Take the pain out of starting gear!


Advice

Scarab Sages

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If you are anything like me, the thing you hate most about building a new character is the STARTING EQUIPMENT. You just have to buy the same stuff over and over, and it's super easy to miss something and then your GM calls you out on it and it's really annoying. So, I've compiled the list of the recommended starting gear, or (more aptly) here is the "Generic starting gear for a generic starting character." Does this mean you HAVE to buy this? No. It means, if you are like me and you just want to get the same starting gear for your next character, here's a list, all Pre-priced and pre-weighted (or bulked?)

Setup for Envoy, some Operatives, some mechanics, mystics, or technomancers

Cost Item Bulk
90 Tactical Baton L
250 Pulsecaster Pistol L (Can sub out for Semi-Auto Pistol)
60 Extra Battery -(Can sub out for 30 rounds ammo and save 20 credits)
250 Second Skin Armor L
7 Personal Comm L (I know all armor have them, nice to have a spare)
1 Flashlight L (A third level backup for a flashlight)
20 Any one Toolkit L
1 A week field rations 1
3 Hygiene Kit 1
5 Professional Clothes - (or 5 sets of normal clothes)
100 Mark 1 healing serum (x2) Lx2

This sets you up with everything you need at the cost of 2.8 bulk, so you can carry it even with a strength score of 4. Plus it leaves you with an extra 213 credits for things like extra toolkits (for operatives) or binders (for bounty hunters) or whathaveyou. You can sub out the weapon for a laser pistol for an extra 100 credits.

Like I said, this is just a basic "New Character" setup, and it doesn't work too well for soldiers (who need better armor and weapons) or, like, Solarians who want to start off with heavy armor proficiency. Also, if you want to use longarms, you can get a pulsecaster rifle for only 100, or, if you can ditch the sidearm, you can get a rifle for actually slightly cheaper.


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Thank you! This is very helpful and I will definitely use it. For anyone with day job checks I recommend the professionals kit. My shirren comedian has silly props for a +4 bonus to profession.

Scarab Sages

MageHunter wrote:
Thank you! This is very helpful and I will definitely use it. For anyone with day job checks I recommend the professionals kit. My shirren comedian has silly props for a +4 bonus to profession.

You're welcome! I'm glad someone can get a use out of it.

Some people may need more kits than others. Mystics need a mystic AND a trapsmith's kit . . . My operative needs, like, 4 (Navigation, Engineering, Professional, Trapsmith). Mechanics may want to have a spare kit around in case someone toasts their custom rig and they need to kitbash a new one.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

People were already sharing their starting gear in this post here, focusing more on individual builds.

Scarab Sages

Damanta wrote:
People were already sharing their starting gear in this post here, focusing more on individual builds.

Yes, but the answers there were buried among facetious answers such as 1000 flashlights or 1 bulk of UPB (although, you can actually build what you need out of those. . .)

I thought I included most of the starting gear a body needed, plus left enough over to buy any accessories needed for your build (like extra kits, or a better weapon)

I'll come up with a soldier and Solarian generic starting kit later today.

RPG Superstar Season 9 Top 16

I'd find more use out of starting kits that don't include the weapons and armor, that's the part most likely to depend on the character for me (the pistols are too expensive for a melee user, the needler is a cheaper alternative).

Scarab Sages

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Petty Alchemy wrote:
I'd find more use out of starting kits that don't include the weapons and armor, that's the part most likely to depend on the character for me (the pistols are too expensive for a melee user, the needler is a cheaper alternative).

Then don't take my advice? I was very clear that this was for people who DID NOT like scrounging through the book looking for gear for a bunch of level 1 characters. If you like doing that, then . . . this isn't the post for you, I guess?

EDIT: As promised, some generic starting gear for Soldiers. Since they need so much stuff for their job, their budgets are more tight (and not as liberal) but they should get the job done for the first session.

Soldier (Melee Focus)
475 Tactical Pike 2
100 Pulsecaster Rifle 1
415 Mk 1 Lashunta Ringwear 3
1 Set normal clothes
1 Flashlight L
1 A week field rations 1
3 Hygiene Kit 1
4 credits remaining.
Bulk: 8.1 (Hope you have 16 or more Str!)

Soldier (Longarm Focus)
90 Tactical Baton L
240 Hunting Rifle 1
40 Ammo (30 extra rnds)-
415 Mk. 1 Lashunta Ringwear 3
1 Set normal clothes
7 Commlink L
1 Flashlight L (A third level backup for a flashlight)
1 A week field rations 1
3 Hygiene Kit 1
100 Mk 1 healing serum (2) 2L
102 credits remaining
Bulk: 6.4

RPG Superstar Season 9 Top 16

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Perhaps I wasn't clear. I meant that weapons and armor gear really depends on your class and goals.

Non-combat gear kits, such as clothes, rations, personal comms, rope (I mean, cable line) IS something that would be useful to me.


Petty Alchemy wrote:
I'd find more use out of starting kits that don't include the weapons and armor, that's the part most likely to depend on the character for me (the pistols are too expensive for a melee user, the needler is a cheaper alternative).

Unless I am reading something wrong a melee character is better off with a Called fusion tactical starknife. This lets you focus on strength, and does damage comparable to a longarm weapon. The downside is that it's not suitable for full attacks, but if you are melee based you probably want to close the gap as soon as possible.

RPG Superstar Season 9 Top 16

The main downside is the poor range increment on the starknife (20ft). My lvl 1 meleer will be using needler rifle (60ft) when he is unable to close the distance with the pike.


Petty Alchemy wrote:
The main downside is the poor range increment on the starknife (20ft). My lvl 1 meleer will be using needler rifle (60ft) when he is unable to close the distance with the pike.

True, but I figure it would allow a melee Solarion to deprioritise DEX, (provided you grab heavy armour proficiency at level 1). Between full BAB and photon attunement you are just as accurate within 40 feet as anyone who isn't a soldier. Add in movement (factoring in heavy armour penalties) and you are able to hit anyone within 65 feet without too much hassle.

Scarab Sages

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Petty Alchemy wrote:

Perhaps I wasn't clear. I meant that weapons and armor gear really depends on your class and goals.

Non-combat gear kits, such as clothes, rations, personal comms, rope (I mean, cable line) IS something that would be useful to me.

Okay, here you go.

Generic gear that doesn't involve weapons/armor.

Cost Item Bulk
7 Personal Comm L
1 Flashlight L
20 Any one Toolkit L
1 A week field rations 1
3 Hygiene Kit 1
5 Professional Clothes - (or 5 sets of normal clothes)
100 Mark 1 healing serum (x2) Lx2
137 Credits, 2.5 Bulk

And here are some extras certain backgrounds MAY want.
Ace Pilot: Nothing special

Bounty Hunter:
10 Cable Line (20 ft) 2
10 Binders x2 -
60 Toolkits (Bounty Hunter professional, Survival, any other) 3L
Adds up to 80 extra credits, and 2.3 more bulk

Icon
5 Formalwear 1
10 Travelwear L
20 Professional Toolkit L
Adds 35 credits, and 1.2 bulk.

Mercenary: No special additions

Outlaw
60 Toolkit x3 (Things like: Disguise, Trapsmith, Hacking) 3L
Adds 60 credits and .3 bulk

Priest
20 Toolkit (Trapsmith, Allows disabling of magic traps)L
Adds 20 credits and .1 bulk

Scholar
100 Medical Kit L (Life sciences/Medicine only)
55 Miniaturized Tier 1 computer L
Adds (1)55 credits, and .1 (or .2) bulk

Spacefarer
55 Miniaturized Tier 1 computer L
Adds 55 credits and .1 Bulk

Xenoseeker
100 Medical Kit L (if you also have medicine)
55 Miniaturized Tier 1 computer L
Adds (1)55 credits, and .1 (or .2) bulk


Thanks you very much. This will be very helpfull for my first game


An Ace Pilot might want a Starstone compass (level 1, 3 cr L). It tells you what direction Absalom Station is and gives a +2 insight bonus to astrogation while in the Pact Worlds. Not the most massive bonus, but it's cheap.


VampByDay wrote:

If you are anything like me, the thing you hate most about building a new character is the STARTING EQUIPMENT. You just have to buy the same stuff over and over, and it's super easy to miss something and then your GM calls you out on it and it's really annoying. So, I've compiled the list of the recommended starting gear, or (more aptly) here is the "Generic starting gear for a generic starting character." Does this mean you HAVE to buy this? No. It means, if you are like me and you just want to get the same starting gear for your next character, here's a list, all Pre-priced and pre-weighted (or bulked?)

Setup for Envoy, some Operatives, some mechanics, mystics, or technomancers

Cost Item Bulk
90 Tactical Baton L
250 Pulsecaster Pistol L (Can sub out for Semi-Auto Pistol)
60 Extra Battery -(Can sub out for 30 rounds ammo and save 20 credits)
250 Second Skin Armor L
7 Personal Comm L (I know all armor have them, nice to have a spare)
1 Flashlight L (A third level backup for a flashlight)
20 Any one Toolkit L
1 A week field rations 1
3 Hygiene Kit 1
5 Professional Clothes - (or 5 sets of normal clothes)
100 Mark 1 healing serum (x2) Lx2

This sets you up with everything you need at the cost of 2.8 bulk, so you can carry it even with a strength score of 4. Plus it leaves you with an extra 213 credits for things like extra toolkits (for operatives) or binders (for bounty hunters) or whathaveyou. You can sub out the weapon for a laser pistol for an extra 100 credits.

Like I said, this is just a basic "New Character" setup, and it doesn't work too well for soldiers (who need better armor and weapons) or, like, Solarians who want to start off with heavy armor proficiency. Also, if you want to use longarms, you can get a pulsecaster rifle for only 100, or, if you can ditch the sidearm, you can get a rifle for actually slightly cheaper.

I would recommend against pulsecaster weapons - they are non-lethal while undead are immune to non-lethal damage while being common low level threats, potentially being the first threats some groups will encounter.

Scarab Sages

d'Eon wrote:
An Ace Pilot might want a Starstone compass (level 1, 3 cr L). It tells you what direction Absalom Station is and gives a +2 insight bonus to astrogation while in the Pact Worlds. Not the most massive bonus, but it's cheap.

Oh thanks, didn't see that it gave you a piloting bonus. Yeah, that should be on the list for ace pilots.


Thanks OP! Hero Lab lists starting kits for each class and I almost always buy that for new characters.

Liberty's Edge

Petty Alchemy wrote:
I'd find more use out of starting kits that don't include the weapons and armor, that's the part most likely to depend on the character for me (the pistols are too expensive for a melee user, the needler is a cheaper alternative).

Is the needler still cheaper when taking into account the need to buy the toxins per shot? Or are you shooting empty needles for the base damage? I made a mental note to check the toxin prices, but never did.

Scarab Sages

Smite Makes Right wrote:
Petty Alchemy wrote:
I'd find more use out of starting kits that don't include the weapons and armor, that's the part most likely to depend on the character for me (the pistols are too expensive for a melee user, the needler is a cheaper alternative).
Is the needler still cheaper when taking into account the need to buy the toxins per shot? Or are you shooting empty needles for the base damage? I made a mental note to check the toxin prices, but never did.

I think the idea is that the needler shoots empty needles for a d4 damage, just as SOME sort of ranged option.

Wayfinders

Noodlemancer wrote:
VampByDay wrote:

If you are anything like me, the thing you hate most about building a new character is the STARTING EQUIPMENT. You just have to buy the same stuff over and over, and it's super easy to miss something and then your GM calls you out on it and it's really annoying. So, I've compiled the list of the recommended starting gear, or (more aptly) here is the "Generic starting gear for a generic starting character." Does this mean you HAVE to buy this? No. It means, if you are like me and you just want to get the same starting gear for your next character, here's a list, all Pre-priced and pre-weighted (or bulked?)

Setup for Envoy, some Operatives, some mechanics, mystics, or technomancers

Cost Item Bulk
90 Tactical Baton L
250 Pulsecaster Pistol L (Can sub out for Semi-Auto Pistol)
60 Extra Battery -(Can sub out for 30 rounds ammo and save 20 credits)
250 Second Skin Armor L
7 Personal Comm L (I know all armor have them, nice to have a spare)
1 Flashlight L (A third level backup for a flashlight)
20 Any one Toolkit L
1 A week field rations 1
3 Hygiene Kit 1
5 Professional Clothes - (or 5 sets of normal clothes)
100 Mark 1 healing serum (x2) Lx2

This sets you up with everything you need at the cost of 2.8 bulk, so you can carry it even with a strength score of 4. Plus it leaves you with an extra 213 credits for things like extra toolkits (for operatives) or binders (for bounty hunters) or whathaveyou. You can sub out the weapon for a laser pistol for an extra 100 credits.

Like I said, this is just a basic "New Character" setup, and it doesn't work too well for soldiers (who need better armor and weapons) or, like, Solarians who want to start off with heavy armor proficiency. Also, if you want to use longarms, you can get a pulsecaster rifle for only 100, or, if you can ditch the sidearm, you can get a rifle for actually slightly cheaper.

I would recommend against pulsecaster...

P. 254 states any non-lethal weapon can do lethal damage, you just have to eat a -4 penalty to hit...

Scarab Sages

The first thing my icon is going to do in Starfinder Society is to get a weapon with "Stun" so that he can switch between lethal and non-lethal.

Can't have your favorite childhood star running around killing people.


Where does it say armor includes a comm? I would just like to know where to look up to confirm for my GM.


bullrawg wrote:
Where does it say armor includes a comm? I would just like to know where to look up to confirm for my GM.

Its REALLY hard to find, its in the culture section of the core rule book in the back where they're talking about how people in the pact worlds communicate with each other.


BigNorseWolf wrote:

Its REALLY hard to find, its in the culture section of the core rule book in the back where they're talking about how people in the pact worlds communicate with each other.

Whoa, I was starting to think this was a Mandela effect, but there you go, it's real! Good job!

Pag 430
"Personal comm units are common, inexpensive devices that are
capable of communicating with each other on a single planet
or between ships orbiting a given world. Small enough to be
carried in a pocket, they also come automatically integrated into
all armor of 1st level or higher
.
"

I believe this is either an old idea that escaped the final review before publication, or it's meant to be "can be" instead of "come", since there's nothing mentioning this in the comm unit entry.

But it's on CRB, so it's canon.

Free comm units for all!


Pathfinder Rulebook Subscriber
VampByDay wrote:


7 Personal Comm L (I know all armor have them, nice to have a spare)

As far as I know, no armor comes with a personal comm pre-installed; they just have environmental protections. I often remind people in my games to buy a personal communicator and a set of clothes for this exact reason.


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Most of my characters carry 2 com units. Last adventure my character skyped himself and sent one of the com units down a conveyor belt for a cheap mans drone.


spectrevk wrote:
VampByDay wrote:


7 Personal Comm L (I know all armor have them, nice to have a spare)
As far as I know, no armor comes with a personal comm pre-installed; they just have environmental protections. I often remind people in my games to buy a personal communicator and a set of clothes for this exact reason.

On pg 430 of the Core Rulebook, under Communication, the paragraph on Planetary:

Personal comm units: "Small enough to be carried in a pocket, they also come automatically integrated into all armor of 1st level or higher."


spectrevk wrote:


As far as I know, no armor comes with a personal comm pre-installed; they just have environmental protections. I often remind people in my games to buy a personal communicator and a set of clothes for this exact reason.

I have the quote that says otherwise just above your post.

Maybe I'm in a bozo filter or something.


Pathfinder Rulebook Subscriber

I didn't notice the post above mine until after I posted it :(

Pretty embarrassing.


The Ragi wrote:
BigNorseWolf wrote:

Its REALLY hard to find, its in the culture section of the core rule book in the back where they're talking about how people in the pact worlds communicate with each other.

Whoa, I was starting to think this was a Mandela effect, but there you go, it's real! Good job!

Pag 430
"Personal comm units are common, inexpensive devices that are
capable of communicating with each other on a single planet
or between ships orbiting a given world. Small enough to be
carried in a pocket, they also come automatically integrated into
all armor of 1st level or higher
.
"

I believe this is either an old idea that escaped the final review before publication, or it's meant to be "can be" instead of "come", since there's nothing mentioning this in the comm unit entry.

But it's on CRB, so it's canon.

Free comm units for all!

Thank you sir


Nice lists of starting gear. Hunting and pecking through the book to find junk like toothbrushes is always super time-consuming.

I would also recommend perhaps adding a backpack to that list. It's level 1, costs 3 creds, and is a pretty handy bit of gear for anyone with a lower-than-average strength score, or even for newly minted soldiers coming up against their bulk limit. I think your melee soldier build can just barely afford one, too.

Liberty's Edge

Will you be revisiting these now that Armory is out?


Dot
...
Flagged
...
Saved for later use. There thats good.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

How might the new Starfinder Armory affect some of these lists?

Scarab Sages

Ravingdork wrote:
How might the new Starfinder Armory affect some of these lists?

It honestly doesn't. Not that much. Most of the stuff in the armory is kinda niche and isn't suitable for STARTING equipment. Like, I can't imagine a character wanting the 1-shot Hand Cannon over the Semi-auto tactical pistol. Or the 1 shot Gulchgun over a hunting rifle. Strength based envoys/mystics/technomancers can now buy a handaxe which is better for them than the baton at level 3 and beyond because it doesn't have the operative quality.

You can sub out the Subzero Hail pistol as a small arm, as it is cheaper than the tactical pistol but only does 1d4 instead of 1d6. If you are a soldier who wants to start with a heavy weapon, I suppose the Hail Cannon is now your cheapest option.

Cheap armors are generally best from the core rulebook still. Although for soldiers who really value mobility, the Reinforced EVA suit is a midway point between Ceremonial Troop Plate and Golemforged plating, and only reduces speed by 5.

There are a couple of Technological and magical items certain builds may want that are in the book, but for BASE STARTING EQUIPMENT, just the core book holds up really well.

In fact, buying a miniaturized tier 1 computer is the same cost and is straight up better than buying a datapad, as it is only item level 1. Technically the 'miniaturized teir 1 computer' doesn't explicitly come with a comm unit or videocamera and microphone . . . but I think most GMs would rule that it does.


I can't figure any reason for the datapad to be level 2 either apart from the added com unit functionality, so I think that's what was intended by making it that level. Either way it's a pretty solid deal, given you pay 100% of a mod's installation rather than 110% as you would do for a com unit to install any nifty doodads.

Scarab Sages

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Just letting people know that as I go through the armory, I'm re-compiling a list of starting equipment now with the armory, pact worlds, and alien archive stuff (though honestly, alien archive and pact worlds don't have that much to offer.)

I've assumed a Starfinder Society starting character, so levels 1 or 2 from the core rulebook, and only level 1 from all others, which means the bulk of the stuff is still from the core. I'm partway through, so this isn't all. Eventually I plan to have starting equipment for most builds a 'generic starting equipment -arms and armor' section, and additional selections based on starting backgrounds.

Here you go

Grand Lodge

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Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Though the poor Society Characters cannot buy the 5 UPB for the kits because they need to buy the UPBs in lots of 1000 :) (unless that changed)


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Thank you for doing this.

Has the Armory been approved for Society play?


Yup!

http://paizo.com/starfindersociety/additional

Scarab Sages

Damanta wrote:
Though the poor Society Characters cannot buy the 5 UPB for the kits because they need to buy the UPBs in lots of 1000 :) (unless that changed)

I do not know any GM or player who would stick to that rule. It makes crafting unessisarily restrictive and micro-manage-ey, and cost-ineffective. If someone made that officially a rule they need to be-I dunno. . . Somethinged. Shamed by Mr. Rogers from beyond the grave. I dunno, I’ll think of something.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Ade wrote:

Yup!

http://paizo.com/starfindersociety/additional

Wow. A lot of their Armory restrictions seem totally arbitrary.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
VampByDay wrote:
Damanta wrote:
Though the poor Society Characters cannot buy the 5 UPB for the kits because they need to buy the UPBs in lots of 1000 :) (unless that changed)
I do not know any GM or player who would stick to that rule. It makes crafting unessisarily restrictive and micro-manage-ey, and cost-ineffective. If someone made that officially a rule they need to be-I dunno. . . Somethinged. Shamed by Mr. Rogers from beyond the grave. I dunno, I’ll think of something.

It gets even better. Unless it was changed you can craft 1 item during downtime, but you sacrifice your dayjob check for it.

Scarab Sages

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Finished up the google doc, if anyone has any suggestions or finds any errors, please (politely) let me know. Otherwise enjoy!


Ravingdork wrote:
How might the new Starfinder Armory affect some of these lists?

should it it has advanced gear.......


Damanta wrote:
Though the poor Society Characters cannot buy the 5 UPB for the kits because they need to buy the UPBs in lots of 1000 :) (unless that changed)

Well, they say tha UPBs are usable as currency in many major settlements and trade hubs, aswell as places that don't use Credits (CRB page 233). They probably don't deal in 1000 credits worth of UPB every time. After all, UPBs are the standard the Pact Worlds' Credit is based on (CRB page 233)

Scarab Sages

Damanta wrote:
Though the poor Society Characters cannot buy the 5 UPB for the kits because they need to buy the UPBs in lots of 1000 :) (unless that changed)

New SFS guide came out today. You can officially buy single UPBs now, THANK GOD, so my list is legal.

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thank you for these lists! I shall be consulting them for all future Starfinder characters I make!


Pathfinder Adventure Path Subscriber

I think they missed a real opportunity not putting something like this in the armoury. When you have a game with lots of gear, it's really helpful for new players or GMs making NPCs who just want to make a "quick start" character. Ultimate Equipment and D&D5E does this well...

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