Adventuring checklist - what do you bring?


Advice


What kind of things would you consider good practice to carry for any character (at mid-levels).

Off the top of my head my list for a prepared adventurer would look something like this:

Pathfinder's kit (covers food & water)
2x 50 feet of rope
3x sunrod (if no darkvision)
potion of see invisibility
potion of water breathing
potion of fly
scroll of protection from energy
2x potion of cure serious wounds
wand of cure light wounds

granted, not everyone will be able to activate the scroll or wand, but we're assuming that you are traveling with companions that can do that for you (they're both common spells).

Does anyone know of a checklist like that out there?

What else do people consider adventuring staples?


Bananas. That is all.


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A combat trained tiger from level 2 to 6. 500 gold. Oh, and a saddle.


10 ft pole
Chalk, both powdered in a bag and a few sticks
holy water
acid
alchemist fire
grooming kit (stay fresh and it has a small mirror)
handy haversack

scrolls of lesser restoration are handy
a potion of spider climb is a cheaper way to get up a wall than flying


Always bring a towel... nothing else


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Decanter of Endless Water
Robe of Endless Twine
Traveler's Any-Tool

Grand Lodge

1 Skill Monkey
1 Healbot
1 Engine of Arcane Destruction
1 trained stick swinger/thrower


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11' pole. They can take some damage and still serve as a 10' pole. And you REALLY can't adventure without a 10' pole. That's just suicidal talk.


Um the party wizard?

Grand Lodge

A grappling hook/arrow. Climbing things doesn't have to be hard.


Thanks for the replies everyone! I thought the pathfinder's kit included a grappling hook. Oops.

I was thinking a lvl 7 with about 25k gold total, so I think the decanter of endless water is over budget, but the any-tool and robe of twine are pretty cool.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Sorry about that. I was thinking "insanely useful" more than "cost."


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I tend to like using non magic solutions, and I have been accused of being kinda primitive in my thinking, but I always have in the group

Pick axe
Shovel
Crowbar
Sledge hammer
Woodsmans axe
Carpentry tools
Chisel
Pitons
Ton of rope
Grapnel hook
Couple 10 foot poles
Chalk
Writing supplies
A few yards of canvas
Torches, oil, tinder
A couple of bundles of firewood
Haversack to lug it all, or a mule


Count Coltello wrote:
Always bring a towel... nothing else

Don't forget to bring a towel!


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Handy Haversack Super Pack


War elephant

Shadow Lodge

I usually try to bring along 3 or more other adventurers.


Nobody has mentioned it yet, but I'm pretty sure see invisibility isn't a valid choice for a potion.


I always try to buy several miscellaneous kits that fit the theme or fluff of the character such as grooming or counterfeiting kits. Those save me a bunch of trouble scrolling through every mundane item.

But then again I usually scroll through anyway just to make sure there's nothing I've missed...


Some Random Dood wrote:
Nobody has mentioned it yet, but I'm pretty sure see invisibility isn't a valid choice for a potion.

Huh, good point. Any thoughts on other good general usage items to defeat invisibility? Dust of appearance is good, but almost 2k per use!


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A large sack of flour or paint should work fine. If nothing else, the paint should leave footprints.


Sonic Screwdriver
Bag of Jelly Babies
Hat
Scarf
Coat with several pockets
500 year diary


Masterwork tools for any skills you are using lots of.

Ranged weapons.

Alchemists fire and holy water.


Why can't you have a Potion of See Invisibility?


fresh batteries and a change of underwear


EsperMagic wrote:
Handy Haversack Super Pack

Well that is just brilliant.


MatthewN wrote:
Why can't you have a Potion of See Invisibility?

See invisibility has a target of you. It needs to have a target of creature or object. That is why you can have a potion of mage armor, but can't have a potion of shield.

You need a scroll and ranks in UMD.

Shadow Lodge

Steel sphere with holes drilled into the center of the sphere. The holes should cover one half of the sphere and be an 8th inch in diameter. The opposite side of the sphere should be slightly flattened so the sphere doesnt roll away from where you place. The center of the sphere where all the holes meet should be hollowed out a little. The sphere should be 3-4 inches in radius.

Now melt 14 cu ft of lead and get boiling real good. Then get the wizard of the part to cast Shrink Item of the boiling lead, turn it into cloth and stuff the cloth into the center of the steel sphere.

Place the sphere where needed back to a safe distance, have the wizard shout the command word to turn the cloth back to its normal form (14 cu ft of boiling lead) and ta da a big distacting thing.

No adventuring group should be without one.

Of course this could just be failed experiment.


vip00 wrote:

What kind of things would you consider good practice to carry for any character (at mid-levels).

Off the top of my head my list for a prepared adventurer would look something like this:

Pathfinder's kit (covers food & water)
2x 50 feet of rope
3x sunrod (if no darkvision)
potion of see invisibility
potion of water breathing
potion of fly
scroll of protection from energy
2x potion of cure serious wounds
wand of cure light wounds

granted, not everyone will be able to activate the scroll or wand, but we're assuming that you are traveling with companions that can do that for you (they're both common spells).

Does anyone know of a checklist like that out there?

What else do people consider adventuring staples?

Except for, maybe, the sunrods none of my PCs has ever had any of those with him. Why would every one in a party carry around 100ft of rope? In a party of 4 that's 400ft rope. For what?

What my PCs carry around mostly is their class kit, a grooming kit and/or a shaving kit, some potions of CLW and, once it's affordable, an everburning torch.


For descending into a 400' deep chasm?

Liberty's Edge

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Antiplaque
Antitoxin
Bladeguard
Holy Water
Alchemist's Fire

Potion: Remove Fear
Potion: Remove Paralysis
Potion: Lesser Restoration
Potion: Remove Blindness


EsperMagic wrote:
Handy Haversack Super Pack

That is awesome!


Sissyl wrote:
For descending into a 400' deep chasm?

How often do you do that?

The only time I have seen something done in an RPG (without just flying/teleporting) was with only a 100ft rope and it had to be done in shorter trips with the last one taking the rope down with him.


Well, it isn't common, I'll give you that. Still, the adventurers don't usually choose which situations they'll be facing. How often do you need a potion of water breathing?


For martial minded characters:

A cold iron war hammer
A silver longsword/scimitar
An adamantine pick

So to cover all three damage types, all three special materials, and a x4 crit weapon for CDG'ing.


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Pathfinder Adventure Path Subscriber

I strongly recommend you refer to this thread which refers another thread:

http://paizo.com/threads/rzs2lf1m?Painlords-What-to-Expect-at-a-PFS-Table

:)

But I'll throw in a few random things.

If you have the cash.
Anti-toxin.
Anti-plague.
Potion of Lesser Restoration.
Oil of Daylight.
Ghost Blanched ammo.
Silvered weapon.
Cold iron weapon.
Alchemists' Fire or Torches/Flint&Steel if on a budget. Trust me you want some way of making regular fire.
Rope, knotted.
Grappling hook.


A bag of 200 marbles.

Throw it down on a hard surface and watch the baddies skate.

Good for some cheap debuffs & reflex saves.

It's helped me get away from from some nasties several times ;)


Jacob Saltband wrote:

Steel sphere with holes drilled into the center of the sphere. The holes should cover one half of the sphere and be an 8th inch in diameter. The opposite side of the sphere should be slightly flattened so the sphere doesnt roll away from where you place. The center of the sphere where all the holes meet should be hollowed out a little. The sphere should be 3-4 inches in radius.

Now melt 14 cu ft of lead and get boiling real good. Then get the wizard of the part to cast Shrink Item of the boiling lead, turn it into cloth and stuff the cloth into the center of the steel sphere.

Place the sphere where needed back to a safe distance, have the wizard shout the command word to turn the cloth back to its normal form (14 cu ft of boiling lead) and ta da a big distacting thing.

No adventuring group should be without one.

Of course this could just be failed experiment.

There HAS to be a Jack Handey quote about that ..... ;)


1. Large anvil
2. Bubblegum
3. Cell phone
4. Book of yodeling.


At 10+ level I always carry -

one forty-five caliber automatic
two boxes of ammunition
four days' concentrated emergency rations
one drug issue containing antibiotics, morphine, vitamin pills, pep pills, sleeping pills, tranquilizer pills
one miniature combination Russian phrase book and Bible
one hundred dollars in rubles
one hundred dollars in gold
nine packs of chewing gum
one issue of prophylactics
three lipsticks
three pair of nylon stockings

If I have room and the cash, I also bring along some Dominican cigars, a Macedonian phalanx and an Etruscan haruspex.

Sczarni

williamoak wrote:
Bananas. That is all.

+1 for a Dr. Who reference.

For everyone:
5x Anti-plague
5x Anti-venom
2x Potion of Restoration, Lesser
Mirror - good for looking around corners, under doors etc.
Fishhooks - finding food when you don't want to carry 50 lbs worth just got easier.
String or twine - for bells, or fishhooks
Bells - put on string or twine, and run a line around your camp. cheap alarm.
Soap - Sometimes it is nice not to stink.
Waterproof bags - put everything from your pack in these, then put these inside your pack.
Backpack
Tent
Bedroll
Masterwork Tools - what ever your main skills are.
Chalk - Weight is -, and you can mark up your dungeon so you have an easier time getting back out.
Charcoal Sticks - Much like chalk, but work really well for making rubbings of anything.
Rice Paper - Super cheap and you will need something to do your charcoal stick rubbings onto.
Journal - Absolve yourself of Int. Checks to remember tiny details needed later on. Write them down.
Inkpen - So you have a tool with which to make notes in your journal.
Ink - An Inkpen is about useless without the Ink part. . .
Scroll Box - nice waterproof holder for ink, ink pen, rice paper, and journal. Nothing sucks as much as falling into some water and losing all those carefully drafted notes!

For everyone, especially ranged:
5x ghost salts
5x adamantine weapon blanch
5x alchemical silver weapon blanch
5x cold iron weapon blanch

For everyone without Low-light vision or Darkvision:
3x sunrod

For everyone with Low-light vision:
3x moonrod

For Wizards:
2x spare spell books, place them in DIFFERENT safe places.

For Clerics:
Get a tattoo of your holy symbol. Harder to steal!


I bring the same thing to all my adventures.

My IMAGINATION

/rainbows

Scarab Sages

I can't believe noonne has linked Ashiel's guide to Adventure Preperation yet.


Choon wrote:
I can't believe noonne has linked Ashiel's guide to Adventure Preperation yet.

Thanks for this one! Lots of good stuff in that one. Some of the advice would never cut the mustard with our DM (like buying summoner-created wands of haste... good luck!), but it looks like a good resource nevertheless.

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