
Phntm888 |
Various survival tools (Flint and Steel, rations, waterskin, etc.). Don't forget the signal whistle for if you get ambushed while the rest of the party is fighting the foes in front of you. It may not seem important, but a good Wizard is prepared for every occasion. You could also pick up a Level 1 Wand of Magic Missile or another Level 1 spell, as that would give you attack options besides scrolls and limited spells.
Edit: Typos.

Duncan7291 |

There is a Wizard's Kit in the Ultimate Equipment (I think) that has most of the mundane items you need. Depending on where you are adventuring I would consider: cold weather gear (outfit/shoes), hot weather gear, antiplague/antivenom, alchemist fire, map, wayfinder, some cheap cracked ioun stones (if allowed by GM and have money left over), sling and a dagger. (Also if allowed and depending on party makeup, a wand of cure light wounds.)

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Definitely get a wizard's kit and a crossbow and scribe a few copies of your favorite spells. At 750 GP, a wand would take up a lot of your current GP, but might be a good solution if you have long adventuring days. Alternately, saving up for a Cloak of Resistance +1 wouldn't be a bad idea. If you have any GP left, grabbing a few vials of Acid/Holy Water/Alchemist's Fire or some Tanglefoot Bags might be a good idea.
Oh, though if you're small or in an outdoor campaign, buying a mount and throwing skill ranks into Ride and Handle Animal makes you much more mobile (and therefore less vulnerable). At higher levels store-bought mounts die to a strong breeze, but at low levels they're pretty sturdy.

Guardianlord |

SO far a lot of good advice that I agree with. The wizard kit is a good start.
Masterwork backpack 50gp to increase your carrying strength by 1 (I assume your score is low and so you can easily become encumbered), a haramaki +1 ac 3gp this counts as clothing for the purpose of casting spells and proficiencies, helpful for a low AC wizard before mage armor can be cast in surprise rounds. Rope, because everyone needs rope. Clubs/quarterstaff are free simple weapons that you can abandon (or throw) once you get your magic up, also a dagger 2gp so you can cut rope =P. Crossbows are nice at the beginning, but they are quickly dropped by wizards once they have their wands. Spring loaded wrist sheath for fast wand/dagger drawing in battle (no need for quickdraw), not sure if it might work with alchemists fire as well.
Cheap cracked ioun stone to cast light on (need your hands free as a wizard), another choice is an ioun torch 75gp, expensive but useful. I like the idea of a riding dog trained as a pack animal even if you are a medium it can hold your loot, good for the first few levels until you can train your fighter and permanency ant haul.
Parchment and ink and quill for writing scrolls, and a blank book so you can "write down important information", handy. Spare spellbook, waterproof bag (for book and scrolls etc).
I would also recommend saving up for a concealing pocket (to hide your spellbook in), and a snapleaf (instant action featherfall and invisible on one consumable).
Some unusual items might be silver dagger (22gp?) or cold iron dagger (4gp?), also iron spikes/pitons which have many uses (until you have all the spells) these can also be made of special materials cheap. Also flour for revealing invisible enemies (you reveal, fighter smashes).

Shaun |

I normally don't go out for the wizard kits unless the GM specifically tells us we're going to be doing a lot of camping. For urban adventures save the gold for inns. Additionally, traditional light sources get heavy fast and you should be able to cast light as needed. Rope is also heavy and pretty much only one or two people need to carry any at all. Finally, I don't tend to go out for crossbows. I will take a school power that allows a ranged attack and/or take Acid Splash or Ray of Frost. It's true these do less damage than the crossbow, but the fact that your attack bonus is 0 and your DEX mod is probably fair at best, means hitting touch AC is way more consistent. Also, you can shoot and move instead of having to reload, meaning you can get out of the way easier if the enemies come after you.
For gear that I like: Backpacks, belt pouches, bandoliers and scroll cases. You can never have enough storage space. One or two wrist sheathes. A tiny cage for your familiar for times when he needs to be safer. For weapons, I like the staff because it's free and does good damage if you must melee. A longspear if you actively want to melee. A dagger is good for utility and a last ditch weapon. Tanglefoot bags are great becasue once again, you can hit touch AC and trapping an enemy in place can be huge. Alchemist's fire is so-so given what you can do with magic. I always have a journal with pen and ink to make my note-taking less meta-gamey.
I would spend that very generous starting gold on a large number of scrolls and possibly a wand of magic missile, if you can afford it. Wizards can basically buy their spells, so with such a large sum of starting gold, you should be able to have a pretty full spellbook pretty quickly. Potions are also great for spells you can't cast, but scrolls are always better when possible for a wizard.

Smallberries |
Depending on how your GM spreads out the encounters, a wand of mage armor can be a good idea. That is, if encounters follow each other relatively quickly (ten or twenty in-game minutes between fights), each one-hour-duration casting could see you through two or three of them. That's pretty good value.
On the other hand, if the encounters are spread out - one fight, then wander around for a couple hours, then fight again, it's less useful. Still might be a good choice, as it opens up a spell slot for a more effective offensive or utility spell.

Gregory Connolly |

A flask of acid or a vial of liquid ice used as a alchemical power component (focus) with Acid Splash or Ray of Frost respectively can add +1 damage which is enough to change the math to cantrip > crossbow. The details are from Adventurer's Armory pages 26-27 so if none of you have that supplement it might not be legal in your particular game.

David knott 242 |

An Armored Kilt and a Haramaki both give you an armor bonus to AC. That is, the type of bonus is "armor". Since the two share the same bonus type, they don't stack.
You can still wear both if you want, but you'll only get +1 out of it, not +2.
Not correct. According to Adventurer's Armory, wearing an armored kilt with light or medium armor increases the armor bonus from your actual armor by +1 at the cost of that armor being treated as the next heavier category. So a wizard wearing a haramaki and an armored kilt would indeed get a +2 bonus to AC -- at a cost of being slowed down a bit for wearing what is effectively medium armor.

Guardianlord |

Could a wizard wear a haramaki and an armored kilt for a 2ac set of med armor with 0% spell failure and 0 check penalty? Or is there some other limitation i'm missing?
If an armored kilt would work with a haramki, then both would become medium armor (technically). It seems to me they would not go together as a Haramaki (and silken ceremonial) are not armor but AC clothing (and as such can be worn under armor or donned as quickly as clothes) an armored kilt only works with armor.
Special materials might affect the AC, but the cost and weight increase is prohibitive for wizards.
bfobar |
I would get a mount (wilderness) or a hireling lvl 1 warrior (urban) to carry my stuff and hide behind.
An extra spell book and component pouch might be nice.
A wand of Cure Light Wounds
Alchemy items for power components or lobbing at the bad guys. You can never have enough at low levels.
Kits are great. I recommend having a look at the Chronicler's, Dungeoneering, Grooming, and mapmaker's, and shaving kits just off the top of my head. Healer's and Chiurgen's kits are nice if you don't have a cleric type handy.
Also you could try to be frugal and exchange most of your cash for platinum pieces and sew it into your underwear and try to save up for a handy haversack ASAP.