Equipping the Kineticist


With a max total of 150GP, what equipment would you buy?

chainshirt and cestus.

What's the main focus of the character - in particular, do you plan to fight mainly in melee or at range?

Ranged attacks and crafting

I agree with Chess. Get your armor, get a cestus, then get a backpack and fill it with whatever adventuring stuff you want.

What's so special about the Cestus ?

Cheap, is a weapon so it lets you threaten, and doesn't count as holding something for the purposes of gathering power.

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Here's my 1st level Pathfinder Society shopping list. 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.

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


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, if you're in a pinch.

Total: 25 gp (1 lbs)


Guard Dog - 25 gp
It's a move action and DC 10 Handle Animal check to command your guard dog to defend you. You don't even need to be trained in the skill for this usage. Simply take 10 on this skill out of combat, or take 20 if you're exceptionally uncharismatic. Having an extra pool of hit points for this cost is great value for money.

Total: 25 gp

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.

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: 220 gp (7.5 lbs)


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 Feather Step - 50 gp (0 lbs)
Difficult terrain can spell doom for a ranged character. This lets you ignore that for 10 minutes.

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.

Total: 200 gp (0 lbs)

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