Help spending 3,000gp on non-magic items


Advice

The Exchange

I am getting ready to start playing in a campaign where we are 5th level with 5,000gp in starting gold with the caveat that it cannot be spent on any permanent magic items and any scrolls or potions must be less than 2,000gp. After the basics like Mwk. weapons and armor, I have about 3,000 gp left.

I am playing a Human Archer Inquisitor.

I could get a bunch of wands, potions, and scrolls but I am looking for some more unconventional ideas about what I could spend it on.

Thoughts?


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Grenades and alcohol. YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE-HAW!

The Exchange

Rynjin wrote:
Grenades and alcohol. YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE-HAW!

Love it. No gunpowder, but definitely will grab some alchemical throwables.


Wait, really? That's a bummer.

I had one Monk (a Drunken Master) who always wore two bandoliers, one full of assorted alcoholic beverages (mostly whiskey) and one full of Fuse Grenades.

You don't know what you're missing out on, man.


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This is when I would build my dream War-Wagon!
A Carriage (100gp) with some heavy combat-trained horses (300gp ea.) and a masterwork heavy repeating crossbow or two mounted to the roof (700gp ea.) and you can travel from town to town in STYLE and SAFETY!

Left over coin can be spent on surplus bolts if you anticipate trouble, caltrops if you anticipate speedy pursuers you'd like to slow down, as well as alchemist fires for those passengers who'd like to get in on the action too. For 3sp/day you can even hire a trained driver if no one in your party can serve as a teamster!


Special Materials. Cold Iron Arrows, Adamantine Arrows, Silversheen (dont want the damage penalty for Alch Silver) Arrows, Maybe go into the crazy materials like Siccatite, Inubrix, or Horacalcum maybe look into the trick arrows from elves of golarion. (Also, get a +1 Holy Ghost Touch Undead Bane arrow, enchanting the arrow makes it one-time use item and it will be great if you ever fight some sorta boss zombie or something ^_^)


Not particularly unconventional, but you can't go wrong with an adamantine weapon.

Mithral medium armour (at 4K you'll need to re-jig some of your other stuff).

Tangleburn bags.

MW toolkits are always useful. Such as a fancy peacock feather plumed helm that grants +2 to intimidate checks to demoralise.

Spyglass.

A slew of alchemical items (not just the throwables, add in sovereign glue, impact foam, all the odd stuff) and a wagon and/or mule to carry them.

Grand Lodge

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Hookers and blow

I would have bought an adamantine and cold iron ammo/weapon personally.


Ammunition

Durable cold iron arrows
Durable mithral arrows
Durable adamantine arrows

+1 cold iron holy evil outsider bane axiomatic raining arrow
+1 mithral holy evil outsider bane raining anarchic arrow
+1 adamantine construct bane arrow
+1 seeking limning arrow - great if you can pinpoint an invisible enemy's square


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Pathfinder Adventure Path Subscriber

A tiger/other exotic animals or mounts
Hirelings/mercenaries
Fancy clothes
Disguises
False identification documents
Adamantine dagger (surprisingly good at cutting through doors, might be a bit expensive though)
Some of those weird holy symbols from ultimate equipment
a mirror
holy water
Smoke arrows
other special kinds of arrows
A house
Magnifying glass


Elephant, barding, howdah, ballista, prepaid salary for driver and reload crew.
I believe in travelling in style, and being able to haul off ALL of the loot.


Mw nets.

troll styptic
vermin repellent
Alchemical goodies.....


Dal Selpher wrote:

This is when I would build my dream War-Wagon!

A Carriage (100gp) with some heavy combat-trained horses (300gp ea.) and a masterwork heavy repeating crossbow or two mounted to the roof (700gp ea.) and you can travel from town to town in STYLE and SAFETY!

Left over coin can be spent on surplus bolts if you anticipate trouble, caltrops if you anticipate speedy pursuers you'd like to slow down, as well as alchemist fires for those passengers who'd like to get in on the action too. For 3sp/day you can even hire a trained driver if no one in your party can serve as a teamster!

*Claps*


Tanglefoot Arrow for 20gp. Great debuff.

Composite Longbow +N for [100+N*100] gp, where N is your str mod.

In addition to alchemical stuff, get masterwork equipment for those +2 Competence to your skills. Pathfinder books for Knowledge, disguise kits, healing kits, and so on.

/cevah


if you got access to it. a lot of goodies in alchemical manuel.


darkleaf cloth outfit (500 gp), darkleaf cloth masterwork backpack in a manly/fashionable rucksack variant (~600gp?), adventurer's sash, a varied supply of trail rations. Too bad about no magic items, a Goblet of Quenching's a mere 180 gp and let's you take care of the "fresh water" thing.

Reasoning for darkleaf cloth items: hardness 10, 10 hp/inch.

Dark Archive

This equipment load out seems really odd. Does the GM know about the wealth by level equipment chart on paper page 399 of the core rules? It says a 5th level PC.should.have approximately 10,500 gp of total gear. And why the limitations on magic items?


Raymond Lambert wrote:
This equipment load out seems really odd. Does the GM know about the wealth by level equipment chart on paper page 399 of the core rules? It says a 5th level PC.should.have approximately 10,500 gp of total gear. And why the limitations on magic items?

GM probably already has choice bits of magical items tucked away and is one of those that tells you stuff "as the story develops". *shrug*


Get some Cold Iron and Silver weapons. They'll come in very handy when you deal with Fey or possibly werewolves and they're pretty cheap too.


Clothes and shoes. And a wagon to carry your wardrobe in. (On a more serious note, maybe a few changes of clothes if you think you might need them. Including if part of your job is 'impersonate a nobleman' for some weird reason. And a wagon is a good idea anyway.)

If you're going to be mapping stuff, perhaps a chronicler's kit? Or if you like writing, the journal and pens and ink. (Which is why our party's journals for the Pathfinder Society are being written by the barbarian.)

Portable altar. For when you need to do holy stuff on the road.

Cards and dice. Preferably marked and/or loaded. Or not if you want to be honest. Or obviously so for fun.

Everburning torch.


poison pill ring and poisons

make sure you have every type of weapon damage for those encounters where one isn't effective.

Liquid blades can be useful if you need to pretend you don't have a weapon.

all sorts of kits and tools.

A shovel.


Tangle burn bags are particularly fun since you are playing a divine class.

With a simple create water cantrip means it doubles as a dose of alchemist's fire as well.

Looking through alchemical stuff...thunderstones evolve pika...no..I mean they can deafen targets in a 10' radius spread for 1 hour. Since the save against that works off of fort, it can be useful to give casters a 20% spell failure chance.

Holy weapon balm for faking ghost touch (10 for 30, or 3g per pop).


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Buy either 200 badgers or 9 tigers.


Hazrond wrote:
Special Materials. Cold Iron Arrows, Adamantine Arrows, Silversheen (dont want the damage penalty for Alch Silver) Arrows, Maybe go into the crazy materials like Siccatite, Inubrix, or Horacalcum maybe look into the trick arrows from elves of golarion. (Also, get a +1 Holy Ghost Touch Undead Bane arrow, enchanting the arrow makes it one-time use item and it will be great if you ever fight some sorta boss zombie or something ^_^)

Yes, but not Adamantine Arrows: Adamantine Weapon Blanch that you can coat your arrows with!


sky rocket fireworks!


Pffft. The choice is obvious. Get some Batteries and a CHAAAAAAAIIIINSAAAAWWWWWWWWW!!!

But really, if you're an archer, you should have a Masterwork Living Steel Buckler (255gp) and a Cestus (5gp unless you want it made of a special material). You can still use your bow perfectly fine with both of those on (and you can flavour your cestus as doubling as an archery glove!). Some Grappling Arrows (1gp each) and rope wouldn't be amiss either.
I also agree with someone else that some Liquid Blades wouldn't be bad in a pinch if you're not supposed to have weapons somewhere.
Oh, and is your bow a composite bow and made of Darkwood? Because there's basically no reason not to get Darkwood if you're getting a masterwork wooden item.

The Exchange

Raymond Lambert wrote:
This equipment load out seems really odd. Does the GM know about the wealth by level equipment chart on paper page 399 of the core rules? It says a 5th level PC.should.have approximately 10,500 gp of total gear. And why the limitations on magic items?

It's a low magic setting. Magic items are super rare and all have a backstory kind of thing.

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