Good mundane items to have?


Advice


Starting a game and the GM has set some limitations:
Starting level is 3rd.
Wands, Potions, and Scrolls are all base value, but all other magical items cost 2x.
Wands start with 25 charges instead of 50.
3000g starting.

So obviously I'm masterworking all the things, and picking up some basic stuff, but that leaves a lot of gold burning a hole in my Inquisitor's pouch and I'm looking for ideas on things to spend it on.

Any tips are appreciated. :D


Bandoliers, (spring-loaded) wrist-sheaths, caltrops.


There are a lot of interesting alchemical items - many of them fit very small niches, but when you can pull that one random thing out and make it awesome, it's great.

A masterwork backpack is always useful until you can afford your double-cost handy haversack - it's rare that a character wouldn't find a +1 increase to Strength for carrying capacity useful. (Ironically, it's low-Strength characters that can actually not benefit - the increase to their capacity is canceled out by the increased weight of the bag.)

A good selection of first level potions can be extremely helpful. Think good defensive spells like protection from evil or buffs like an oil of magic weapon. And never forget a healing potion to keep on hand if you can help it - even if you can cast healing spells yourself, sometimes you find yourself up a creek without spell slots.

Masterwork tools for your favored skills are another good option. You'll have to hash out with your GM which ones may be available, as it's something left somewhat up to GM fiat, but they can be a big help.

And rope. Always rope.


Here is a commonly overlooked mundane and highly useful item: a stretcher. You normally think of it as a way of carrying wounded companions, but you can also load treasure and gear on your stretcher and use it as what the real world calls a travois.

In game terms, the stretcher is the piece of equipment that lets you use your Strength Drag Capacity instead of your Carrying Capacity, and you can drag a lot more than you can carry. Also, when you are suddenly in combat, you can just abandon the stretcher you've been dragging and leap, unencumbered, into the fray, hopefully to find your gear where you left it after you hopefully vanquish your foes.

Pick, shovel, crowbar, sledge hammer.

No archer should be without Adamantine Weapon Blanch. There are Cold Iron and Alchemal Silver blanches, too, but I'm not sure they are more cost effective than just getting Cold Iron and Silver arrows. Adamantine arrows, though, are very expensive.

Since the OP's list includes some inexpensive magic items, you shouldn't forget the Ioun Torch, the Traveller's Anytool, or the Sleeves of Many Garments. Since the OP included Rope, I will include the Robe of Infinite Twine: 10' of rope or 50' of twine every round. I also once saved the day with some Iron Rope.

Here is a nice potion combo: Oil of Lighten Object and Potion of Ant Haul.


Just gonna add the description of the Any-Tool Scott Wilhelm mentioned.

Traveler's Any-Tool:
Aura moderate transmutation; CL 9th; Weight 2 lbs.
Slot none; Price 250 gp

DESCRIPTION

This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

The price might seem to be high, but you can easily rationalize it as being cheap if you consider what MWK tools for all your Craft/Profession skills would cost. And depending on your strength score it could also be worth 1 or 2 MWK backpacks.

The greatest benefit is probably that you won't need to keep track of all your mundane tools.

But since it is a magic item, you would unfortunately pay 500gp for it.


we always benefitted from having a portable ram in the party gear somewhere.

I find a campfire bead, an ioun torch, and a cauldron of plenty to be on the short list of items to buy as well.

Grand Lodge

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i always give my characters paper and stuff to write with as well as chalk. never know when you have to write info down and the chalk is good for marking directions in a dungeon. a ball of twine and a little bell make for a simple trap/alarm, goes well with a bag or caltrops and marbles also. this is in addition to the items above.


Check out ashiel's guide to adventure on the guide to the class guides thread. It's a bunch of tips about atypical uses for mundane items, and other great, often overlooked stuff. I'd also recommend going for the golfbag approach to weaponry. Make sure you have a silvered bludgeoning weapon and a cold iron one too.

Grand Lodge

A climbing kit is not a bad investment...It includes Rope.
Anti-toxin
Anti-plague
Alchemist Fires- For swarms
Holy Water
Acid Flask
Manacles - For any prisoners or such
Extra/Backup Holy Symbol Or a Holy symbol tattoo
Tangle Burn Bag
Cowbar
Masterwork Backpack
Fishing Tackle (A single point in Survival is +6 on average...take 10= 16..Feeds 4 people...you can hunt/forage as well)
Weapon Blanches
Bandolier
(spring-loaded) wrist-sheaths
Caltorps, Twine, Bell= Fierce Mundane Camp booby trap for cheap.
A Horse/Donkey/Pack Mule/Ox- Something to help port your gear that isn't needed for a dungeon. Also helps to transport loot away from the dungeons.

Wand of Cure Light wounds if you don't have one already (you should!)

I recommend Cold Iron Arrows

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