Pathfinder 1E 1st level starting-out equipment/gear/items - what's on your list?

ZenFox42

First Post
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!
 
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My low HP wizard always carried a whistle with him, in case he "needed an adult" to come rescue him from some orcs or whatever (later, he learnt higher level spells and started rescuing the other party members himself).

He also carried a common toad and told EVERYONE that it was his familiar (actually, he had a bonded object).

Empty flasks and vials are cheap and great for picking up things you happen to come across during your travels.

For a bigger investment, keep in mind that Wands of Infernal Healing restore more HP than Wands of Cure Light Wounds. There is quite a difference, in fact (50 charges of cl 1 CLW restores an average of 275 HP, while infernal healing restores 500 HP).
 

Ramaster - all good reasons and great ideas (I'll have to remember about the toad!), but remember these are first levels, no wands. I really don't want this discussion to mention any item worth 1000 GP or more (and would prefer 150 GP or less). Thanks!

P.S. - also like your tag line!
 

I'd like to nominate the waterskin as an essential. It holds liquids of many types, including oil, (holy) water or ink. They can also be inflated to serve as flotation devices, allowing even your heavily armoured dwarven warrior to swim the river without drowning. Finally, since they are made of reasonably sturdy leather, they can be cut up in strips for binding things or made into a simple slingpounch (just add twine for a complete sling). Other nice common items to have? a cart, to transport those larger pieces of treasure. Includes uses for cover on the battlefield, and lessens encumbrance (that's where you store your portable ram). A creature to draw it is optional.
 


Here's the stuff that I usually purchase when creating characters. It does not include weapons or armor.

STANDARD ADVENTURING GEAR
Cost: 20 gp, 3 sp, 8 cp
Weight: 62 lb. (Medium); 33.125 lb. (Small)
Gear: explorer’s outfit, backpack (common), bedroll, belt pouch, chalk, flint & steel, gear maintenance kit, grooming kit, mess kit, pot (common), rope (hemp; 50 ft.), sack (empty; 2), shaving kit, soap, string (50 ft.), torch (5), waterskin, traveller’s outfit, and trail rations (7 days).

WIZARD GEAR
Cost: 37 gp, 1 sp
Weight: 5.5 lbs.
Gear: spellbook, paper (20 sheets), ink (1 oz vial), inkpen, spell component pouch, and case (scroll).

CLERIC/PALADIN GEAR
Cost: 6 gp
Weight: 2 lbs.
Gear: wooden holy symbol, and spell component pouch.

ROGUE GEAR
Cost: 30 gp
Weight: 1 lb.
Gear: thieves’ tools.

OTHER SPELLCASTER GEAR
Cost: 5 gp
Weight: 2 lbs.
Gear: spell component pouch.
 

This is all from other forums

Pitons/Iron spikes : markers, muck up mechanisms, wedge a door shut, climb a wall with no hand-holds, secure a rope, pivot points for pulley systems and tripwires, nail something down, and when in a REAL pinch - punch with it for 1d2 damage. Yes, I've had death by iron spike.
"Pitons and chains to lift up our gear between trees when we build camps. Easy way to secure your food stock and important items."

Crowbar : digging tool, a club, a grappling hook, lockpick (ok, lock-breaker), improvised club (or mace if your DM allows it)
"I had a friend use the crowbar to make a sliding attack on ice. we keep falling down when we tried to walk on the stuff. He jammed the crowbar in the ice and used it as leverage to slide to were he wanted to be."

"Marbles. A bag can be used as an impromptu trip attack but they also make great sling stones, they can detect slope on a smooth floor, can be used to distract guards (by rolling or tossing past), can be used in slight of hand to juggle or play hide the Pea to make money. Marbles are awesome."

If you have a few extra GP, a masterwork backpack (50 GP) treats your Strength score as +1 higher than normal when calculating your carrying capacity.

Oh, and a few more things to add to the list : a handaxe (for making firewood, etc. in case there's no fighter with an axe), several small bells (combine with string for night alarms, or just scatter on the floor, etc.), and a donkey is "one of he best things to buy (8gp) and can carry hundreds of pounds of gear. It will go into dungeons and if you train it can come when you whistle and will fight off things who try to steal/harm your gear."

And slings. Slings are cool. I use slings now : "Include a sling, it's zero GP and zero encumbrance. It has better range than any thrown weapon or offensive cantrip, can use ammunition scavenged off the ground, and everybody except a wizard or commoner is proficient with it. The first means there are no downsides to carrying it, for anyone. The second means it's potentially useful weapon for anyone who doesn't carry a better ranged weapon, or who might run out of ammo for their better ranged weapon, or who might have their better ranged weapon damaged or stolen. Which is to say, potentially any adventurer."

The usefulness of some of this stuff depends on player creativity. I just have to quote something I found while searching around :
Something that actually happened in a campaign:

GM: the stone slab slides into place, sealing the hole in the floor. You're going to have to go to the entrance on the other side of the mountain.
Me: How heavy is this slab?
GM: You estimate five tons.
Me: Can I get a rope around it?
GM: Yes.
Me: [pointing to map] is this pillar stable?
GM: Yes.
Me: And the floor is smooth?
GM: [beginning to look nervous] That's how I described it.
Me: Okay. I'm going to anchor the block-and-tackle at the pillar, loop rope around the slab, lubricate the floor with oil and grease, then have the barbarian and the cleric pull on the rope while I lever the slab with my crowbar. Once it's out of the way, we'll wedge a couple of metal spikes under it to keep it from sliding back. Will that work?
GM: [blinks] It'll take ten minutes.
Me: That's shorter than going to the other side of the mountain.
GM: I should have never let you raid that store.
 

Some additional, cheap items that I've found useful using Pathfinder material:
-Chalkboard. (when you need to copy something quickly)
-Ink, Inkpen, and Scrivener's kit. (Never run out of the ability to write)
-Buoyant Balloon (Situationally useful when I knew the adventure started on a ship)
-Alchemist's Kindness. (When you've got THOSE kinds of players and NPCs)
-Incense. (Found this useful when being tracked by animals, the scent drew them away from us as they investigated)
-Petrified Ooze. (Situationally useful when I knew we were starting in an urban setting. Think "Wicked cockroach pest")
-Vermin Repellent. (Vital in a campaign in Sargava where we knew contracting diseases from mosquitoes was a daily risk)
-Dice. (great way to bond with new adventurers around that first campfire, interact with NPCs & possibly make money)
-Wooden Holy Symbol. (If playing a Bluffing character. Sometimes it helps to pretend to be a Cleric, especially if you're a Rogue)
 

So, no one would like to throw in their 2 CP about which potions or scrolls you'd buy first (ok, second after CLW) if you had a few hundred GP to spend? That's something I'd really like to know!

Please keep each single item to 150 GP or less, thanks!
 
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Well, you get the classics: CLW and Enlarge person.

Then there are Shield and Magic armor potions, those are useful but common and work better as wands for repeated use (for Monks, specially).

Longstrider lasts an hour, so that can be good if there are a couple of encounters in succession, especially for guys that move only 20 ft.

An oil of Goodberry is a nice trick, an "emergency rations" of sort that also heals you a little bit.

In a large party, a Bless potion might be an action well spent if there are no clerics around to cast it and many people rely on attack rolls.

The Comprehend Languages potion might sit on your backpack the whole campaign, but if you get to use it, it will most likely save your butt.

Disguise self potions can get you out of tricky situations quickly, and last for 10 minutes.

Innocence (Bard 1, APG) gives a whopping +10 on bluff checks made to appear innocent. I can imagine a couple of uses for that.

Air bubble is only 1 minute, but might save your life (especially if you have heavy armor).

For added ranged protection, Entropic Shield is a bargain.

Before you get a magic weapon, the Oil of Magic weapon is a nice little buff (but a potion of Divine Favor is still useful after you get the magic weapon. Luckily, you can apply both)

Protection from Evil/Chaos etc gives you immunity to mind affecting stuff. Eventually, you can even carry one of each.

Aspect of the Falcon (Druid 1, APG) increases you attack bonus with ranged attacks and ALSO gives you improved critical with bows. 1 minute per level is enough, most likely. For that same use, Gravity Bow lets you bow deal damage as if it was one size bigger.

True Strike as a pot, like Comprehend Languages, might not see use during the whole campaign. BUT, for that moment when you ABSOLUTELY have to hit someone (with a Longbow or something), you will do it with a 2 or greater.

Last but not least, let me say it again, Infernal Healing is 100% better than CLW for out of combat healing.
 

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