
![]() |

At basically every table I've played at everyone agrees it's good form to have bought a wand of cure light wounds with your first prestige points. Even if you can't use it, it agreed the caster of the group that can use it will help you out if necessary.
Beyond that though are there things that should be showing up on everyone's shopping list? Regardless of if it's PP or GP, is there something you've found nearly every player is going to grab given the chance?
Sure what a Barbarian and a Wizard needs is different so it's nothing perfectly uniform, but what are your thoughts?

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Melee: some way of flying when you can afford it.
Cloak of resistance. Please gods, i know MORE DAKKA! is shiny and aluring but please keep your cloak up to date so you don't go more dakka on the party
Cold iron arrows. They double the entire 1 gp cost of the arrows. Every. arrow. you buy after level 3 should be cold iron.
Something of daylight

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Agree with Ragoz, "Items that can save your life in 201X" is pretty much all you need. Still though, things I usually buy sooner or later:
- Potion of Fly
- Antiplague and Antitoxin
- Potion of Remove Blindness
- Scrolls of Lesser Restoration
- If you're a weapon user, Oils of Bless Weapon. Also, different types of weapon (piercing/bludgeoning), different metals (cold iron, silver, adamantine), and a ranged option.
- The aforementioned Cloak.
- A dagger, or a gladius if you're proficient with them. Gotta cut myself out if I'm swallowed whole. Also, a one-handed weapon for grapples. I've seen several new players being absolutely frustrated when they can't wield their earth breaker anymore and they didn't know the grapple rules.
- A sap, if you're familiar with them. Taking a -4 can sometimes be pretty harsh, but if nonlethal is a must, this is probably your best option.
The first few levels are usually a moneysink for future-proofing yourself. I usually grab a mithral armour around level 4-5, then go for an adamantine weapon, then make it magical. I'm free to spend money on actual fun things (stat up items) around level 7 or so. I've been bitten in the ass before when I didn't have a +1 weapon at level 5, but that's life.
I don't even carry alchemist fires and acid flasks anymore, even though I know swarms are a thing. They're usually only a thing on very low-levels, and their high AC makes damaging them if you don't have Burning Hands a nightmare. +4 to hit at level 2-3 or so against an AC 17 swarm is useless. I've spent 100 gp trying to hit a swarm, none of which hit, at level 1 once. That's pricey. And there's a nasty swarm at level 5 or so, but by then that thing has 30 HP and an Alchemist Fire will barely hurt them. Though maybe I should pack some acids in case of trolls... >_>

![]() ![]() |

Also pay attention to any class spells your character may have on their list.
Wands of *insert random L1 spell here* can prove exceptionally handy.
Alchemical silver mace should be within the first few scenarios, imo, along with a cold iron *something*.
Just spent most of my paladin's life savings on mithril plate, currently saving up for probably adamantine weapon now.

![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |

Melee: some way of flying when you can afford it.
Cloak of resistance. Please gods, i know MORE DAKKA! is shiny and aluring but please keep your cloak up to date so you don't go more dakka on the party
Cold iron arrows. They double the entire 1 gp cost of the arrows. Every. arrow. you buy after level 3 should be cold iron.
Something of daylight
Potion of Fly = 2 prestige
Oil of Daylight = 2 prestigeWhy wait until level 3 for cold iron arrows? As you said, they're 2 gp for 20. I honestly don't understand why non-cold iron arrows are even in the rulebook, other than silver.
I guess this is a good time to mention the "Big 6" items that people always talk about as being almost mandatory for all PCs:
1. Cloak of Resistance
2. Magic Weapon
3. Magic Armor
4. Ring of Protection
5. Amulet of Natural Armor
6. Primary stat booster (belt/headband)
Obviously, this doesn't apply to all PCs. Wizards can skip 2 and 3, for instance. Many martials will add magic shields as #7. And many classes will want both a belt and a headband (charisma and strength for a paladin, for instance). But it's a good rough guideline that most people agree on.

![]() |

At basically every table I've played at everyone agrees it's good form to have bought a wand of cure light wounds with your first prestige points. Even if you can't use it, it agreed the caster of the group that can use it will help you out if necessary.
Beyond that though are there things that should be showing up on everyone's shopping list? Regardless of if it's PP or GP, is there something you've found nearly every player is going to grab given the chance?
Sure what a Barbarian and a Wizard needs is different so it's nothing perfectly uniform, but what are your thoughts?
For non-Core, spring loaded wrist sheathes seem to be ridiculously common. Especially useful for wands, which are not weapons, so otherwise require a full-round action to "fish" from your backpack.
Beyond that, all players should have at least: 1 light slashing melee weapon, 1 cold iron weapon, 1 silver weapon, 1 additional main melee weapon, and 1 ranged weapon (including thrown weapons). This could be 2 daggers (one silver, one cold iron), if weight is an issue.
Ideally, you want a bludgeoning weapon, a piercing weapon, and a reach weapon too. If you have the option, having a mix of non-metal and metal weapons is good.
For the melee weapons of support characters (healers, archers, or DPS casters), I have noticed that with random grouping, I sometimes have better weapons than that of the main melee characters. To this end, it can be practical for support characters to include both medium and small weapons, so they can loan improved weapons to the more combat oriented members of their party.
Oh, holy water is a must. Everyone should have holy water. If you can't throw, there is a weak Simple Weapon option which allows melee holy water useage (Battle Aspergilum). Additionally, holy water can be used against haunts.
After that, players should have an item (or ability) to assist the party with common movement related obstacles: Swiming, Acrobatics/flying, climbing, and the moving/breaking of heavy/sturdy objects. At early levels, this is Rope and a Crowbar (or lockpicks). Merely being strong AND dextrous AND willing to help others is enough for some characters, but those that can't be that need alternate ways to assist the party in these circumstances.
Regarding PP expendatures, I've not found huge consistency there. Cure Light Wounds (or infernal healing) is a common choice, but I don't think it's a must. I often use PP to purchase masterwork weapons and armor (especially dragonhide).

![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |
Climbers kit, hot weather gear, cold weather gear, and scrolls/potions/wands of endure elements will save you some grief at low levels. When you can afford it, a circlet of persuasion is pretty awesome for CHA casters. I've become a fan of mmnemonic vestments for spontaneous casters even if I'm not sure I can spell them right.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

On the topic of cold iron arrows.
Cold Iron Silver Blanched Arrows. 12 gp / 20. Bypasses most DR you meat early on. Good for when no one took knowledge skills.
Adamantine durable arrows. 61 gp each.
Bypass DR *and* hardness, and doubles as an improvised adamantine dagger you can lend to the fighter.

![]() ![]() |

For non-Core, spring loaded wrist sheathes seem to be ridiculously common. Especially useful for wands, which are not weapons, so otherwise require a full-round action to "fish" from your backpack.
Beyond that, all players should have at least: 1 light slashing melee weapon, 1 cold iron weapon, 1 silver weapon, 1 additional main melee weapon, and 1 ranged weapon (including thrown weapons). This could be 2 daggers (one silver, one cold iron), if weight is an issue.
I heartily second this advice! My main PC, a rogue, currently fights with a merciful rapier and either a cold iron shortsword or a sap as the situation warrants. He also has two spring-loaded wrist sheaths, one for his CLW wand (he took a level dip in cleric) and one for a silver dagger.
He also has a handy haversack to help out with his encumbrance and action economy, and recently (at 8th level) finally bought an efficient quiver to carry the random collection of bane arrows that he's bought in tiny batches thanks to chronicle sheets.

JDLPF |
6 people marked this as a favorite. |

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. It also doesn't include any items purchased with prestige or once you have access to fame, since by then you're probably well aware of what your character needs.
----------------------------
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)
Pets
-----
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. It can also locate invisible creatures via scent, helping you find hidden enemies. Plus it's a great roleplaying tool!
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.
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.
Potion of Feather Step - 50 gp (0 lbs)
Difficult terrain can throw a snag in many player's plans, both to get to an enemy or away from them. This lets you ignore that problem for 10 minutes.
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: 350 gp (0 lbs)

![]() ![]() |

The advantages of the net over tanglefoot bags are that firstly, the net is reusable, and secondly, it is cheaper. 50gp for a one-shot item is significant at level 1, the same cost as a potion of a level 1 spell.
Once you've got a few adventures under your belt investing in tanglefoot bags is well worth it though. And if you're an alchemist there's no reason not to craft them so that you've always got a few on hand.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |
Especially useful for wands, which are not weapons, so otherwise require a full-round action to "fish" from your backpack.
Wands are explicitly weapon like and can therefore be drawn as part of a move action.
In addition retrieving a stored item is a move action, not full round, although it does provoke.

JDLPF |

What size net are you buying?
Medium, unless your character is small sized, in which case I'd drop it from the list. Large or bigger foes are why the tanglefoot bag is listed in the alchemical items section later on the list. Typically spellcasters are medium sized, and therefore this should cover you for that purpose.
Why bother with a net? Just get a tanglefoot bag instead. Same deal (hit touch AC to entangle), but the tanglefoot is lighter, doesn't have a non-proficiency penalty, and can be thrown from farther away.
As mentioned, it's reusable and affordable from character creation. I agree tanglefoot bags are more general purpose (lighter, no nonproficiency penalty, better overall effect) compared to a net, but I include this item and typically trade it out once I have my a few paydays. It's a decent way to deal with troublesome enemies that have effects like flight, invisibility, spellcasting or other tricks, especially during the first round of combat (move action to within distance of enemy, draw net as part of movement, throw net). At first level play, I often find spellcaster allies burn through their daily spells fairly quickly too. Since they typically have high dexterity, I hand a net to them and tell them to throw it at the enemy during combat. It's probably more useful than whatever else they'd planned to try (sling attack into melee with no ranged feats and negative strength to damage).

![]() |

Murdock Mudeater wrote:Especially useful for wands, which are not weapons, so otherwise require a full-round action to "fish" from your backpack.Wands are explicitly weapon like and can therefore be drawn as part of a move action.
In addition retrieving a stored item is a move action, not full round, although it does provoke.
Hmm....Okay, so does retriving the stored item equip it, or would I need two move actions (one to retrieve and one to draw)? I may be mixing up full-round actions with double move actions turns. Either way, happy to be wrong here.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

If you retrieve it, it's in your hand. Wands are in a belt pouch or something (or a bandolier), you need to fumble with the drawstrings to get it. You get it out, it's ready to be used. Needing an extra move action to go from "retrieved" to "equipped" seems unnecessary when it's already in your hand.
I like to avoid the term "equip" unless it specifically goes into a slot (similarly, Pathfinder gets weird about the term "wielding" versus "using," best to keep it simple). If you're not wearing a ring for some reason, it'd be an action to retrieve it (either a full-round if it's stored safely, or a move when it's somewhere on your body), and a separate action to equip it.

![]() ![]() |
1 person marked this as a favorite. |

andreww wrote:Hmm....Okay, so does retriving the stored item equip it, or would I need two move actions (one to retrieve and one to draw)? I may be mixing up full-round actions with double move actions turns. Either way, happy to be wrong here.Murdock Mudeater wrote:Especially useful for wands, which are not weapons, so otherwise require a full-round action to "fish" from your backpack.Wands are explicitly weapon like and can therefore be drawn as part of a move action.
In addition retrieving a stored item is a move action, not full round, although it does provoke.
You can draw a sword as part of a move and then use it immediately as a standard. There is no "Equip" action. If you have your weapon in hand or hands, it is then usable unless something specifically prevents it. This is also true for a wand. If you draw your wand as part of a movement, you can then activate it with your standard.
Also here is the official FAQ that backs up andreww: FAQ

![]() ![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |
I'm surprised no one linked this thread in here...
Painloards What to Expect at a PFS Table
This actually links to my "softened" recap of his "suggestions" - but it's all good.

![]() ![]() ![]() ![]() ![]() ![]() |
I once had a judge send the players an email when we were organizing what to play... and I like to pass along his list whenever it seems to be relevant.
(in the email sent to all the players before the game):
I will remind you to be prepared for the basics.
Disease
Poisons
Ability damage (potentially drain)
Swarms
Invisible opponents
Incorporeal opponents
Extremes in temperature
Being grappled
Religious extremists who do not like you
Travel in an area where Pathfinders are not legal
Then, after you leave the venture captains office...
Yeah... made me laugh!

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Murdock Mudeater wrote:What size net are you buying?Medium, unless your character is small sized, in which case I'd drop it from the list. Large or bigger foes are why the tanglefoot bag is listed in the alchemical items section later on the list. Typically spellcasters are medium sized, and therefore this should cover you for that purpose.
Fromper wrote:Why bother with a net? Just get a tanglefoot bag instead. Same deal (hit touch AC to entangle), but the tanglefoot is lighter, doesn't have a non-proficiency penalty, and can be thrown from farther away.As mentioned, it's reusable and affordable from character creation. I agree tanglefoot bags are more general purpose (lighter, no nonproficiency penalty, better overall effect) compared to a net, but I include this item and typically trade it out once I have my a few paydays. It's a decent way to deal with troublesome enemies that have effects like flight, invisibility, spellcasting or other tricks, especially during the first round of combat (move action to within distance of enemy, draw net as part of movement, throw net). At first level play, I often find spellcaster allies burn through their daily spells fairly quickly too. Since they typically have high dexterity, I hand a net to them and tell them to throw it at the enemy during combat. It's probably more useful than whatever else they'd planned to try (sling attack into melee with no ranged feats and negative strength to damage).
Slight correction, it only works in enemies up to large size.. not larger.
: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater

![]() ![]() |

I'm amazed at how much use I've gotten out of my Golembane Scarab. Most of the time you don't need it, but when you do it's essential. 2,500 is cheap insurance at the levels they show up at.

![]() |

If you retrieve it, it's in your hand. Wands are in a belt pouch or something (or a bandolier), you need to fumble with the drawstrings to get it. You get it out, it's ready to be used. Needing an extra move action to go from "retrieved" to "equipped" seems unnecessary when it's already in your hand.
I like to avoid the term "equip" unless it specifically goes into a slot (similarly, Pathfinder gets weird about the term "wielding" versus "using," best to keep it simple). If you're not wearing a ring for some reason, it'd be an action to retrieve it (either a full-round if it's stored safely, or a move when it's somewhere on your body), and a separate action to equip it.
Not debating the necessity, just under the impression that a move action was required to get the stored item from storage and a seperate move action was required to draw it, hence why they have different entries on the action table. I'm happy with a more lenient interpretation, of course.
PS: I'm talking about getting an item from the backpack, not a holster or bandolier.

![]() ![]() ![]() ![]() ![]() |

Getting an item from a backpack is a move action that provokes.
Drawing a weapon from a sheath, holster, or bandolier is a move action which doesn't provoke. EDIT: Or can be done as part of taking a Move action to move, provided you have +1 BAB.
They are separate actions for separate things. You don't have to draw a weapon (or wand) after you've retrieved it. You draw a weapon or wand instead of retrieving it, provided it is not stored.
Retrieving an item from your backpack is a Move action that provokes. That's it. Once you've done that, you can use the item.

![]() |

Getting an item from a backpack is a move action that provokes.
Drawing a weapon from a sheath, holster, or bandolier is a move action which doesn't provoke. EDIT: Or can be done as part of taking a Move action to move, provided you have +1 BAB.
They are separate actions for separate things. You don't have to draw a weapon (or wand) after you've retrieved it. You draw a weapon or wand instead of retrieving it, provided it is not stored.
Retrieving an item from your backpack is a Move action that provokes. That's it. Once you've done that, you can use the item.
That is why you get a Handy Haversack; retrieval is a move action that does NOT provoke.

![]() |
Drawing a weapon from a sheath, holster, or bandolier is a move action which doesn't provoke. EDIT: Or can be done as part of taking a Move action to move, provided you have +1 BAB.
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).
Bandoliers explicitly define the action to retrieve an item from them as the "retrieve a stored item" action, which as defined by the CRB not only cannot be combined with move action (which is exclusive to the "draw a weapon/weapon-like object" action), but also provokes an attack of opportunity.
Bandoliers suck. Badly.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

I've always seen it used that retrieving an item that you usually wouldn't have combat-ready (say for the sake of argument a second set of clothes) is a full-round action, but I can't find it anymore in the rules. But "retrieve a stored item" is the closest I can find in the rules. Apparently I've been doing that wrong, for the three times that's come up.

JDLPF |

It's assumed you can keep weapon-like objects on your belt in a sheathe or other device that keeps them readily accessible. The downside with not storing the item in your backpack is that it's easier to target for steal or sunder manoeuvres. Bandoliers are for stuff like potions or alchemical items, and don't really have any mechanical advantage over using your pack unless for some reason you drop your pack during combat, such as to avoid encumbrance penalties.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Ferious Thune wrote:Drawing a weapon from a sheath, holster, or bandolier is a move action which doesn't provoke. EDIT: Or can be done as part of taking a Move action to move, provided you have +1 BAB.Bandolier wrote:This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).Bandoliers explicitly define the action to retrieve an item from them as the "retrieve a stored item" action, which as defined by the CRB not only cannot be combined with move action (which is exclusive to the "draw a weapon/weapon-like object" action), but also provokes an attack of opportunity.
Bandoliers suck. Badly.
What do you want for 5 sp? (Or free with certain outfits.)

![]() |
What do you want for 5 sp? (Or free with certain outfits.)
For it to be in some way better than digging something out of the bottom of a backpack? I mean, at the very least they could have made it not provoke.
EDIT: The reason the "retrieve a stored item" action provokes is because you have to divert your attention to make sure you get the item you're after; retrieving an item from a handy haversack doesn't provoke because you don't have to divert your attention; whatever you want is always on top. Similarly, I'd think that retrieving an item from a pouch situated on your chest that only holds that one item could be done without diverting your attention away from your opponents; in fact, I'd say that's the entire point of a bandolier.

![]() ![]() ![]() ![]() ![]() |

Jared Thaler wrote:What do you want for 5 sp? (Or free with certain outfits.)For it to be in some way better than digging something out of the bottom of a backpack? I mean, at the very least they could have made it not provoke.
EDIT: The reason the "retrieve a stored item" action provokes is because you have to divert your attention to make sure you get the item you're after; retrieving an item from a handy haversack doesn't provoke because you don't have to divert your attention; whatever you want is always on top. Similarly, I'd think that retrieving an item from a pouch situated on your chest that only holds that one item could be done without diverting your attention away from your opponents; in fact, I'd say that's the entire point of a bandolier.
Yeah, the wording on the bandolier isn't great. As written, you have to use the Retrieve a Stored Item action to take anything out of it. I've run into GMs before who gave me a hard time about drawing a wand as part of a move action, because "a wand doesn't come with a sheath." They insisted I needed to have it in a bandolier. I didn't bother to point out the wording on the bandolier to them. In general, if someone has a wand or dagger in a bandolier, I'll let them draw it the same as they normally would, because if they didn't say they were keeping it in the bandolier, they'd be able to do that. So I don't think the item was meant to make it any harder to draw things.
Incidentally, the Adventurer's Sash doesn't have the same language about using the Retrieve a Stored Item action. It doesn't say what action it is to remove an item from it. It only says it takes a Move action to unfasten the pocket, but you can just leave them unfastened when you're expecting trouble. It costs 20gp instead of 5sp, though, so it's a lot to spend for a minor difference in the rules.