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Level 2 upgrade
adamantine wire saw (for all those hard to reach places)
drill
periscope (when 90% cover isn't enough)
antiplague x2
antitoxin x2
tangle bag
bandolier
block 8 tackle
upgrade rope to 100'
sealing wax, signet ring
a book (cheaper than paper)
blue book (for the local area)
be on the lookout for a Handy Haversack.

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Level 3-4
Crowbar
potion of mage armor (you don't wear it all the time)
finer clothes = you be the judge of fashion
mw manacles & a lock (I sometimes forget to buy the lock - buy one.)
2 wrist sheaths - if youre into wands or semi hidden daggers.
ranged weapon - class dependant, something in the 100' range.
Pack mule - Porter, Riding Dog, or similar - now you can afford the finer things in life.
Medium Tent
2 folding chairs
fine wine (bribes, trade, etc.)
absinthe
common wine
10 days of rations
4 waterskins
jar of honey
cooking kit
gear maint kit
hammer
20 pitons
Tabard - for your porter.
weapon - usually starting with cold iron
now is the time to consider silver, mithral
or adamantine.
potions & oils
bless weapon
cure light
cure moderate
daylight
fly
wands (if you're into that)
cure light
endure elements
infernal healing (morality dependant)
shield
prot evil
lots of optional wands afterward.

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Level 5+ its focus time - by now you know what your other team members are doing so you fill in what they dont prep.
alchemicals go to fire, cold, electrical, and acid (5 each) unless you're a caster - I'm often not.
potions\oils
I like silence, barkskin, spider climb
alchemicals
I add twitch tonic, sooth syrup, and bladeguard, sometimes I add alchemical glue and accelerant. Stick someone small to a wall - for a nonmagical magic mouth.
bonus items - bear traps, caltrops, a shovel, sun rods, smoke sticks, signal whistle, air crystals
scrolls
fly, daylight, remove(various)

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Great lists, Righty! People often forget the mundane and alchemical goodies that can help you tackle situations. Every Lamplighter should take note!
I usually would add a ranged weapon up front, but I guess the club and daggers can be thrown. A big bag of sling bullets gets heavy for some folks, and daggers or clubs can do double duty.

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Great lists, Righty! People often forget the mundane and alchemical goodies that can help you tackle situations. Every Lamplighter should take note!
I usually would add a ranged weapon up front, but I guess the club and daggers can be thrown. A big bag of sling bullets gets heavy for some folks, and daggers or clubs can do double duty.
It was recommended to post by one of my friends for reference. Mainly as I tend to use equipment for that little plus.
You're correct in my approach, due to the typical range in PFS thrown weapons are generally enough at level 1. Your specialist archers have to save up for their starter bow. Gunslinger get a gun... My fighters eventually pick up a crossbow by 2 (not that I can hit w them)... But for level 1...
I'm also thinking primary weapon is already planned. The dagger/club combo are bonus weapons (tools)

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Pirate Rob wrote:2 prestige for a darkwood composite longbow (up to +3 strength) is frequently a nice ranged purchase.
Just don't forget to buy a stack of cold iron arrows.
Or for a trivial amount more, a stack of cold arrows, and a couple of packets of silver blanch.
DR? What DR.
Blunt Arrows anyone?