed a deadly weapon.

3/5

Andrei Buters wrote:
Finlanderboy wrote:


Hey I have 2 characters without any weapons...
In the latest gazetteer of the Grand Council of Absalom's criminal code, it has been rectified that a Gnomish Colour Spray is indeed a deadly weapon.

Ok one armed to the teeth, and well I would guess my blaster wizzard with a wand of MM is to then.

Grand Lodge 4/5

Finlanderboy wrote:
Andrei Buters wrote:
Finlanderboy wrote:


Hey I have 2 characters without any weapons...
In the latest gazetteer of the Grand Council of Absalom's criminal code, it has been rectified that a Gnomish Colour Spray is indeed a deadly weapon.
Ok one armed to the teeth, and well I would guess my blaster wizzard with a wand of MM is to then.

A wand of MM is definitely a weapon. May not be able to threaten with it, or take AoOs, but it still can pile on that damage when nothing else can.

Oddly enough, it looks like my new Wizard won't need that wand to be ugly right out of the box. Thassilonian Specialist - Evocation, with 8 Force Missiles, plus the 2 extra Evocation spells, and 3 other first level spell slots.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Andrei Buters wrote:


Masterwork Manacles (50gp) 2lb (to lock up creatures you're not able to kill. Usually for plot reasons)

Common Misconception / Oversight.

non magical manacles do not do you any good by themselves. Unless you have the tools to weld them shut, you need locks.

Quote:

Most manacles have locks; add the cost of the lock you

want to the price of the manacles.

It is not clear if you need to pay the price for two locks, (one per wrist) or whether when you buy manacles, you get a two for one deal on locks. But either way, that is a minimum of 20 gp more. (and +1 lb)

Grand Lodge 4/5

And that's a topic for another thread. Most sane GMs will rule that Manacles have locks. Otherwise they would be labelled bracelets.

Sooo, anyone got any other kits? o_o

Dark Archive 2/5

Quote:

3 Oils of Magic Weapon (75gp) 3lb. (for beating just about everything after level 5)

3 Oils of Align Weapon Good (75gp) 3lb. (for beating powerful evil outsiders)

FYI: Oil of Magic Weapon is 50 gp each x3 = 150 gp.

Oil of Align Weapon is 300 gp each x3 = 900 gp
I would recommend Oil of Bless Weapon at 50 gp each instead.

I agree with the maces though. And with silver, you don't get the -1 to dmg! Yah!

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

*shrug* your funeral. By the book, manacles do not come with locks. That's why they don't list a disable device DC, and why the book says you need to buy a lock if you want one.

Looking back at historical manacles, it looks like they were designed to use just one lock, not two like modern cuffs. So I guess it makes sense that you only need one. Or you need someone with a portable forge and craft skills.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Also, while you are at it, you may want to throw in a set of small sized manacles as well, since manacles are only useful on one size of creature. (again, unless they are magical.)

Shadow Lodge

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Andrei Buters wrote:

Slayer's Kit

MELEE:
Alchemical Silver Heavy Mace (102gp) 8lb. (for beating lycanthropes)
Cold Iron Heavy Mace (24gp) 8lb. (for beating fey, demons and devils)

Sadly, there is no good reason to use Heavy Maces: Morning Stars are slightly cheaper, slightly lighter, and have the same combat statistics with the added bonus of doing Piecing damage as well as Bludgeoning (okay, not a 'big' bonus, but you never know...)

Personally, I used Warhammers for this purpose, but I have martial weapon proficiency and felt they would be a more 'musical' coup de grace choice.

Lame Beatles Reference:

Bang! Bang! Taja's Silver Hammer came down on his head.
Bang! Bang! Taja's Silver Hammer made sure he was dead.

Unfortunately, I got enough cash for a Silversheen Greatsword before I got a chance to sing...

Andrei Buters wrote:

OR RANGED:

40 Cold Iron Arrows (4gp) 6lb.
40 Alchemical Silver Arrows (6gp) 6lb.

I believe the 'Norm' is to use Silver Weapon Blanch rather than Alchemical Silver Arrows: It's cheaper (I believe the +2 GP cost is per arrow, not per stack, so 40 silver arrows would be 82 gp, versus 22 gp for normal arrows plus the 4 blanches you would need) and more importantly, it avoids the -1 damage penalty. Even better, you can use the blanch on Cold Iron arrows in case you run into a werewolf demon...

Andrei Buters wrote:

4 Weapon Blanch, Adamantine (400gp) 2lb. (for beating rock monsters and golems)

3 Oils of Magic Weapon (75gp) 3lb. (for beating just about everything after level 5)
3 Oils of Align Weapon Good (75gp) 3lb. (for beating powerful evil outsiders)

Adamantine blanches are a good deal for archers, but melee might have better places to spend 400 gold (Blanches are only good for one hit and can't really be applied in combat, so you either need to know you will need this in your next fight or get another handful of backup weapons, pre-apply the blanches, and only use the weapons when you need them (and even then, you need to drop it as soon as you land a hit and draw the next one). These just seem really expensive, highly situational, and rather awkward to use.

Oils of Magic Weapon are iffy, but mainly because you should have a magic weapon by level 5. Of course, they might be handy if you are forced to use a backup weapon. I do believe these oils should be 50 gp each x 3 oils = 150gp total cost.

Oils of Alignment should be (spell level 2 x caster level 3 x 50gp) 300 gp each: A cheaper option would be 'Oil of Bless Weapon' for 50 gp each.

Grand Lodge 4/5

Taja - Thanks for picking up the Align/Bless Weapon disparity. The Paladin spell is definitely the one to go with. Align Weapon sucks in comparison. Spell Link.

This is a good point about the ammunition. The adamantine entry specifically notes 'per missile' but silver and cold iron do not.

The point about morningstars is good, but I specifically selected a bludgeoning weapon as there are many ooze enemies that reproduce as soon as you hit them with piercing damage. You really don't want that happening in the middle of combat.

Blanch does work out better for ammunition, but it also raises some GM questions about when you pre-prepared the items. If they are in your quiver ready to go, it saves your rounds and stops the GM from asking prickly questions.

The oils are there for you to use on your mundane special material weapons (eg to bypass silver AND magic DR). They are not there to be used for every fight.

Hope this helps.

Flite: I really want to see a scenario where not packing small masterwork manacles with an expert lock results in a TPK. That sounds awesome.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

It occurs to me it would be awesome to have a scenario where the PCs are sent out to arrest a human, who turns out to be an enlarged halfling. The enlarge spell wears off and he slips out of the manacles...

Truely hilarious would be a mission where success hinged on the party having a set of *tiny* manacles (which are ridiculously expensive.) or worse, fine manacles.

Back on topic, my kit is perhaps a bit excessive, and probably will only get more so.

Pack Gecko: (Because it helps to have a pack mule that can follow you anywhere.)

Collapsible Plank: Because you never know.
Battering ram: Nothing says "What Strength check?" like giving the barbarian +4 to his strength check.
Ghast Retch Flask: Because Nausea is fun when it happens to other people
Vials of Marker Dye + Glowing Ink: The enemy wants to fight in darkness? Fine, you can use your oil of daylight at 750 gp a pop, or I can hit him and everyone in a splash radius around him for 20 gp with ink that glows in the effect of a darkness spell.
Campfire Bead: Don't have one yet, but I have seen it used to great effect as a target for pyrotechnics.
Chalk
Charcoal
Earplugs
Vermin Repelent
Smoked Goggles
Smelling Salts
Air Crystals
Rope
String
Thread
Fishhooks
Candle
Bell
Assorted other stuff

I actually ditched the manacles back at first level, because I needed the money for some other stuff, but probably starting about 4-5, they will get added back to the hoard. At that part gag and blindfold will be added as well as soon as I can figure out how to get them pfs legal.

grappling bolt

Weapon Wise:
10 Cold Iron Silver Blanched bolts
10 Cold Iron Adamantine Blanched bolts
need: 10 Cold Iron Ghost Salt Blanched bolts
10 normal bolts

Arcane Strike (so no oil of magic weapon)
Alchemist Fire (lots)
Alkali Flask (lots)

Lots of bombs.

smoke pellets (why not, they are cheap)

As soon as I get my Alchemy Check to +15, there is going to be a hybridization funnel in there as well, and there will be a bunch of duel damage flasks floating around my pack.

Shadow Lodge 4/5

Andrei Buters wrote:
If you don't have a +1 or greater weapon you are probably doing adventuring wrong...

2000gp for a +1 to damage? Bah! I usually don't buy a magic weapon until I can afford a +2. If I come up against something with DR/magic I either power through it, or apply an oil of magic weapon.

Silver Crusade 2/5

I am with you in alchemical silver cost in book you can see +2 ammunition cost, not +2 for every piece of ammunition. If one weapon costs +20, 20 arrows or bolts covering with alchemical silver the arrowheads don't spends so much alchemycal silver as a longsword or similar weapon.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Added benefit to glowing marker dye. It is a splash weapon light source. That means if you know what square an invisible target is in, you can hit the corner of that square. The target is now automaticaly (no saving throw) covered in a light source. Light sources cannot be made invisible. So as long as you are in dim light or lower, your opponent is now visible.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

2 people marked this as a favorite.
Andrei Buters wrote:
I had to write up a kit that would ensure that Kyra never has to save me again.

Is it weird that lately I've kind of had an urge to make Kyra as a PC and roleplay her as remembering (and possibly being a tad bitter about) all her experiences as a pregen?

4/5

Andrei Buters wrote:


Blanch does work out better for ammunition, but it also raises some GM questions about when you pre-prepared the items. If they are in your quiver ready to go, it saves your rounds and stops the GM from asking prickly questions.

That's where the Inventory Tracking Sheet comes in handy! Buy the blanches and expend them in the same scenario, and then add "adamantine blanched arrows" as acquired in that scenario. Everything is nice and proper.

I would suggest buying nothing but cold iron and blunt arrows after your first adventure (or even from the beginning.) They're barely more expensive than normal arrows and they cover some DR. Then buy blanches for Silver and Adamantine to cover those DRs. 20 silver blanched and 20 adamantine blanched should be enough before you get your iterative and many shot, I wouldn't bump up to 40 (especially adamantine) until I was shooting 4+ arrows a round.

Also to add:
20 Blunt arrows for DR/Bludgeoning
5-10 Chakrams for DR/slashing (might as well make them cold iron.)

Grand Lodge 4/5

Not essential for immediate, but useful later on:

Wand of Abundant Ammunition (750 gp)
Ioun stone (vibrant purple prism, cracked) (2,000 gp)

Having someone who can cast Abundant Ammunition put it into the stone from the wand.

Let's you cast it yourself, even if you don't have a spell list.


Vampire slayer kits are better because you can sell the stuff in the kit for more than the kit costs to buy, therefore giving you infinite money to buy things

Grand Lodge 4/5 Pathfinder Society Campaign Coordinator

1 person marked this as a favorite.
CWheezy wrote:
Vampire slayer kits are better because you can sell the stuff in the kit for more than the kit costs to buy, therefore giving you infinite money to buy things

That is being fixed.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

I thought you couldn't sell kits piecemeal, I thought I read that somewhere.


Michael Brock wrote:


That is being fixed.

I am glad it got some attention! Probably will be fine if the stakes are not Masterwork or something

thanks mike!

Grand Lodge 4/5

CWheezy wrote:
Michael Brock wrote:


That is being fixed.
I am glad it got some attention! Probably will be fine if the stakes are not Masterwork or something

Maybe specify the stakes as ammunition, like shuriken.


That would be making something other than a wooden stake, since they are actually weapons listed

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