What items do you always take as a starting character or on the first trip back to town?


Advice


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Backpack, armor, main weapon, light sources, firestarters, waterskin, rope and rations are obvious.

Chalk (1/2 CP) - Can mark stuff, write notes and create a trail in a maze
Alchemical Silver Light Mace (25 GP) and cold iron weapon: Since DR sucks at low levels. Choosing a light mace reduces the cost, gives you a bludgeoning weapon and doesn't take a damage penalty (All the martial light blundgeoning weapons suck for some reason)
Dagger (2GP) - Useful tool and light slashing weapons defeat a lot of entangling effects and swallow hole.
Sling - Free, no weight and free ammo. Even if you're not proficient you can cast light on a rock and throw it 500 feet and always hit within +/- 7.5 feet of where you were aiming. which makes an effective signal
Spare clothes (varies) - Be less of a hobo.
Scrivener's Kit, journal, ink (20 GP) - Keep notes
Mule+Pack Saddle (13 GP) - Literal pack mule. Can carry 300 pounds of loot without slowing the group down. Party can split the cost. Add a cart (15 GP) and it can pull 1500 pounds.


Either a dagger or a kunai depending on my main weapon's damage type, and a couple packets of lamp oil. Not to use in a lamp, but against swarms. Throw as a splash weapon, then light the oil.

And my main weapon is ALWAYS Cold Iron to start off with. My very first game, we got attacked by a small hoard of gremlins. No one had any cold iron weapons and one of us died. Plus I take a shortbow and 2 types of arrows - cold iron regular and blunt. By that time, I'm often broke.


Canvas. Used as makeshift rope, a tent, a bag, a preventative measure against contact poison; I'm sure there are even more uses, but these are just some I've used it for.


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Soap and shaving kit.

Because murder hobos don't have to look like hobos.

Grand Lodge

Cold Iron Morningstar, as it's both B & P.

Extra lantern Oil and/or Alchemical Fire, depending on how much money you found.

A net.


Forgot soap.

No idea how much a cart weighs, but it would be subtracted from carrying capacity, but a donkey still pulls plenty.


A tux. (No, seriously; a dwarf in black-tie cuts a fine figure.)


Courtier's outfit once you can afford/have magic jewelry
Poncho (5SP): Unless you're in a dry region it rains at least 30% of the time.
Waterproof Masterwork Backpack (50.4 GP): Best carrying capacity till you
A jewelery chain with clasps on each end hit with Continual Flame (110 GP+jewelery value). Ioun torch sounds neat, but "a circling orbit 1d3 feet from [your] head" is a terrible place for a light source.


Adding to everything else stated:
Hammer, pitons, and extra rope. You never know when you need a door wedged open or closed, or when you need to tie people up. Tents are also a good idea.


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Smoke Pellets and Smoke Sticks. They may be countered easily, but you have no idea how many times I was able to save the group by throwing a Smoke Pellet down to give an ally cover.

Dark Archive

I always buy a mule or donkey and name him Clompy.


Dajur wrote:
I always buy a mule or donkey and name him Clompy.

Even better would be a yak. 24gp, Str 27 and doesn't afraid of anything.

Grand Lodge

Reksew_Trebla wrote:
Smoke Pellets and Smoke Sticks. They may be countered easily, but you have no idea how many times I was able to save the group by throwing a Smoke Pellet down to give an ally cover.

Smoke pellet smog is a top pick.


Darigaaz the Igniter wrote:
Dajur wrote:
I always buy a mule or donkey and name him Clompy.
Even better would be a yak. 24gp, Str 27 and doesn't afraid of anything.

Yak is a good alternative, though the large size is annoying for dungeon looting.

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