Items that you never leave town without


Pathfinder First Edition General Discussion

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I'm compiling a list of items that I feel that every character should have I came here because I don't have time to search the whole of UE and debate each items usefulness
So far I've got
Air bladder
M.backpack
Bandolier
Bedroll
Belt pouch
Crowbar
Ear trumpet
Flask
Flint and steel
Grooming kit (tooth powder)
Mess kit
Dagger
Rope
Soap
Water skin
Whetstone
Wrist sheath (for your dagger)


Rations, torches, lantern, healers kit?

Grand Lodge

chalk, twine, ink and paper


Weight can be an issue. Not everyone will have a crowbar in their pack even if they identify as an adventurer, which not every PC does.

On the other hand, if you are well within encumbrance limits, your rope really should have a grappling hook attached.


avr wrote:

Weight can be an issue. Not everyone will have a crowbar in their pack even if they identify as an adventurer, which not every PC does.

On the other hand, if you are well within encumbrance limits, your rope really should have a grappling hook attached.

That's why you gotta find ways to get multiple pieces of equipment into a single item. Which is why I have on every character a single, very versatile item.

A cold iron sawback kunai. A dagger (with cold iron for demons and fey), a saw, a piton and a crowbar all in one! All in a very light package to boot. Great item.

Oh, and a grappling hook. Preferably mithral but a grappling hook is a vital tool before flight becomes typical.

Sovereign Court

I don't care how many people have darkvision in my party or cantrips...I will always bring a torch.


Improved list:

Air bladder
M.backpack
Bandolier
Bedroll
Belt pouch
Cold iron Sawback Kunai
Ear trumpet
Flask
Flint and steel
Rope
Soap
Grappling hook
Wrist sheath (Spring loaded) 1lb
Water skin
Mess kit
Grooming kit
Soap
Whetstone
Rations (5) 5lb
Fancy race rations
Journal (if 50 sheets of paper is cheaper than that)
Ink
Chalk
Twine
Lantern
Blanket
3 hours of oil

weight effective list:

Cold iron Sawback Kunai
Rations (3)
Bandolier
Bedroll
Silk Rope (upgrade as soon as possible)
Grappling hook
Torch
Belt pouch
Chalk

Total weight: 18 1/2
Total cost:19GP 9SP 3CP


Garbage-Tier Waifu wrote:
avr wrote:

Weight can be an issue. Not everyone will have a crowbar in their pack even if they identify as an adventurer, which not every PC does.

On the other hand, if you are well within encumbrance limits, your rope really should have a grappling hook attached.

That's why you gotta find ways to get multiple pieces of equipment into a single item. Which is why I have on every character a single, very versatile item.

A cold iron sawback kunai. A dagger (with cold iron for demons and fey), a saw, a piton and a crowbar all in one! All in a very light package to boot. Great item.

Oh, and a grappling hook. Preferably mithral but a grappling hook is a vital tool before flight becomes typical.

Any other ways to combine things?


avr wrote:
Weight can be an issue

That's why my wizards have 12+ strength


Ancient Dragon Master wrote:
avr wrote:
Weight can be an issue
That's why my wizards have 12+ strength

*gasp*


Ancient Dragon Master wrote:
avr wrote:
Weight can be an issue
That's why my wizards have 12+ strength

I'm currently playing one with a 14 strength, but many don't.

Are you looking at stuff you might get at first level only? Air crystals are better than an air bladder but cost 50 gp (a 25 gp scroll of air bubble is even better if you can use it). I try to have a potion of CLW always on hand, and assorted alchemical remedies are useful if you can afford them. Past first a couple of alchemical weapons are worthwhile too.


avr wrote:
Ancient Dragon Master wrote:
avr wrote:
Weight can be an issue
That's why my wizards have 12+ strength

I'm currently playing one with a 14 strength, but many don't.

Are you looking at stuff you might get at first level only? Air crystals are better than an air bladder but cost 50 gp (a 25 gp scroll of air bubble is even better if you can use it). I try to have a potion of CLW always on hand, and assorted alchemical remedies are useful if you can afford them. Past first a couple of alchemical weapons are worthwhile too.

Levels 1-3 because they seem to be the most played


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Here's my 1st level shopping list. Mostly it's focused on martial builds, but plenty is interchangeable depending on the class. Much of the latter part of this list is wishlist items to pick up after you get a bit of gold to spend, but most of it should be obtainable before level 2. This list doesn't include the cost of your primary weapons and armor since it differs by character.

Adventuring Equipment
----------------------------

Sack of Powder - 1 cp (1/2 lbs)
Invisible enemies at low levels suck. This is a ranged AC 5 attack that outlines them for a mere copper piece.

Chalk - 1 cp (0 lbs)
A cheap way to keep track of your movement in a dungeon, leave messages to others, or draw pretty pictures on walls.

Torch - 1 cp (1 lbs)
You'd be surprised how often an open flame is handy. This also gives you a last-ditch effort weapon for swarms, even if it's only 1 point of damage per hit.

Earplugs - 3 cp (0 lbs)
You're immune to language-dependant spells or abilities whilst wearing these.

4 Candles - 4 cp (0 lbs)
Again, having an open flame handy is more useful than you'd expect.

Inkpen - 1 sp (0 lbs)
Don't be an illiterate barbarian. Seriously, even barbarians should carry one of these and be ready to write down important information in character.

3 Oil Flasks - 3 sp (3 lbs)
Grease a flight of stairs. Add a fuse and throw it at a swarm. Rub it on yourself to slip out of a tight spot. In a pinch you could also light a lantern with it, I suppose.

Waterproof Bag - 5 sp (1/2 lbs)
Five times the cost of a regular sack, but temporarily protects your gear from water damage. Remember to keep your sack of powder, torch and other water sensitive items in this.

Wooden Holy Symbol - 1 gp (0 lbs)
A great litmus test to determine if the NPC is a vampire. Present this strongly at them and see if they recoil.

Grappling Hook - 1 gp (4 lbs)
Weighty, but handy to get your rope where it needs to be.

Potion Sponge - 2 gp (0 lbs)
Keep one of these loaded with your go-to underwater combat potion and you'll never need to worry about putting ranks into Swim.

Spring-Loaded Wrist Sheath - 5 gp (1 lb)
At lower levels keep a dagger handy. At higher levels keep a wand inside. Plus it's just plain cool.

Ink, 1 oz. vial - 8 gp (0 lbs)
For your inkpen, obviously.

Journal - 10 gp (1 lbs)
Always keep notes. Write down names of important NPCs, goals for the quest, riddles encountered, copies of maps, everything. Then you get to freely ask the GM to repeat themselves by simply saying "I wrote that down in character, so I check my journal."

50 ft. Silk Rope - 10 gp (5 lbs)
Lighter but more expensive than hemp. Worth the cost to keep your weight down. Also great if your character is into kinky stuff. Never leave home without rope!

Smoked Goggles - 10 gp (0 lbs)
Makes you all but immune to gaze weapons, plus you can wear your sunglasses at night.

Pathfinder's Kit - 12 gp (22 lbs)
I prefer this kit over many others. You've got your obligatory hobo items like a backpack, bedroll, waterskin, flint and steel and rations, but doesn't load you up on torches and an iron pot like many class kits. You get a signal whistle for when you're in trouble because you split the party since it seemed like a good idea at the time. You get a whetstone for an extra +1 damage on your first hit with a bladed weapon. You get a dagger to put in your spring-loaded wrist sheath. Just add a spell component pouch if you're a spellcaster and you're set.

Total: 60 gp (38 lbs) - Leave your rations and bedroll at camp or on a mount to take 12 lbs off this total

Weapons
--------------

Sling - 0 gp (0 lbs)
No excuse not to have a ranged option.

10 Cold Iron Sling Bullets - 2 sp (5 lbs)
An extra silver gets you a DR breaker.

Cold Iron Chakram - 2 gp (1 lbs)
If you have proficiency, this is a nice cheap backup throwing weapon. One of the few ways to deal slashing damage from range too. If you don't have proficiency, a javelin provides a good simple weapon substitute.

Net - 20 gp (6 lbs)
Don't sweat the -4 non-proficiency penalty on this. Just throw it as a ranged touch, and if you stick the attack, the enemy's entangled. If the spellcaster's out of spells for the day, hand this to them and tell them to make themselves useful. It's also a great item to use on annoying spellcaster enemies.

Alchemical Silver Cestus - 25 gp (1 lbs)
Your always-on melee threat item. Make sure you do bludgeoning damage, as the piercing would suffer -1 damage penalty due to the material. A cheap means to bypass DR/silver too.

Cold Iron Lucerne Hammer - 30 gp (12 lbs)
I like this for any martial class as a backup weapon. Reach, bludgeoning, piercing and a brace weapon against charges all in one package. If you're fighting underwater, using this as a piercing weapon suffers no penalties on damage too. For simple weapon users, a longspear is a good substitute.

Total: 63 gp 2 sp (25 lbs)

Alchemical Items
-----------------------

Tindertwig - 1 gp (0 lbs)
For when you need a fire RFN.

2 Sunrods - 4 gp (2 lb)
Light and vision is king. Unless your whole party has darkvision, carry a few of these and don't be stingy about using them.

Vermin Repellent - 5 gp (0 lbs)
Swarms suck at low levels. Vermin repellent isn't perfect, but it might just be enough to convince a swarm to go chew on someone else instead. Worth the cost.

Acid Flask - 10 gp (1 lbs)
At half the price of alchemist's fire but without a second round of burning damage, it's a decent low-cost splash weapon. You've got fire damage already, so having some acid isn't a bad idea.

Smokestick - 20 gp (1/2 lbs)
Blocks line of sight, but the rules are sketchy about whether you need to light it on fire first or if it self-activates as part of the use. If your GM is finicky about the activation, glue a tindertwig on it and call it a day. It's a handy item that can buy you total concealment against ranged attacks.

Smelling Salts - 25 gp (0 lbs)
Okay, you beat the bad guys, but where do you go next? Easy, just grab one that hasn't bled out, stabilize him and then use smelling salts. Intimidate him for information about the bad guy's plans. Does your check fail? Kill him and try the next one. Also a really handy item to have in case the party healer is knocked out.

Holy Water - 25 gp (1 lbs)
Okay, it's not really an alchemical item, but it's close enough. It's also a decent way to contribute damage against both undead or evil outsiders, especially if they've got some kind of exotic damage reduction you don't have anything to bypass.

Smog Smoke Pellet - 40 gp (0 lbs)
Remember how much invisibility sucks? This is the sack of flour's big brother. Negate a creature's invisibility for 1d4 rounds if you throw it into their square.

Tanglefoot Bag - 50 gp (4 lbs)
Entangled, no save, 2d4 rounds. All you gotta do is hit them with it. Can be a lifesaver at low levels against bosses.

Air Crystals - 50 gp (0 lbs)
Underwater combat sucks, but a bag of these can save your character if they're able to get them out in time. Just make sure you have them in your mouth before you get grappled by the kraken.

Total: 230 gp (8.5 lbs)

Potions
--------------

Potion of Touch of the Sea - 50 gp (0 lbs)
Never worry about water again. Get a 30 ft. swim speed for 1 minute. Keep this in your potion sponge.

Potion of Enlarge Person - 50 gp (0 lbs)
Get reach, increased weapon damage dice and basically be a BAMF for a minute. Also only takes a standard action instead of a full round like the actual spell.

Potion of Remove Sickness - 50 gp (0 lbs)
The bonus to saves isn't nearly as good as the ability to negate the sickened condition for 10 minutes. There's many creatures that can inflict this status, so a counter is always handy to have as a backup.

Potion of Protection from Evil - 50 gp (0 lbs)
Typically the most common enemy type you'll face, and this one has a bunch of benefits. Deflection and resistance bonuses, prevention of mental domination, and that sweet protection from summoned creatures can shut a summoner down cold.

Oil of Magic Weapon - 50 gp (0 lbs)
DR/magic can suck at low levels. Incorporeal creatures suck at low levels. This fixes both those problems, at least for a minute.

Oil of Bless Weapon - 50 gp (0 lbs)
Not as good as the above oil, but it's a cheap way to bypass DR/good, and you can hit incorporeal undead, and you automatically confirm criticals too.

Total: 300 gp (0 lbs)


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I take a healing guy, a fighty guy, a sneaky guy and maybe one of those singing guys!

traveler's any-tool solves any issue I have to deal with.


usually armor(if the character wears armor), weapon(if the character uses a weapon), magic items, ammo for said weapon if it uses ammo and that's it


JDLPF probably slightly heavy for most characters at 235lb


Not really sure where you're getting that total.

The adventuring equipment weighs 38 lbs, which drops to 26 lbs when you deduct the weight of rations and bedroll. Add weapons for 25 lbs and 8.5 lbs of alchemical items and you're at a total of 59.5 lbs. That's just a smidge over light load for a 14 Str character.

Of course that's adjustable depending on your needs. Dropping the net, for example, removes 6 lbs. Dropping the lucerne hammer removes another 12 lbs. Even a 12 Str character can maintain a light load with that.


Graystone mentioned it, but here it is with description, the single most versatile item ever:

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.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, major creation; Cost 125 gp

Why carry a shovel, saw, grappling hook, crowbar or any tools for your craft skills when you can have just this? It doesn't matter what your GM throws at you, you'll practically always be prepared. One per party is enough.


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Curaidh wrote:
One per party is enough.

I'd disagree with this one. EVERYONE should own one because of aid another.

Need to pry open a door? No reason the next strongest can't help.
Making a craft check? Why not have the next guy try to get 10?
Need to find something buried in the ground? It's going to go a lot faster if you aren't all sharing a single shovel...

For the low cost of 250gp, I want every player, pet, mount, familiar, ect. that has hands to own one. ;)

As a bonus, a halfling with the Resourceful racial trait love this item. It can be used as an improvised weapon and the trait removes any penalties for using improvised weapons. SO they can make whatever improvised weapon they like. Need a piercing weapon, make a miners pick. Need a bludgeoning weapon, make a shovel. Slashing, make a wood axe. Go-go-gadget-weapon!


graystone wrote:
Curaidh wrote:
One per party is enough.

I'd disagree with this one. EVERYONE should own one because of aid another.

Need to pry open a door? No reason the next strongest can't help.
Making a craft check? Why not have the next guy try to get 10?
Need to find something buried in the ground? It's going to go a lot faster if you aren't all sharing a single shovel...

For the low cost of 250gp, I want every player, pet, mount, familiar, ect. that has hands to own one. ;)

As a bonus, a halfling with the Resourceful racial trait love this item. It can be used as an improvised weapon and the trait removes any penalties for using improvised weapons. SO they can make whatever improvised weapon they like. Need a piercing weapon, make a miners pick. Need a bludgeoning weapon, make a shovel. Slashing, make a wood axe. Go-go-gadget-weapon!

well unless the party want to have the door opened discreetly i typically solve the issue by making the door not be there anymore


A few that I pick up are usually manacles, preknotted rope, and a wedge plus a lot of the above

Also cheap perfume or cologne at like level 2 or 3

A few metal vials and scroll cases

Lots of bags and sacks

Charcoal


Lady-J wrote:
well unless the party want to have the door opened discreetly i typically solve the issue by making the door not be there anymore

Doesn't hurt to have options.

For instance replace door with floor slab that needs pried up and something breakable/fragile/delicate underneath and it makes hulk smash less useful. Now I agree 'hulk smash' is quick and fun but there are times it doesn't work out well. It's a solid last resort though. ;)


graystone wrote:
Lady-J wrote:
well unless the party want to have the door opened discreetly i typically solve the issue by making the door not be there anymore

Doesn't hurt to have options.

For instance replace door with floor slab that needs pried up and something breakable/fragile/delicate underneath and it makes hulk smash less useful. Now I agree 'hulk smash' is quick and fun but there are times it doesn't work out well. It's a solid last resort though. ;)

doesn't have to be hulk smash could be sorcerer disintegrates or obstacle just isn't there any more


Lady-J wrote:
graystone wrote:
Lady-J wrote:
well unless the party want to have the door opened discreetly i typically solve the issue by making the door not be there anymore

Doesn't hurt to have options.

For instance replace door with floor slab that needs pried up and something breakable/fragile/delicate underneath and it makes hulk smash less useful. Now I agree 'hulk smash' is quick and fun but there are times it doesn't work out well. It's a solid last resort though. ;)

doesn't have to be hulk smash could be sorcerer disintegrates or obstacle just isn't there any more

LOL that's a good backup to the backup, but I don't think that's an efficient use of spells and it limits doors opened to how many times you can cast the spell.


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Clothing.


graystone wrote:
Lady-J wrote:
graystone wrote:
Lady-J wrote:
well unless the party want to have the door opened discreetly i typically solve the issue by making the door not be there anymore

Doesn't hurt to have options.

For instance replace door with floor slab that needs pried up and something breakable/fragile/delicate underneath and it makes hulk smash less useful. Now I agree 'hulk smash' is quick and fun but there are times it doesn't work out well. It's a solid last resort though. ;)

doesn't have to be hulk smash could be sorcerer disintegrates or obstacle just isn't there any more
LOL that's a good backup to the backup, but I don't think that's an efficient use of spells and it limits doors opened to how many times you can cast the spell.

that's why you always have one sneeky door opener one smashy door opener and one make the door not be there at all opener in a party spread the make the door problem go away problem threw out the party but each one is specialized in doing it a different way


Lady-J wrote:
that's why you always have one sneeky door opener one smashy door opener and one make the door not be there at all opener in a party spread the make the door problem go away problem threw out the party but each one is specialized in doing it a different way

We do that but that's no excuse for the other guys to stand around and not do anything. There is always a way to get some kind of bonuses. ;) [if for NO other reason than to occasionally have the 8 str mage sometimes roll higher than the smashy guy on forcing opening a door...]


graystone wrote:
Lady-J wrote:
that's why you always have one sneeky door opener one smashy door opener and one make the door not be there at all opener in a party spread the make the door problem go away problem threw out the party but each one is specialized in doing it a different way
We do that but that's no excuse for the other guys to stand around and not do anything. There is always a way to get some kind of bonuses. ;) [if for NO other reason than to occasionally have the 8 str mage sometimes roll higher than the smashy guy on forcing opening a door...]

if they cant instant pass the aid another there's no point having them help as there's a chance they actually give you a penalty instead of helping


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Lady-J wrote:
graystone wrote:
Lady-J wrote:
that's why you always have one sneeky door opener one smashy door opener and one make the door not be there at all opener in a party spread the make the door problem go away problem threw out the party but each one is specialized in doing it a different way
We do that but that's no excuse for the other guys to stand around and not do anything. There is always a way to get some kind of bonuses. ;) [if for NO other reason than to occasionally have the 8 str mage sometimes roll higher than the smashy guy on forcing opening a door...]
if they cant instant pass the aid another there's no point having them help as there's a chance they actually give you a penalty instead of helping

I've never played with that house-rule. We've always played it as it is in the book: If you roll a 10+, +2 to main roll. Dm may put limits/restrictions like number of people but no mention of penalties.


graystone wrote:
Lady-J wrote:
graystone wrote:
Lady-J wrote:
that's why you always have one sneeky door opener one smashy door opener and one make the door not be there at all opener in a party spread the make the door problem go away problem threw out the party but each one is specialized in doing it a different way
We do that but that's no excuse for the other guys to stand around and not do anything. There is always a way to get some kind of bonuses. ;) [if for NO other reason than to occasionally have the 8 str mage sometimes roll higher than the smashy guy on forcing opening a door...]
if they cant instant pass the aid another there's no point having them help as there's a chance they actually give you a penalty instead of helping
I've never played with that house-rule. We've always played it as it is in the book: If you roll a 10+, +2 to main roll. Dm may put limits/restrictions like number of people but no mention of penalties.

hmmm interesting weird that every dm i've played with uses that rule tho

Shadow Lodge

deuxhero wrote:
Clothing.

Once you have the money, storage space, and connections, a set of fancy clothing also helps, if you don't want to spend the cash on magic clothes or the spell slots on illusions to be fancy.

If I have extra money during character creation, my go-to thing is a smokestick that looks like a wand of Obscuring Mist, for the sight-gag.


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Mithral waffle iron. Smite the werewolf and make delicious breakfast, all with one tool.


The Shifty Mongoose wrote:
Once you have the money, storage space, and connections, a set of fancy clothing also helps, if you don't want to spend the cash on magic clothes or the spell slots on illusions to be fancy.

Glamered Armor or Sleeves of Many Garments take care of that. The sleeves are pretty cheap as well.

The Pouch of Pixie Dust can be useful. It starts at 15 gp. It starts as an infinite bag of dust and goes up to at will fairie fire and per day glitterdust and flight. Of course, it's value is based on how your GM deals with scaling items. Mine only charges me when the value goes up instead of a percentage of all treasure.


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Folding Pole: A 10' pole has tons of uses, but is ridiculously hard to carry everywhere you go. A folding pole is easier to store for the same effect.

Folding Shovel: It works for digging (this has come up more often for me than others I suspect) but it doesn't poke out of your backpack and is generally easier to store.

Butterfly Nets: They can help with swarms you cannot hurt with weapons, just net them and use a torch on them. It is hard to carry and justify (unlike the two above) but "I like hunting butterflies" is a better explanation for wacky gear than "I dig holes for ... reasons ... yeah."

Acid Flasks: Worse than alchemists fire because they do not have a secondary effect. Better because they are cheaper and (at least for me) are primarily used against swarms you cannot hurt otherwise. Usually first-level melee characters of mine always have at least one, and I'll try to have 10 on hand when I leave town at later levels (2-8).

A light, 1-handed, 2-handed, and thrown weapon and a shield. Bows are expensive, and often will be given to you through the scenario. This covers grapples, creatures you cannot afford to get hit by (due to rend, paralysis, poison, etc), large amounts of damage, and ranged combat. Usually I pick Cestus, Dagger, Morningstar, Monk Spade, and assortment of Javelins on top of my main/signature weapon, as it means I am always good for DR/weapon type.

A cestus: gets a double mention because it can be worn with almost no penalty in combat, and works when grappled, disarmed, wielding ranged weapons (AoO's), and otherwise having trouble. Also can be taken off for most instances of the -2 penalty to things.

A specific, unique piece of jewelry with a personal insignia. Usually a ring or necklace. A fun trick is to give everyone in the party (familiars, animal companions, etc included) and then at levels where you have money for magical consumables, several scrolls of locate object. If someone is later captured/kidnapped/separated, the party mage can used it to help find the lost party member. Get the item at levels 1-3, the scrolls at 5-7.


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pennywit wrote:
Mithral waffle iron. Smite the werewolf and make delicious breakfast, all with one tool.

mithril waffle iron is a tool of evil


Lady-J wrote:
graystone wrote:
Lady-J wrote:
graystone wrote:
Lady-J wrote:
that's why you always have one sneeky door opener one smashy door opener and one make the door not be there at all opener in a party spread the make the door problem go away problem threw out the party but each one is specialized in doing it a different way
We do that but that's no excuse for the other guys to stand around and not do anything. There is always a way to get some kind of bonuses. ;) [if for NO other reason than to occasionally have the 8 str mage sometimes roll higher than the smashy guy on forcing opening a door...]
if they cant instant pass the aid another there's no point having them help as there's a chance they actually give you a penalty instead of helping
I've never played with that house-rule. We've always played it as it is in the book: If you roll a 10+, +2 to main roll. Dm may put limits/restrictions like number of people but no mention of penalties.
hmmm interesting weird that every dm i've played with uses that rule tho

I can't find that rule anywhere. But if your GMs use it then you should consider getting one of these.

UE wrote:

PORTABLE RAM

Price 10 gp; Weight 20 lbs.
This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.


Gisher wrote:
Lady-J wrote:
graystone wrote:
Lady-J wrote:
graystone wrote:
Lady-J wrote:
that's why you always have one sneeky door opener one smashy door opener and one make the door not be there at all opener in a party spread the make the door problem go away problem threw out the party but each one is specialized in doing it a different way
We do that but that's no excuse for the other guys to stand around and not do anything. There is always a way to get some kind of bonuses. ;) [if for NO other reason than to occasionally have the 8 str mage sometimes roll higher than the smashy guy on forcing opening a door...]
if they cant instant pass the aid another there's no point having them help as there's a chance they actually give you a penalty instead of helping
I've never played with that house-rule. We've always played it as it is in the book: If you roll a 10+, +2 to main roll. Dm may put limits/restrictions like number of people but no mention of penalties.
hmmm interesting weird that every dm i've played with uses that rule tho

I can't find that rule anywhere. But if your GMs use it then you should consider getting one of these.

UE wrote:

PORTABLE RAM

Price 10 gp; Weight 20 lbs.
This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.

that would actually be worse off than using an adamantine weapon to cut the door out of the wall


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Sorry. I didn't know that your characters had access to adamantine weapons (that cut as fast as lightsabers) at all levels. Since you have all of the answers, I'll stop trying to help.


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Gisher wrote:
Sorry. I didn't know that your characters had access to adamantine weapons (that cut as fast as lightsabers) at all levels. Since you have all of the answers, I'll stop trying to help.

Now I want to play in a game where you get adamantine weapons before 10gp equipment!!! The only question is, do the players get different adamantine weapons? One axe to chop? a pick to pierce items? A hammer to smash? It seems unfair to have to use the wrong kind of weapon for the job. You don't want to use a pick to open a door... Do we get mithril flatware too? ;)

PS: I'd missed the auto +2 on that item. Good to know, thanks! I find it super-amusing that the str 5 wizard can be the second person. ;)


graystone wrote:
Gisher wrote:
Sorry. I didn't know that your characters had access to adamantine weapons (that cut as fast as lightsabers) at all levels. Since you have all of the answers, I'll stop trying to help.

Now I want to play in a game where you get adamantine weapons before 10gp equipment!!! The only question is, do the players get different adamantine weapons? One axe to chop? a pick to pierce items? A hammer to smash? It seems unfair to have to use the wrong kind of weapon for the job. You don't want to use a pick to open a door... Do we get mithril flatware too? ;)

PS: I'd missed the auto +2 on that item. Good to know, thanks! I find it super-amusing that the str 5 wizard can be the second person. ;)

just because your leaving town to go on an adventure doesn't mean your level 1

Shadow Lodge

Ancient Dragon Master wrote:
avr wrote:
Are you looking at stuff you might get at first level only?
Levels 1-3 because they seem to be the most played


graystone wrote:
Gisher wrote:
Sorry. I didn't know that your characters had access to adamantine weapons (that cut as fast as lightsabers) at all levels. Since you have all of the answers, I'll stop trying to help.

Now I want to play in a game where you get adamantine weapons before 10gp equipment!!! The only question is, do the players get different adamantine weapons? One axe to chop? a pick to pierce items? A hammer to smash? It seems unfair to have to use the wrong kind of weapon for the job. You don't want to use a pick to open a door... Do we get mithril flatware too? ;)

PS: I'd missed the auto +2 on that item. Good to know, thanks! I find it super-amusing that the str 5 wizard can be the second person. ;)

Well, clearly since you need an adamantine pick to do any damage to stone, so all you have to do is find a bunch of miners, since they must all be packing them.


For ultimate cheesy rules lawyering, you could try for a durable adamantine arrow for 61 gp. Not many sane GMs would let that one fly, however.


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JDLPF wrote:
For ultimate cheesy rules lawyering, you could try for a durable adamantine arrow for 61 gp. Not many sane GMs would let that one fly, however.

LOL well, it's not TOO cheesy. A 1d4 light weapon is going to have a LOT of work getting through the 60hp of an iron door. Even wooden doors [10-20hp] are going to take a few hits to get through. Break/burst can get you through in a single round: that ram with 2 people has to roll vs a Dc13 for a simple door with a str check +4.


Daught(er - no, wait, I have two sons...)


graystone wrote:
JDLPF wrote:
For ultimate cheesy rules lawyering, you could try for a durable adamantine arrow for 61 gp. Not many sane GMs would let that one fly, however.
LOL well, it's not TOO cheesy. A 1d4 light weapon is going to have a LOT of work getting through the 60hp of an iron door. Even wooden doors [10-20hp] are going to take a few hits to get through. Break/burst can get you through in a single round: that ram with 2 people has to roll vs a Dc13 for a simple door with a str check +4.

all you need to do is take out the hinge areas and the lock area and when the fighter is doing 40ish dmg per hit should be easy peasy


Lady-J wrote:
all you need to do is take out the hinge areas and the lock area

That's not how the game works. An iron door can be dealt damage to it's hinge or the exact middle of it: It still requires 60hp damage.

Lady-J wrote:
and when the fighter is doing 40ish dmg per hit should be easy peasy

40+/hit at level 1-3? I'm impressed you can get that out of a 1d4 light weapon at 3rd... Even high level, you'll have to specialize in damaging items to do much. You pretty much only have power attack, gate breaker and strength because you're using an improvised weapon one handed. No weapon specialization, no weapon training, no magic bonuses unless you go out of your way to buy the new gloves. So the average fighter is looking at strength damage +2/4 BAB and that takes a WHILE to get to 40+...

Edit: in contrast, take a 1/2 orc fighter 1st level. that can take Gatecrasher [racial trait], Destructive Blows and Vandel [background traits] and if they have an 18 str and a partner while using the ram, they have a bonus to knock down doors of +14: that means simple door automatically break, good doors go down on a 4+, strong on 9+, barred door 11+ and an iron door 14+. Much better chances that going through a door at 1st with an adamantine arrow...


graystone wrote:
Lady-J wrote:
all you need to do is take out the hinge areas and the lock area

That's not how the game works. An iron door can be dealt damage to it's hinge or the exact middle of it: It still requires 60hp damage.

Lady-J wrote:
and when the fighter is doing 40ish dmg per hit should be easy peasy
40+/hit at level 1-3? I'm impressed you can get that out of a 1d4 light weapon at 3rd... Even high level, you'll have to specialize in damaging items to do much. You pretty much only have power attack, gate breaker and strength because you're using an improvised weapon one handed. No weapon specialization, no weapon training, no magic bonuses unless you go out of your way to buy the new gloves. So the average fighter is looking at strength damage +2/4 BAB and that takes a WHILE to get to 40+...

level 5 because lower than level 4 play is terribly boring my basic 2h fighter had an average of about 42 dmg but you could get that close with a level 3 and you could be using a greatsword so long as you make it yourself it would only cost 1005 gold which is within budget for a lvl 3 character


Lady-J wrote:
level 5

Please note once again that the question at hand is equipment for levels 1-3...

Lady-J wrote:
my basic 2h fighter had an average of about 42 dmg

And that has to do with average damage with an adamantine arrow how? DO recall you where replying to my comment that an adamantine arrow wouldn't be an issue because of it's low damage potential. How much you can do with another weapon, that you couldn't have in the first place, it completely moot.

Lady-J wrote:
you could get that close with a level 3 and you could be using a greatsword so long as you make it yourself it would only cost 1005 gold which is within budget for a lvl 3 character

How long are you NOT ADVENTURING to make that weapon again? How high is that basic 2 handed fighters craft weapon? It just isn't realistic unless the game features several months between encounters.

In contrast, take a 1/2 orc fighter 1st level. that can take Gatecrasher [racial trait], Destructive Blows and Vandel [background traits] and if they have an 18 str and a partner while using the ram, they have a bonus to knock down doors of +14: that means simple door automatically break, good doors go down on a 4+, strong on 9+, barred door 11+ and an iron door 14+. Much better chances than going through a door at 1st with an adamantine arrow... Or having/finding/making an real adamantine weapon by 3rd.


graystone wrote:
Lady-J wrote:
level 5

Please note once again that the question at hand is equipment for levels 1-3...

Lady-J wrote:
my basic 2h fighter had an average of about 42 dmg

And that has to do with average damage with an adamantine arrow how? DO recall you where replying to my comment that an adamantine arrow wouldn't be an issue because of it's low damage potential. How much you can do with another weapon, that you couldn't have in the first place, it completely moot.

Lady-J wrote:
you could get that close with a level 3 and you could be using a greatsword so long as you make it yourself it would only cost 1005 gold which is within budget for a lvl 3 character

How long are you NOT ADVENTURING to make that weapon again? How high is that basic 2 handed fighters craft weapon? It just isn't realistic unless the game features several months between encounters.

In contrast, take a 1/2 orc fighter 1st level. that can take Gatecrasher [racial trait], Destructive Blows and Vandel [background traits] and if they have an 18 str and a partner while using the ram, they have a bonus to knock down doors of +14: that means simple door automatically break, good doors go down on a 4+, strong on 9+, barred door 11+ and an iron door 14+. Much better chances than going through a door at 1st with an adamantine arrow... Or having/finding/making an real adamantine weapon by 3rd.

if starting at level 3 you have plenty of time to craft b4 your start adventuring

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