Best equipment for a life of adventure? [Archive] - Wizards Community

Post/Author/DateTimePost
Argo

02-21-07, 05:44 PM
I'm starting a campaign, 2nd level Whisper Gnome Rogue. 900 GP to spend.
Stats: Str 10 Dex 20 Con 16 Int 16 Wis 13 Cha 15
First level feat: Extra Silence (allows me to use my Silence SLA 5/day instead of 1/day)

Bought a riding dog, making my total weight limit on gear 125lbs. 750gp to go.

Here's the question: What do I need?

I can figure out weapons and armor on my own, I'm more interested in your suggestions the best equipment* for starting a life of adventuring.

Thanks a lot.
-Argo

*Please include weights (for Small equipment), prices, and books.
FrostWolf

02-21-07, 08:02 PM
Rope. ALWAYS have rope. 10 gold for silk rope and it's 5 pounds I think. for normal sized rope. don't get small sized rope.
LostPassWordDoesNotWork

02-22-07, 12:33 AM
Flint to light fires, clothing or you will get made fun of, a backpack or something else to store stuff in, a easy to draw dagger incase you have to cut your rope, a bow or crossbow with atleast 20 bolts/arrows so you at least have the option to shoot when you ned to, trail rations & water skin becuse you need them to stay alive, paper & ink for crude maps becuse without them your charecter gets lost reguardless of what notes you took on the area, and yes, rope. A few pitons if you can affrod it is not a bad idea...

Oh, and a postion of CLW, just in case ;)

Edit - The dagger is your pen, save a cp this way ;)
Adam Smite

02-22-07, 01:42 AM
A bludgeoning weapon of the lethal variety is always a good idea. So is a sap, since that means easy takedowns of people you'll want to talk to later.

An everburning torch is lightweight, and will work for pretty much all time. You may get better mileage out of sunrods, but I personally dislike expendable light sources.
Joesph_kurr

02-22-07, 04:48 AM
ok hear is a list of items for you all are very useful

1-Rope, silk-5 lb.-10gp
2-water silk-1 lb.(for small char.)-1gp
3-flint/steel-no weight-1gp
4-rations(5 days worth)-1 1/4 lb-2gp and 5sp
5-caltrops-2lb-1gp
6-backpack and belt pouch-3lb-3gp
7-thieves tools(master work)-2lb.-100gp
8-sun rods-2gp(each)
9-hooded lantern-2lb-7gp
also all the alchemey items are usefull

P.S I also suggest that you pick up Dungeonscape and Complete Scoundral They'er just wonderful. hope this helps
TheRealOrion

02-22-07, 10:45 AM
CROWBAR. Seriously. Nobody ever takes a friggin' crowbar, but it's the most useful thing in the friggin' world.

DM: "I'm sorry! You can't pry that open. It's nearly flush with the wall."
Me: "Crowbar."
DM: "Crap. Fine. It's open."
I exaggerate for comedy, but still. Crowbar = teh useful.

Runners up: hammer and hatchet. Not as weapons. Just tools. You just never know when you'll need one of those things.
ThatDude

02-22-07, 10:35 PM
TheRealOrionDM: "I'm sorry! You can't pry that open. It's nearly flush with the wall."
Me: "Crowbar."
DM: "Crap. Fine. It's open."
I exaggerate for comedy, but still. Crowbar = teh useful.
:D Thats way I have a crowbar. DM :( Me :)

Esenchels food, water, rope, flint & steel, backpack, ect.

Now on to my input.
1-grappling hook
2-Q. staff (it's free and lets you poke things from about 6 feet away)
3-At least one weapon of each type.
4-Nails
5-Oil (throw it on them then light it/ threten thim with your torch)
6- Torch (fire can be a life saver)
7-Everburning torch cast on a ring keeps your hands free
8-Sack
9-Sling (cheep but better than throwing that rock)

(Why is there no spell checker??):confused:
Huzzah!

02-23-07, 01:12 PM
People! People! Are we forgetting the most useful object in the multiverse?

A towel is about the most massively useful thing an adventurer can have. Partly it has great practical value—you can wrap it around you for warmth as you bound across the cold plains of Frostfell; you can lie on it on the brilliant marble-sanded beaches of Zakhara, inhaling the heady sea vapours; you can sleep under it beneath the stars which shine so redly on the desert world of Athas; use it to sail a mini raft down the slow heavy river Styx; wet it for use in hand-to-hand combat; wrap it round your head to ward off noxious fumes or to avoid the gaze of the gray render (a mindboggingly stupid animal, it assumes that if you can't see it, it can't see you—daft as a brush, but very, very ravenous); you can wave your towel in emergencies as a distress signal, and of course dry yourself off with it if it still seems to be clean enough.

More importantly, a towel has immense psychological value. For some reason, if an NPC discovers that an adventurer has his towel with him, he will automatically assume that he is also in possession of a toothbrush, face flannel, soap, tin of biscuits, flask, sun dial, map, ball of string, thunderstone, wet weather gear, chain mail etc., etc. Furthermore, the NPC will then happily lend the adventurer any of these or a dozen other items that the hitchhiker might accidentally have 'lost'. What the NPC will think is that any man who can hitch the length and breadth of the multiverse, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is, is clearly a man to be reckoned with."
Kyaran

02-23-07, 04:31 PM
A towel is about the most massively useful thing an adventurer can have.
You sir, are a zarkin' frood.

A few of the more esoteric items from the A&EG that I find extremely useful:
Signal torch (blue, yellow, and green are listed) - 1gp - 1lb
Stonebreaker acid (3d10+2d10 dmg to stone, ignores hardness) - 20gp - –

Grappling hooks and pitons are very important for climbing anything taller than you, and that's most things for gnomes.
Can't go wrong with a custom signet ring for sealing messages (or just pretending to be somebody important).

Caltrops, rope, chalk... things everyone needs.
jadehawk

02-23-07, 04:55 PM
These posts do bring up good ideas for mundane equipment. For the most part, just think to yourself, if I were going traveling in the wilderness for a week (and I might be attacked by a troll?...) what would I need?

In addition, because of the fantasy of D&D I would suggest a Cure Minor Wounds and Cure Light Wounds Potion. Not too expensive and very important when you take that first big hit...label the cure minor potion "STOPS THE BLEEDING!" in common, so your party can forcefeed it to you if you are dropped to negative hit points.

I am not with my books, but I think it is 25 gold and 50 gold for Cure Minor and Cure Light Potions respectively, and the weight is either negligable (*) or 1 lb.
Thiez

02-23-07, 05:06 PM
I am in favor of Cure Minor Wounds oil. It's nicer.

But it still stinks. Only buy CLW potions. And a wand as soon as you're able.
Argo

02-24-07, 03:08 AM
A towel is about the most massively useful thing an adventurer can have.
You sir, are a zarkin' frood.

The hoopiest.
chromeraven

02-24-07, 12:31 PM
scroll case + continual flame/everburning torch = flashlight; 1gp? + 110 gp, 1 lb + weight of scrollcase
sledgehammer for the fighter who forgot one: 1gp + 10 lbs
chalk; 1 cp - lbs
oil (lantern or olive depending on whether you want to immolate or cook as well as lubricate hinges) 1 sp + 1 lb, or a x/day grease item (360 gp per use/day command word item for cl 1).
marbles (tests inclines, non-lethal caltrops) 1 gp + 1lb (A&EG?, unsure on source)
camouflage netting if you can afford it (i can't remember source, maybe heroes of battle?)
healers kit, sewing kit, cooking kit (all have items useful for things other than their intended purpose, while looking innocuous; lockpicks, bludgeoning instruments, false evidence, etc) 50 gp + 1 lb, 5 gp + 5 lbs, 5 gp + 5 lbs

if you're a social rogue:
Soap, 5 sp + 1 lb
nice clothing, 30-75 gp + 50 - 100 gp in jewelry
signet ring (i'm away from my book for price =/)
x/day prestidigitation if you can swing it; 180 gp per use/day command word item
several different perfumes/colognes, ask your GM for prices

I'd also consider silencing strike at the earliest opportunity, as I've seen it really hose folk.

edit: most items priced, I'm away from my books and can't find some of these on the srd.
Qwicksilver

02-24-07, 06:51 PM
some personal mundane favorites include

Whistle
Mirror
flasks of oil
chalk
grappling hook
powder of some kind wrapped in a porous piece of cloth(in case of invisible enemies)
and the all powerful towel
kuras

02-25-07, 01:13 PM
Maybe split this between the party, but there's an item that provides food and water for 15 people or 3-5 horses... something like that. About 2K. Don't have to worry about starving. It's in the minatures handbook.
LostPassWordDoesNotWork

02-25-07, 03:28 PM
When you start thinking about what the party sould own then you have a few items to add to that list.

Your party should own a Rod Of Ropes (4lbs., 4,000gp, complete scoundrel) and a Survival Pouch (5lbs., 5,000gp, arms & equipment?). The rod works like Link's hookshot only it has a built in zipline function while the pouch pretty much gives you all you need to live in the woods. (food, water, tents, bow, arrows, mule, saddle, torchs etc.)

Oh, add some caltrops (2lbs., 1gp) to the list if it's not been said. Always handy, and you can reuse them if you can pick them back up.

Tanglefoot Bags (5lbs., 20gp) are good too. Beat a DC 15 reflex save to move at half speed, fail and be glued to the floor. The -2 to attack rolls and -4 to dex is nice too ;)
3DJutsu

02-25-07, 08:17 PM
The pouch is outta RoW actually
Josephvaile

02-26-07, 09:54 AM
There are a bunch of things that come to mind but few are as usefull as acid. For 10GP an entire flask of the stuff becomes yours. Can't pick a lock and don't feel like setting off a trap by bashing it? Then burn it off. The uses are limitless, and you can get creative. Other than that, just keep these things in mind...
Carrying Capacity (and what you carry things in)
Light sorces
Food
Ammunition (Because nothing bites more than being a good archer with no arrows.)
Caled40

03-07-07, 10:55 PM
This here's my master list of your not-so-basic adventuring gear listed by importance. food IS more important than clothing

backpack
belt pouch
water skin
rations
clothing
rope, silk
hatchet w/hammer back
flint
crowbar
bolts/arrows/bullets
crossbow/bow/sling
grappling hook
ever burning torch/scroll case
sap
pitons
chalk/paper
highly corrosive acid
oil
mirror, whistle, nails, caltrops, tanglefoot bags
Goreg Skullcrusher

03-07-07, 11:04 PM
There are a bunch of things that come to mind but few are as usefull as acid. For 10GP an entire flask of the stuff becomes yours. Can't pick a lock and don't feel like setting off a trap by bashing it? Then burn it off. The uses are limitless, and you can get creative. Other than that, just keep these things in mind...
Carrying Capacity (and what you carry things in)
Light sorces
Food
Ammunition (Because nothing bites more than being a good archer with no arrows.)

Unfortunately, RAW, that 1d6 damage will never chew through the 10 hardness of metal locks.

CSc offers Rust Cubes for 10x the price, but gets around this little issue.

Another suggestion: Coloured Ink. I carry red and green in addition to black. My DM houserules that having 5 ranks in Disguise offers a +2 synergy bonus to Hide checks when these inks are used accordingly. Also makes for some fun instances if you can get a shade of red ink that matches that of blood.

Might be hefty on the cost though. Standard red ink is 16 gp per vial.
OneWinged4ngel

03-08-07, 02:13 AM
A towel, hands down.
KaldrenZel

03-08-07, 01:43 PM
a warforged fighter gaurding you at at all times 0.0
after my party rescued a enslaved nymph (oxy moron if you ask me) some warforged promised to protect her for the rest of its so called life. no ones gonna mess with a 8 foot construct with a bad attitude
Chrono Nexus

03-08-07, 01:50 PM
A mundane item shop.
bloodtalon

03-08-07, 01:58 PM
why not a masterwork springloaded gauntlet. that way you could hide underneath your sleaves and have a missle fire wepon when you look unarmed
KaldrenZel

03-08-07, 02:03 PM
a warforged fighter gaurding you at at all times 0.0
after my party rescued a enslaved nymph (oxy moron if you ask me) some warforged promised to protect her for the rest of its so called life. no ones gonna mess with a 8 foot construct with a bad attitude i almost frogot backpack(duh)
and i agree, if your gonna be the nice guy talk to people type rogue bring some beer for making people leak info that might take hours to choke out of them
Bhaal006

03-08-07, 06:44 PM
You forgot the most impotant of all, Sacks, are you gonna put monster heads in the same bag as your rations, I don't think so, also you should think about an entrenching tool(small shovel), and if you're gonna be carrying alot of alchmical stuff grab a potion belt i think its only 5gp, lets you draw a potion once a round as a free action, and a Knife vest or somesuch thing, it allows you to do the same with daggers.
dengarbountyhunter

03-09-07, 06:01 PM
Bell: with a piece of rope and a bell, you can make a simple but effective tripwire alarm.
Candle: It's not only a poor method of illumination: the wax can be used to protect the ears from sonic effects (not a destrachan’s destructive scream, but a harpy’s charming voice), to lubricate things or to hermetically seal things (bottles, poison-exhaling vents, leaky jar, etc.). All this for 1 mere pc!
Canvas (1 square foot): It is flammable, it is cheap, and its applications are endless.
Case, map or scroll: hide a weapon, scroll or wand amidst innocuous-looking papers to smuggle past guards.
Chalk: For 1 pc, it can be used to draw, to write or to have a better grip on slippery things when powdered.
Coin: throw around for diversions or lure a greedy goblin into a trap.
Fishhook: use the good old fishing line trick to retrieve items from a safe place.
Flask: Obviously you can use it as a container, but try to throw it on a hard surface to make a diversion, take a sample of the water from that eerie fountain, put many 1 ounce potions of cure light wounds in a single flask, or capture a very small creature (bug).
Flour: It can be used to leave a trail in a maze or to make an invisible creature easier to hit (probably around 20-30% miss chance instead of 50%). Blow through a straw into an open flame for a mini flamethrower (no damage, but it’s cool).
Ink (1 oz. vial): Ink can stain clothes or skin. Doing that might not look useful at all, until you’re ruining the chances of a noble attempting to get an audience with the king by putting ink in his drink to blacken his teeth! Plus, you can leave a trail of droplets, write with it or spoil food/water supplies.
Jug: you can carry 1 gallon (8 pints) of alchemist’s fire or oil! Can you ask for more?
Ladder: Although 10 feet long and 20 pound heavy, it can be useful; crossing small chasms, getting a bit higher or probing an area for traps is within the range of its capacities. Plus, you break the rungs and guess what? You’ve got two 10 foot poles!
Oil (a pint): Oil can be used to lubricate things (or make a surface slippery), so it could probably help unmaking a knot, escaping bonds or opening a rusty door or lock.
Soap: For a mere 5sp, this piece of soap can make the floor slippery, clean something, dissolve sticky substances or spoil water supplies.
Wooden holy symbol: whether you are really a follower of that god or not, it’s better to wear his holy symbol when stuck in a theocracy dedicated to his cult.

Edit: silly me! I forgot alcohol! It dissolves mimic and kuo-toa glue if I'm not mistaken, plus you can make people more friendly, make a molotov cocktail (we're talking strong alcohol here, like dwarven whiskey), or simply get rip-roaring drunk yourself.
Bhaal006

03-09-07, 06:23 PM
Spider Poles: you can make a tent, a lean-to, a bed, a cage, heck even a Hang-glider, should just call'em MacGuyver Poles.
dengarbountyhunter

03-10-07, 12:18 PM
What are spider poles and where can you find them?

Oh and I'd add chewing gum if it wasn't a medieval fantastic setting (though hevea sap can be used as flavorless chewing gum if I recall correctly).
Bhaal006

03-10-07, 01:19 PM
Spider poles are foun in Arms and Equipment