So, you're a first-level character. What stuff do you buy? The weapons, armor, and especially the miscellaneous items lists can be daunting in their length - what is useful, and what is not?
I know this has been done many times before (I've read many of the discussions on various forums), but what I've never seen is a single comprehensive list. So I'm going to present an initial list here, then when the dust settles, present an updated list.
I think this would also pretty much work for D&D 3.5 and d20, altho I'm not going to cross-reference everything. Probably only some things in the last category might be PF-specific.
Please feel free to add items to the lists, or vote for or against items already on the lists. I am most interested in non-weapon, non-armor items.
Weapons (as GP and encumbrance allow) :
Simple : Morningstar (P&B), Sickle (S), Shortspear (S).
Martial : Trident (P), Flail (B), Warhammer (B), Battleaxe (S), Longsword (S).
2-handed : Halberd(P), Flail (B), Greatsword (S), Greataxe (S).
Reach, Simple : Longspear (P).
Reach, 2-handed : Lucerne Hammer (P&B), Bardiche (S), Glaive (S).
Ranged : Crossbow, light (P).
(In all cases I picked weapons that do max damage for a Medium user. I'm not interested in an optimized list here, or the best weapons for a particular class, just something for everyone that covers all damage types.)
Armor (as GP and encumbrance allow) :
Spellcasters should be aware of the "armored kilt", providing 1 AC for a reasonable cost and enc, with no spellcasting penalties.
For others, a chain shirt is cheap and provides reasonable AC, unless your party role is the tank.
(Again, I'm not looking for a complete or optimized list of armor, you can pick your own.)
The "essentials" (as GP and enc allow) :
Dagger/knife - ALWAYS HAVE!
Rope - ALWAYS HAVE!
Flint & steel
Light source of some type - torch, lantern, lamp, sunrod, everburning torch, etc.
Flasks of oil - to deal with swarms
Backpack - to hold all the rest of the stuff!
Grappling hook
Hammer and pitons/iron spikes - MANY uses!
Crowbar - MANY uses!
Portable ram - heavy, but gets thru doors the Rogue can't
Handsaw, shovel
Walking stick/quarterstaff - set off traps, push open doors, etc.
Odds and ends :
Chalk - SO many uses!
Paper/parchment, ink, pen
Wire, twine, candles, whistle, marbles
Sack of flour - low-cost help against invisibility
Mirror (small piece of highly polished steel, or silver piece hammered out and polished) - for looking around corners
Empty sacks and (belt) pouches, empty stoppered bottles, etc.
Length of string with fishing hook (can also tie to the end of the walking stick/quarterstaff)
If you've been traveling to get to where the game begins :
Bedroll, blanket, waterskin, rations, tent (optional, depending on the climate)
(Or, once you know you're going to be traveling.)
What if you have a little GP left over?
Make at least some of your weapons cold iron (double normal cost) - at least a dagger (2 more GP) and some ranged ammo (1 more GP per batch); better weapons as you can afford them
Tindertwigs
What if you have a "lot" of starting GP?
If your DM is generous, or you (say) take the Rich Parents trait, what potions and/or Alchemical (or otherwise "magical") products would you buy? This can be general-purpose, or specialized items for spellcasters, fighters, rogues. This could also be after your very first adventure, but for whatever reason this list assumes you only have several hundred GP up to maybe 900 GP to spend (definitely less than 1000 GP).
Smelling salts (25 GP) - wake up an unconscious person (like the Cleric!)
Alchemist's Fire (20 GP) - faster and more reliable than flasks of oil
Vermin Repellent (5 GP) - helps against swarms
Mage Armor (50 GP) - for spellcasters
Cure Light Wounds (50 GP)
Vanish (50 GP) - short-term invisibility to buff, re-position, or sneak
Remove Sickness (50 GP) - removes nauseated and sickened effects
Holy Water (25 GP)
Enlarge Person (50 GP) - for fighters
Negate Aroma (50 GP) - for sneakies
Magic Weapon (50 GP) - allows you to hit DR/magic creatures
Bladeguard (40 GP) - protects your weapon from creatures that can damage it when struck
Unguent of Timelessness (150 GP) - preserves your dead body
Note that if you're a spellcaster, and your class can cast any of the above spells, you can have it as a scroll for 1/2 the price of a potion (assuming it can be done as a scroll, etc.).
Please limit your suggestions for this list to a price of 150 GP or less per item!
I know this has been done many times before (I've read many of the discussions on various forums), but what I've never seen is a single comprehensive list. So I'm going to present an initial list here, then when the dust settles, present an updated list.
I think this would also pretty much work for D&D 3.5 and d20, altho I'm not going to cross-reference everything. Probably only some things in the last category might be PF-specific.
Please feel free to add items to the lists, or vote for or against items already on the lists. I am most interested in non-weapon, non-armor items.
Weapons (as GP and encumbrance allow) :
Simple : Morningstar (P&B), Sickle (S), Shortspear (S).
Martial : Trident (P), Flail (B), Warhammer (B), Battleaxe (S), Longsword (S).
2-handed : Halberd(P), Flail (B), Greatsword (S), Greataxe (S).
Reach, Simple : Longspear (P).
Reach, 2-handed : Lucerne Hammer (P&B), Bardiche (S), Glaive (S).
Ranged : Crossbow, light (P).
(In all cases I picked weapons that do max damage for a Medium user. I'm not interested in an optimized list here, or the best weapons for a particular class, just something for everyone that covers all damage types.)
Armor (as GP and encumbrance allow) :
Spellcasters should be aware of the "armored kilt", providing 1 AC for a reasonable cost and enc, with no spellcasting penalties.
For others, a chain shirt is cheap and provides reasonable AC, unless your party role is the tank.
(Again, I'm not looking for a complete or optimized list of armor, you can pick your own.)
The "essentials" (as GP and enc allow) :
Dagger/knife - ALWAYS HAVE!
Rope - ALWAYS HAVE!
Flint & steel
Light source of some type - torch, lantern, lamp, sunrod, everburning torch, etc.
Flasks of oil - to deal with swarms
Backpack - to hold all the rest of the stuff!
Grappling hook
Hammer and pitons/iron spikes - MANY uses!
Crowbar - MANY uses!
Portable ram - heavy, but gets thru doors the Rogue can't
Handsaw, shovel
Walking stick/quarterstaff - set off traps, push open doors, etc.
Odds and ends :
Chalk - SO many uses!
Paper/parchment, ink, pen
Wire, twine, candles, whistle, marbles
Sack of flour - low-cost help against invisibility
Mirror (small piece of highly polished steel, or silver piece hammered out and polished) - for looking around corners
Empty sacks and (belt) pouches, empty stoppered bottles, etc.
Length of string with fishing hook (can also tie to the end of the walking stick/quarterstaff)
If you've been traveling to get to where the game begins :
Bedroll, blanket, waterskin, rations, tent (optional, depending on the climate)
(Or, once you know you're going to be traveling.)
What if you have a little GP left over?
Make at least some of your weapons cold iron (double normal cost) - at least a dagger (2 more GP) and some ranged ammo (1 more GP per batch); better weapons as you can afford them
Tindertwigs
What if you have a "lot" of starting GP?
If your DM is generous, or you (say) take the Rich Parents trait, what potions and/or Alchemical (or otherwise "magical") products would you buy? This can be general-purpose, or specialized items for spellcasters, fighters, rogues. This could also be after your very first adventure, but for whatever reason this list assumes you only have several hundred GP up to maybe 900 GP to spend (definitely less than 1000 GP).
Smelling salts (25 GP) - wake up an unconscious person (like the Cleric!)
Alchemist's Fire (20 GP) - faster and more reliable than flasks of oil
Vermin Repellent (5 GP) - helps against swarms
Mage Armor (50 GP) - for spellcasters
Cure Light Wounds (50 GP)
Vanish (50 GP) - short-term invisibility to buff, re-position, or sneak
Remove Sickness (50 GP) - removes nauseated and sickened effects
Holy Water (25 GP)
Enlarge Person (50 GP) - for fighters
Negate Aroma (50 GP) - for sneakies
Magic Weapon (50 GP) - allows you to hit DR/magic creatures
Bladeguard (40 GP) - protects your weapon from creatures that can damage it when struck
Unguent of Timelessness (150 GP) - preserves your dead body
Note that if you're a spellcaster, and your class can cast any of the above spells, you can have it as a scroll for 1/2 the price of a potion (assuming it can be done as a scroll, etc.).
Please limit your suggestions for this list to a price of 150 GP or less per item!
Last edited: