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| #1umiskatonicApr 18, 2008 5:13:52 | (Thanks for the idea Hariman)
I've been at too many tables where characters had invested 18000 gold into a weapon, and then couldn't use it because they didn't have a 2gp sunrod.
Let's try to help our friends do the shopping shall we?
And let's give people the benefit of the doubt, and assume they picked up a spellbook, a weapon, and some armor already.
Finally, because it's a good idea, let's set up the consumables and miscellaneous items into categories.
Constant Use:
Occasional Use:
Emergency Use: |
| #2umiskatonicApr 18, 2008 5:14:27 | saved for future editing purposes |
| #3umiskatonicApr 18, 2008 5:23:29 | I'll start us off, with the emergency use area:
A way to fly:
like a potion of fly, which is expensive at 750 a shot. Consider, though, that the winged boots are 16,000. That's just more than 21 flying potions. If you're using scrolls, it's 42 flying scrolls. Ask yourself which is the better option.
winged boots, a carpet of flying, a broom of flying, or a bronze griffon figurine are all good choices too.
Note, there's two reasons why this comes up. One is rare (the floor is collapsing), and the other is fairly common (Hey, that monster has wings. I don't have wings, unfair). If you have some kind of awesome ranged combat ability, you won't need this as much.
But, there's nothing sadder than watching a 15th level fighter tell you (I draw, and then throw a javelin, for 6). If you are a melee guy, drink the potion and get in there.
A way to swim.
like a potion of fly, elixir of swimming, or a scroll of water breathing.
If you can wild shape into a sunfish, then never you mind.
A way to deal with invisible things
Generally, a scroll of invisibility purge or see invisibility will do the job. If you can't cast it yourself, hand it to the person who can.
Fairie Fire is great, as is glitterdust, for getting the rest of the group on board.
Failing that, a massive investment of skill points into listen and spot.
Failing that, area-effect attacks can be helpful.
Or, some out of the box thinking, like summoning a thoqqua. Why? Cause those guys have tremor sense, and you'll have a square to target if the baddie is on the ground. |
| #4ranielkApr 18, 2008 7:42:15 | A way to deal with swarms. At least at low levels. This is usually alchy fire or oil and torches. Though alchy fire and acid flasks are still useful for finishing off the troll once you've got him down. Course, that is with a normal troll and not all those templated trolls out there that become immune to fire and/or acid.  |
| #5timlagorApr 18, 2008 11:27:10 | Constant Use is very easy: nothing. |
| #6stonebasherApr 18, 2008 11:34:57 | Honestly, I wish I could comment on this, but I'm not a big believer that every single person in the entire game should have X consumables (potion of gaseous form, potion of fly, potion of water breathing, others I can't remember) just in case something random happens to you. I can't predict everything that will happen in a mod, and my wizard is pretty arrogant, so wouldn't buy a lot of these until he got humbled anyway (and the only thing he has been humbled about so far is taking hits from bad guys. 109 HP at lvl 12 is pretty dang good for a wiz, but it still gets sucked away pretty quick [w/o false life.])
Although I will admit to being glad to be able to adventure with monks, as "Greater Mighty Wallop" comes in handy a lot nowadays.
Wes |
| #7iskurthiApr 18, 2008 11:54:16 | A way to swim.
like a potion of fly, elixir of swimming, or a scroll of water breathing.
If you can wild shape into a sunfish, then never you mind.
What's the deal with fly being used underwater, anyway? I see this a lot and I wouldn't have thought that it works. |
| #8kenobi65Apr 18, 2008 12:26:52 | I agree with some of the earlier posts:
- Light source (esp. if you don't have infravision)
- A way to fly (esp. at about APL 6 and above)
- A way to breathe water, or cope well underwater
- A way to deal with swarms (esp. important at low levels, when spellcasters won't have many, if any, AoE spells)
To that, I'd add:
- If you use weapons, ways to deal with the common DRs -- cold iron and silver at least; an oil of Bless Weapon wouldn't be a bad idea, and neither would having a back-up weapon that does a different type of damage than your primary does (e.g., slashing vs. bludgeoning)
- If you get access to an adamantine weapon, invest in it by the time you get to the mid-APLs
- Some backup healing, just in case. A wand of CLW or Lesser Vigor that someone can use on you (or other party members) is always appreciated; having a couple of Cure potions that you can take in an emergency (or pour down someone's throat) are also a good idea. |
| #9kenobi65Apr 18, 2008 12:54:27 | What's the deal with fly being used underwater, anyway? I see this a lot and I wouldn't have thought that it works.
It gives you the ability to move underwater without having to rely on swimming. If you were flying via wings, then you might not be able to do so underwater, but flight via spell seems to be generally allowed (I'm not sure that there's any specific rules about it, one way or the other). |
| #10ranielkApr 18, 2008 13:02:15 | It gives you the ability to move underwater without having to rely on swimming. If you were flying via wings, then you might not be able to do so underwater, but flight via spell seems to be generally allowed (I'm not sure that there's any specific rules about it, one way or the other).
I figure it is considered reliable propulsion. Besides, even moving at half speed, Fly 60 becomes move 30. Not bad. |
| #11jamesmaissenApr 18, 2008 13:02:52 | Finally, because it's a good idea, let's set up the consumables and miscellaneous items into categories.
Constant Use:
Occasional Use:
Emergency Use:
It is essential to break down consumables into such categories.. otherwise you will not realize their proper strength. Worse you will misuse them and evaluate their use improperly.
One, first thing that you can do and by the by is a good exercise is to go through all the consumables that you have access to and rate them by 'when the situation comes up for its use would I gladly spend the money for it?'. It also has the side benefit of being something that can save you pain/embarrassment at a table when this use crops up.
For example a scroll of magic weapon. At 1st level it's not something that you want to have read every combat, or even for an extra +1 to hit/dam, but when something with DR magic shows up, or worse an incorporeal then your PC would gladly spend more than the little 25gp that it would have cost you. An oil of bless weapon will do likewise for when you encounter DR good or something that regenerates without that on a weapon.
Second thing to do is when your character is stopped in their tracks by something in a module is write down what happened. You might not have considered it as a possibility before... but now you certainly know it can happen. Think if you had something that would overcome it and if it's viable for you. Keep a list of such things and solve them as the means become available.
-James |
| #12katrickApr 18, 2008 13:41:27 | Anti-toxin
Rope,hammer and pitons(dont laugh)
Rations
Pearl of power 1st (pals can lsr rest,wiz can mage armor,clr's can heal)
Wand of CLW if you dont heal, if you heal then three
tanglefoot bags
string, small bells, candles (make your own alarms when you camp)
Sovereign glue/Universal solvent(liquid gold for imagination and frivolity)
Two or more Holy symbols, spell component pouches,spellbooks
Two or more weapons(remember Mwk still gives a +1)
A riding dog if you are small, a horse if you are medium
Folding boat
Stat booster of your main stat
12gps for upkeep
Pro from Evil scroll (to stop the dominated fighter from killing you)
Silent Image scroll (duration concentration, hide forever on 25gp)
And last but not least kiddies access will come and funnily enough it is usualy Core so save that coin and find a casting friend for the
RING OF COUNTERSPELLS only 4000gp, this will save your life, put in it whatever makes you feel vulnerable, buy two or even six(you have friends right)
katrick |
| #13kenobi65Apr 18, 2008 14:30:26 | Rope,hammer and pitons(dont laugh)
Actually, I'd had that in the original version of my post (it got lost when IE crashed), and I forgot it when I rewrote the post. Maybe it's just a holdover from my 1E AD&D days, but I tend to give basic dungeoneering equipment like that to almost all of my PCs.
You never want to be at a table and hear, "what, no one has rope?" |
| #14dkay807Apr 18, 2008 15:09:29 | Emergency Use: This is pretty rare, but at high APLs - any reliable arcane spellcaster should have it JUST IN CASE... a way to break a Prismatic Wall. This could be either a scroll with all required spells, the liberal use of Limited Wish and some prepared spells, or simply a Rod of Cancellation.
Melee Fighters should have some sort of a non-metal weapon in the rare case they encounter a spellcaster with the spell Ironguard up. Yes, it is NONC, but I've seen it on NPC spellcasters twice now, and it can really shut down a party that relies on melee and ranged combatants for damage.
I thought I'd cover the extremes...
For everyday needs for all characters, I've said this a million times and I'll say it again...
POTION OF LESSER RESTORATION! The spell takes 3 damn rounds to cast and a 1st level spell (Ray of Enfeeblement) neutralizes most melee PCs. Blasphemy is another problem assuming you're low enough to take the Strength penalty. I think all PCs should carry around a few of these (they're only 300 gp), but especially melee PCs. |
| #15kenobi65Apr 18, 2008 15:36:02 | For everyday needs for all characters, I've said this a million times and I'll say it again...
POTION OF LESSER RESTORATION! The spell takes 3 damn rounds to cast and a 1st level spell (Ray of Enfeeblement) neutralizes most melee PCs. Blasphemy is another problem assuming you're low enough to take the Strength penalty. I think all PCs should carry around a few of these (they're only 300 gp), but especially melee PCs.
Yeah, that's a good one. Nothing gimps you more than getting ability damaged on one of your key attributes, with no good way to get it fixed mid-module. |
| #16umiskatonicApr 18, 2008 17:05:32 | Lesser Restoration also clears up fatigue, which is sometimes annoying too. |
| #17umiskatonicApr 18, 2008 17:09:49 | Constant Use is very easy: nothing.
Ok, let me see if I can't explain this a little better. I'm not suggesting that you buy a Heward's, 500 antitoxins, and a crazy straw, and make the world's biggest slurpee.
What I'm suggesting is that if anything suggests there is poison about, my sorceror will drink an antitoxin, no questions asked. Spider webs, locked chests, a temple with a snake carved into the door, whatever. I'm not going to 'save' the antitoxin for when I need it.
That's constant use, though maybe constant availability would be a better term. |
| #18harimanApr 18, 2008 17:58:40 | Updated for LGCS 7.0.1 CY 597!
Weapons
If you want a selection of exotic weapons, the CY 597 LGCS has plenty! The third level rule is gone and as is the entry directing you to only be able to purchase items from the PHB during character creation.
Cold Iron Morningstar 16 gp, core access for everyone.
It's a simple weapon that does a pretty respectable 1d8 damage B/P.
For the fighter types, buy a MW Cold Iron version of your main weapon. A MW Morningstar makes a good B weapon to carry if your primary isn’t B, though if you typically use a 2H weapon, a great club will be better. Do note that cold iron is now available to purchase during character creation.
Silver Sickle 26 gp, core access for everyone.
Simple light weapon that does a respectable 1d6 damage S.
For the fighter types, buy a MW Silver version of your main weapon instead. As with cold iron, you can now purchase this during character creation. Also a special note for sickles. They are light weapons, and thus can be used in a grapple. All the others do 1d4 or less. You know you want to cut your way out of the beastie's stomach before you're digested. Sickles can also be used to make trip attempts.
Spiked Gauntlet, 5 gp, core access for everyone.
A simple light weapon that is very useful to archer types. Having one means always being able to make an attack of opportunity against a foe that moves past you while you have your longbow/short bow in hand. It is also considered an armed attack and thus won’t cause you to provoke when attacking with it. Also, it means having a weapon that can not be disarmed from you.
Archers will also want a quiver of cold iron arrows (2gp) and a quiver of silver arrows (41gp). With the advent of the CY 597 LGCS, you’ll want to add in blunt arrows to deal non-lethal damage (1 gp), dragonsbreath arrows to set things on fire (50 gp), serpent’s tongue arrows to bypass S (3 gp), and maybe even the swiftwing arrows if you want to start plinking at extreme ranges (20 gp). Archers willing to pick up an Exotic Weapon Proficiency at later levels can pick up a composite Greatbow with an appropriate strength bonus. There is much Archer love in LGCS 7.0.1.
Sap, 1 gp, core access for everyone.
A martial weapon, but it does 1d6 of subdual damage without that annoying -4 to hit. Great for those with martial weapon proficiency, but not so much for those without. Still, it’s only 1 gp, so it wouldn’t hurt much to carry it around for the fighter types who aren’t as well prepared.
You've covered all the basic damage types, and the two most common damage reduction types found at lower levels, and everyone should be able to afford them both after even 1 module. The only sad thing is they are not available at character creation.
Reach Weapon Front line fighter types with martial weapon proficiency should also pick up a Ranseur for 10 gp. It does a respectable if unexciting 2d4, it has reach, and can be used to make disarm attempts with a bonus of +2. That means that because it's a two handed weapon, it adds a total of +6 to the roll. And if your foe doesn't have a reach weapon, they can't take that attack of opportunity against you. (And of course, if you have the Improved Disarm feat, it's a total of +10 to the disarm roll.) Reach weapons are also very often quite useful in other tactical situations. Do be aware that reach weapons treat soft cover (i.e. people, horses, etc) like ranged weapons do, so sometimes the foe will get that +4 cover bonus to AC.
Non-front line fighter types with simple weapon proficiency should carry a long spear. If you have no other action that can help, standing behind the tank and "aiding another" to give the tank +2 to hit is never a bad thing and is far, far greater than standing around doing nothing for a round.
Buy a Masterwork version of your “main weapon” as soon as you can afford it. Upgrade it to a +1 as soon as you can. This takes care of another type of DR, magic. As you can afford it, buy a +1 silver version. The enchantment negates the material penalty for damage and now you can hurt vampires (and a few other monsters from MM1). Hold off on upgrading a cold iron weapon until you can afford outright the purchase of a +1 cold iron weapon with Holy. The extra 2kgp for each time it’s enchanted is a pain in the behind. There are only 2 monsters with Cold iron and Good in MM1 and 1 with Cold Iron and Magic. And if you keep Oil of Bless Weapon and Oil of Magic Weapon handy (see below) you’ll be fine.
Non-core upgrades to look for: Energy (flaming, frost, sonic, etc), Merciful (sometimes you need to capture people alive), Holy (to bypass DR and do extra damage to evil crea tures), Ghost Touch (Annoying Incorporeals).
Battlefield Control for Dummies, I mean, Non-Casters Tripping Weapons and Disarming Weapons: These special attacks apparently deserve special mention. You can attempt to trip folks with certain weapons even if you don’t have Improved Trip and without provoking an AOO. You can also use a weapon to disarm your opponent (and of more than just weapons, say goodbye to that Wand of PC Slaying Mr. Baddie). A few weapons, mostly exotic, can be used to do both of these weapons. The Heavy Flail is a two handed martial weapon that does both (and d10 damage). Annoying spring attacker coming for you? Ready an action to trip him when he comes in range (including a 5 foot step if he’s using a reach weapon). Raging Barbarian pounding on you with his great sword, disarm him. Not all authors remember to give their bad guys a second version of their primary weapon (but some have). There was a Year 4 Keoland mod with a rep as a PC killer that we walked because I disarmed him in round one and someone else picked up his great sword leaving the baddie with nothing but a dagger (which I also disarmed). Thus endeth the lesson.
Armor
If you wear it, +1 armor is core access and fairly cheap (only 1150 more than the normal armor cost). If you are a heavy armor wearer, buy a suit of light armor to wear to bed. At least that way, when the monsters attack while you’re sleeping, you’re not completely deprived of an armor bonus. (If you have endurance, you can sleep in medium armor.) Now you can purchase the basic +2 to +5 enchantments as soon as you can afford them and only special properties require AR access.
Non-core upgrades to look for: Fortification (Negate sneak attack good), glamour (change the appearance), death ward (damn level drainers), and wild (for the both of you still playing wild shaping druids).
Non-Magical Gear
Food, water, clothing, shelter, etc. Ok, it wasn’t originally on the list, but you really should have already thought to buy iron rations, a few water skins, a few sets of clothes, a winter blanket, a bedroll, a tent, chalk, ink, pens, blank books or parchment, a crowbar, etc. Someone suggested that I need to tell everyone about the most basic stuff for completeness’s sake.
Hooded Lantern and oil: Because dark vision is black and white, and often times you need to see colors. Red and Black tiled floors will look all black to you, and if the red ones all cause you to be hit by a bolt of lightning. You might not see the message written in blood on the wall warning you about the pit fiend ahead. Etc.
Alchemist's Fire, 20 gp, thrown fire damage.
Effectively, it's a cheap one shot lesser orb of fire, which still might do 1 point of damage even if you miss the target's touch ac. And it's 5gp less than a 1st level scroll. Plus it works in anti-magic fields and silenced areas. Also, you'll need this or something else to deal damage to swarms since they are immune to normal weapon damage.
Acid, 10 gp, thrown acid damage.
Again, another bargain item. Effectively, lesser orb of acid for 15 gp less than a 1st level scroll. Plus it works in anti-magic fields and silenced areas. Also, you'll need this or something else to deal damage to swarms since they are immune to normal weapon damage.
Everburning Torch, 110 gp
It even produces light underwater, and lasts forever. Technically magical, but found in the PHB.
Tanglefoot bags, 50 gp
A one opponent Entangle spell. Sometimes the huge Area of Effect from Entangle (a 25 gp scroll) is as much a liability to your party's fighter as it is for the baddies. It doesn't need natural plant growth pre-existing and it works in anti-magic fields and silenced areas. And even if the baddie makes its save, it’s still slowed down to half speed. Flying creatures with wings that fail their save fall to the ground. This is one that never loses its usefulness.
Smoke Stick and Tinder Twig, 20 gp and 1 gp respectively
A non-moveable 10 foot fog cloud in alchemical form. Since it grants concealment, it negates sneak attacks. Guaranteed to make rogues who are attacking you sad. You’ll probably need a few of them since standing still can often be a bad idea in combat. Also, if you are a rogue and you’re attacking from within it, you can hide in it and then sneak attack anyone foolish enough to step up after you.
Rope, 1 gp for Hemp, 10 gp for silk.
Have it knotted for the easier dc to climb. Buy 1 coil of the silk un-knotted. It is so supple that it provides a +2 circumstance bonus on Use Rope checks (like tying up a prisoner).
Grappling hook, 1 gp.
How else do you throw your rope knotted rope so you can climb it? Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).
Hammer and Pitons, 5 sp and 1 sp each, respectively.
So useful in so many situations, like holding doors open, holding doors shut, something to tie rope to, etc. 10 Pitons is 1 gp and is a nice round number of them to carry.
Holy water, 25 gp each
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. That’s right, it works against vampires and devils. No SR either.
MW tools/items, 50 to 100 gp.
+2 to a specific skill if it’s a named tool (Climber’s Kit, Artisan’s Tools etc). However, keep in mind with the generic master work tool that you must be specific about what it is, and it is up to the GM at the table to decide what the perfect tool for the job is. i.e. that master work tumbling thong might not be kosher at all tables.
Chalk, 0.01 gp (1 copper)
Useful for marking routes, putting some on your hand then clapping a prospective clone/double/spy/mark on the back, breaking into dust to use for finding tracks when you don't have the survival skill (depending on your GM).
Vial of Ink, 8 gp
These are great for fighters who want to be sure that the sentient/civilized baddy targets their high armor class rather than the lowly rogue or sorcerer's... just start the combat with a free action taunting statement [involving the villain's intimate persuasions] and a ranged touch attack with the vial of ink. It shatters, and the fighter can now play the "anvil" role of the team--getting the brunt of the attack while others sweep in as the "hammer" to crush the foe. (Thank you Andrew).
Soap, 5 sp per pound
Wizards/bards can prestidigitate but this helps the rest of us... but more importantly this can aid an intimidate check for interrogation: if you don't tell us have fun tasting the soap until you're ready to tell the truth.
Bandanna, arguably part of several different kinds of outfits.
A simple strap of cloth that loops around the head covering the nose and mouth. If you have one explicitly on your equipment list, quite a few GMs would be willing to give you a +1 or +2 circumstance to prevent noxious odors, sickening, etc.
Crowbar, 2 gp
There's the circumstance bonus to open doors, but this little baby also makes a fine doorjamb. And if you get the kind with a crook, then it can help you climb and maybe even grant you a reflex save to garb onto something if you're falling with it in your hands.
Manacles and 2 simple locks, 55 gp
So, what do you do with that bad guy you clobbered with the sap? Why, lock him up of course. And it does not require a Use Rope check.
Spellcasters should buy 1 or 2 spare spell component pouches and 1 or 2 spare holy symbols to carry around. People with Improved Disarm or Improved Sunder or similar Feats have been know to enjoy going around disarming or sundering spell component pouches and holy symbols, leaving spellcasters with only one of each unable to cast most of their spells. Don't let it happen to you!
Hauling All That Stuff Around
Does all this equipment make you medium or heavy load? Put it in a back pack for 2 gp and drop it in combat to go back to light load. Alternately, buy a mule with a pack saddle for 13 gp and a light load for it is 230 lbs! Heward’s Handy Haversack 2000 gp for a backpack that allows you to retrieve an item as a move action that does not provoke attacks of opportunity. It weighs a mere 5 pounds and can hold 120 lbs (in two 20 lb sections and one 80 lb section).
Scrolls (Core access for 750 gp or lower from the DMG only)
Scrolls are great, except when the one person in the party who can use them gets knocked unconscious by the bad guys (or gets a Quall's Feather Token Whip wrapped around them). As such, there are some pretty cheap potions that are core access you should pick up.
Also, with a scroll, you're effectively forcing another party member to be your "caddy" by costing them an action in combat. The cleric can't bless (or prayer) the party on the first turn if he has to use a scroll to put magic weapon on your sword. Also, if the spell is on your spell list, go for the scroll over the potion. Keeping that in mind, long duration spells that can be cast prior to combat are a better deal than a potion. Primary casters however get the opposite advice. Scrolls are a great way to get some extra offense or defense in a given day. Wizards especially should craft scrolls of utility or rare use spells at the end of every mod.
Cure Light Wounds, 25 gp. More cost effective than a potion for after combat healing. Scrolls of the higher level cure spells should be kept around for after combat healing, or to hand off to the party cleric in case they are low on healing spells. Not nearly as swell now that Wands of Cure Light Wounds are available.
Detect Magic, 12.5 gp, sometimes the caster forgets to memorize it.
Endure Elements a 25 gp scroll that lasts 24 hours.
Comprehend Languages a 25 gp scroll that lets you communicate with NPCs who don’t speak common (if they let you touch them on the forehead).
Unseen Servant, a 25 gp scroll. No Rogue and you need someone to pick up something that you’re sure is trapped? Need a door opened? (Thank you Sam T.)
Dispel Magic, 375 gp. It suffers from being set at CL 5 especially as you go up in level. Still it can come in very handy.
Displacement, 375 gp, miss chance good.
Neutralize Poison, 375 gp. Poison damage, especially to Con, blows. ‘Nuff said.
Remove Blindness/Deafness, 375 gp, 1 is usually enough for this very situational spell, but you’ll be glad to have it.
Remove Disease, 375 gp, divine, Not a Paladin or don’t usually travel with one? Again, a situational spell that you’ll be very glad to have when you need it (like when you’ve been infected by a Vargouille).
Dimension Door, 700 gp, arcane, get away from the baddy.
Freedom of Movement, 700 gp for the divine version. Just about THE most popular Cleric-4 spell. Also useable by Druids and Rangers.
Protection from Evil, 25 gp scroll or 50 gp potion? A scroll of it can be cast on a charmed or dominated fighter. You're not likely to be able to talk him/her into drinking a potion if you're now "the enemy". Shield of Faith is a better choice if you just want the deflection bonus (since it works against all alignments, not just the one protected against). One Potion is nice for yourself in case you see the evil spell caster summon himself a monster or if you are fighting things that you know are going to start casting Charm Monster (like Succubi). I'd say, carry 1 of each.
Restoration, lesser, 150 gp divine scroll. Again the 3 round casting time puts this as an after combat fix up. You can buy two scrolls for the price of one potion. Carry two of these for after combat action.
Deathward, 700 gp divine scroll. For use against those non-existent undead in Keoland. Anything that prevents level drain is great. Also can be used to make out with the Succubus without that pesky level drain.
Potions (Core access for 750 gp or lower from the DMG only) Cure Light Wounds 50 gp each. At least 2. Sometimes the caster with the scrolls can't reach you, or sometimes that caster is unconscious. 1 each of Cure Moderate and Cure Serious at level 5 or higher when you can afford it. (Because when the monster is doing 2d8+8 damage, 1d8+1 healing isn't going to cut it.) Cure potions should be used “during combat”.
Magic Weapon (Oil of), 50 gp. Carry this until you can afford an actual +1 weapon. It makes your weapon immune to the spell shatter, and enables to you have a chance to hit incorporeal creatures. Carry at least 4 as most mods have at least 3 combats, some as many as 5 in a single round. Monks subsitute Mang Fang instead. Oil of Shillelagh is superior IF you use a wooden club or quarterstaff (+1 enhancement AND damage as if the weapon were two sizes bigger). You could also go 2 potions and 2 scrolls if you regularly travel with (or are) an appropriate caster (see my caveat above).
Bless Weapon (oil of) 100 gp. Nice to have on hand unless you've bought a Holy weapon. Usually good to have 1 or 2 on hand after 3rd or 4th level when you start seeing baddies with DR/Good. Plus, it's Paladin only spell, so most folks won't be able to use the scroll version.
Mage Armor, 50 gp. When you meet your first incorporeal undead, and their ghostly hands pass straight through your shield and breastplate, you'll be very glad of that +4 armour bonus against their attacks. Also a good buy for Monks. Buy the scroll if it’s on your spell list or if you have sufficient ranks of Use Magic Device.
Lesser Restoration 300 gp. Unlike the casting or the scroll, it's a one round use (instead of 3). Sure, sure, there are "No undead in Keoland". I still recommend having at least one of these on hand, maybe even two. (Admitidly, I forgot to follow my own advice about this during last night's mod. I got a B- on that exam.)
Blur, 300 gp. Annoying assassins sneak attacking you? 300 gp for concealment in a bottle that isn't negated by darkvision. Watch the pair of flanking rogues cry when they realize they only get to do 1d4 damage with their daggers. Usually 1 will do you.
Water Breathing 750 gp. 1 at higher levels, or if you even suspect you might be going on a boat. It's a small price to pay to not have to worry about drowning.
Fly, 750 gp. The ultimate, "Oh crap everyone else is down and I need to escape" potion. If it's not a TPK, the rest of the parties bodies may be recoverable. Not necessarily a great investment for the melee builds who are likely to be the first dominoes to fall.
Neutralize Poison, 750 gp. Poison damage, especially to Con, blows. The scroll is cheaper, but the potion can be used by a 6 Int fighter type. ‘Nuff said.
Core Access Magic Items
Item Market Price Amulet of health +2, 4,000 gp
Enhancement bonus to con means +1 hp per level, which is quite useful to keeping one alive. It is upgradeable to either a +4 (16,000 gp) or +6 (36,000 gp). The big con being that it competes for the amulet slot.
Amulet of natural armor +1 to +5, 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5).
Enhancement bonus to natural armor makes you harder to hit. Fairly cheap boost to AC. It is upgradeable from +2 to +5. The big con being that it competes for the amulet slot.
Belt of Giant Strength +4 or +6, 16,000 gp or 36,000 gp
Good item for the melee types and archer types now that strength bows are not limited to +4 Strength bonuses.
Bracers of armor +1 to +8, 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8);
Not my favorite item. Bracers +1 cost the same as a Pearl of Power 1 (which is not core access). If you want a force effect bonus to AC, you’re probably better off either; casting Mage Armor yourself (and getting a +4 to boot), or drinking a potion of Mage Armor (50 gp). In a pay as you go setting like LG, bracers are not cost effective. For the cost of Bracers +4, you can buy 320 potions of mage armor or 16 (sixteen) Pearls of Power level 1.
Cloak of Charisma +2, +4, or +6, 4,000 gp (+2), 16,000 gp (+4), 36,000 (+6)
A big help for casters who use Charisma to set DCs, and/or get bonus spells, as well as Paladins who use it for bonuses to smite. It is upgradeable to either a +4 or +6. It competes for the highly useful cloak slot.
Cloak of resistance +1 to +5, 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
It adds to saving throws and that’s never a bad thing. It is upgradeable to +2 to +5. It does compete for the highly useful cloak slot.
Gauntlets of ogre power, 4,000 gp
This is a good item for melee types. Its one draw back is that it can not be upgraded to +4 or +6. However, by the time you can afford the 16,000 gp for the belt of giant strength +4, losing out on the 2,000 gp from selling back the gauntlets isn’t that big of hit and is probably far less than the cost of using potions of bull’s strength up until being able to afford the 16K (especially now that Belts of Giant Strength +4 and +6 are core access).
Gloves of Dexterity +2, 4,000 gp
This is a good item for archer types, ray/ranged touch casters, and finesse fighters. It is upgradeable to either a +4 or +6. It does compete for the gloves slot.
Headband of intellect +2, 4,000 gp
A big help for casters who use Intelligence to set DCs, and/or get bonus spells. It is upgradeable to either a +4 or +6 via AR access. The hat, headband, helmet slot is very under utilized until higher levels as most of the items there are pretty costly.
Periapt of Wisdom +2, 4,000 gp
A big help for casters who use Intelligence to set DCs, and/or get bonus spells. It is upgradeable to either a +4 or +6 via AR access. The big con being that it competes for the amulet slot.
Ring of Protection +1, 2,000 gp
A deflection bonus to AC is a good thing. It’s not as effective as a potion of shield of faith, but it is always on. Deflection bonuses also add to touch AC, so it is a useful way to bump that all the time. This is also the only ring available as core access, so why let the item slot go to waste?
Vest of resistance +1 to +5, 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
It adds to saving throws and that’s never a bad thing. It is upgradeable to +2 to +5. There is very little competing for the Vest/Vestment slot until much higher levels.
Wands (Core Access) for DMG Table 7-26: Wands up to 750 gp.
Wand Market Price Wand Market Price
Detect magic 375 gp Light 375 gp
Burning hands 750 gp Charm animal 750 gp
Charm person 750 gp Color spray 750 gp
Cure light wounds 750 gp Detect secret doors 750 gp
Enlarge person 750 gp Magic missile (1st) 750 gp
Shocking grasp 750 gp Summon monster I 750 gp
Buy a Wand of Cure Light Wounds as soon as you’re able to afford it. Everyone should be chipping in on the cost of healing even if they can’t use the wand themselves. Wands also do not provoke in combat, and if you can use the wand itself, it can hurt undead and does not suffer the incorporeal miss chance since its positive energy. Always, always, always start a mod with at least 15 charges in your wand.
Wand of Enlarge Person A nice deal for a melee fighter or archer who wants to up his damage and a good way to make sure the spell is available to be used. It’s still a full round action to cast, but is considerably cheaper per charge than the potion.
Wand of Burning Hands If you think you’re going to face a lot of swarms, at 15 gp a charge, this is a bit cheaper than potions of Alchemist’s Fire, but does not do as much damage. However, it does weigh less.
Wand of Magic Missile At 15 gp per charge, it’s a better deal than a level 1 scroll. It’s sometimes better than not having any Magic Missiles at all versus incorporeals.
Wands (Non-Core Access, Also obtainable by taking the Craft Wands feat)
- Wand of Lesser Vigor – IF you find access or are a cleric who takes Craft Wands, it is superior after combat healing compared to a cure light wand (11 HP versus 2-9 HP). Thanks go out to Kim for pointing this gem out.
Rings (Core Access)
Ring of protection +1 is 2000 gp and a +2 ring is 8000 gp. That is 40 and 160 potions of Shield of Faith respectively. The true advantage is not having to spend a round to gain that deflection bonus.
Non-Core Wish List Magic Items Boots of springing/striding – for those that move slowly Boots of Haste – Extra Attack during a full attack action, a bonus to AC, and increased movement – spiffy! Slippers of spider climbing – can be used in creative combat situations Bag of holding – good for the lower strength PCs Efficient quiver – for those of you that love different types of weapons and damage types Pearl of Power – For the casters who prepare spells (especially the cleric). Buy them if you find access and hand them to the party cleric so their healing spells go further. Scroll of Freedom of Movement, Arcane 1000 gp, great for bards if they have access. Scroll of Teleport, 1125 gp, when you have to get far, far away now! Restoration, 800 gp divine scroll. Ring of feather fall, 2200 gp, saves your bacon on many occasions Ring of freedom of movement, 40000 gp, expensive but worth it in so many situations. Ring of counter spell – can be very helpful
In Dungeons and Dragons there is homework (reading the all rules), there is a test later (called modules), and the penalty for failure is (character) death.
This is strung together from several places, not the least of which is my own devious mind. Thanks to Andrew, Craig, Kim and Paul for the discussions on useful crap to buy that keeps your pc alive.
Thisis the post I was talking about. It's slightly out of date, but still valid. |
| #19timlagorApr 18, 2008 19:02:12 | Ok, let me see if I can't explain this a little better. I'm not suggesting that you buy a Heward's, 500 antitoxins, and a crazy straw, and make the world's biggest slurpee.
What I'm suggesting is that if anything suggests there is poison about, my sorceror will drink an antitoxin, no questions asked. Spider webs, locked chests, a temple with a snake carved into the door, whatever. I'm not going to 'save' the antitoxin for when I need it.
That's constant use, though maybe constant availability would be a better term.
I'd call it 'frequent use' and that's what I meant though actually I'd put 'some method of out of combat healing' in there.
Constant availability covers emergency use too and that's a category I definitely would put several things in.
I was also sticking to consummables (and not counting Healing Kits since they get refilled) |
| #20newpaintbrushApr 18, 2008 19:16:39 | Well, this is sorta a rules question.
But when you have a scroll, isn't it by default at the lowest caster level possible?
So when you pop a scroll of Protection from Evil, it lasts the minimum amount of time; when you Invisibility Purge, likewise.
--
As far as stuff to carry, it really depends on what character you play.
Obviously this list is pretty brief. I'm not mentioning things like good weapons for tripping, nets for entangling, blunt/serpentstongue/dragonsbreath arrows or a lot of other stuff. Just the bare minimum.
Anyone that wants to use weapons to deal damage should have cold iron and alchemical silver versions of bludgeoning, piercing, and slashing weapons, preferably both melee and ranged. Weapon wielders should also have a reach weapon. At lower levels, oil of bless weapon is pretty important, and it's a good idea to carry scrolls of magic weapon too (for when running into something that has DR/good or DR/magic). Of course, sometimes weapon wielders will run into something that has DR/-; in that case, tanglefoot bags, oil, and alchemist fire are useful (at higher levels, Power Attack compensates for DR, but tanglefoot bags are always good)
Nonhealers should carry potions of cure (x) wounds for when they're separated from a spellcaster and wands of cure light wounds or lesser vigor for between-battle healing. (It's just a bad idea to have a cleric blow "Delay Death" or "Recitation" to heal you for 25 hit points or so). A pearl of power 1st is good for loaning to healers although it's pretty expensive.
Spellcasters should carry pearls of power to recharge their spell abilities, stat boost items to give their spells higher DC (and to get more bonus spells). Spellcasters should also carry scrolls for rare situations like "comprehend languages" or "obscuring mist".
Generally, everyone should carry a potion of lesser restoration or even two or three - it takes three rounds to cast restoration type spells, and the cleric often just can't take the time to drop everything and concentrate for three rounds doing nothing else.
Potion of fly and potion of water breathing should probably not be high priority, but by the time a character hits 7th or so, sinking a few thousand gold pieces into some good potions can save the character.
Generally, if you have a plan for when you're attacking invisible things, ethereal things, incorporeal things, things that are in magical darkness so get concealment, things that fly, things that swim, things that grapple, things that have DR evil, adamantine, cold iron, silver, bludgeoning, slashing, or piercing, and things that have energy resistances, you're OK.
Note that "a plan" doesn't mean having someone ELSE do the work for you. I've seen too many players that say "But the CLERIC has to do the healing, that's what the cleric DOES! I don't carry a wand of cure light wounds; I don't heal people!" or "I don't need a ghost touch weapon; we have a wizard, let the wizard deal with incorporeal things." . . . etc. etc. |
| #21rockondonApr 18, 2008 21:49:05 | I carry weird things on me. Lots of them have no official rules for them, but GMs usually rule in my favor due to creativity.
I sharpen my torches and use them for stakes, in case of vampires or perhaps you just want to stab a torch into the ground as a marker or whatever.
I used to carry phials of oil and stuff rags half inside. I light the other end of the rag for a molotov cocktail. But then I discovered alchemist fire.
Casting fire trap on a phial of oil is fun. Expect GM rule variation. In 2nd edition I used to buy hollow-tip arrows, fill them with oil and fire trap them.
I always have an answer for invisible things (I dont' think anyone mentioned a scroll of true seeing btw. Kinda expensive tho) but not everybody does. So I carry a pouch of flour too :P Came in handy on a hellcat one mod.
Caltrops can be fun. I mix them with round polished stones (marbles) to make it extra difficult to pass through, maintain balance, and possibly fall down. Perhaps throw in other stuff like oil that is ignited after they enter the area.
A pulley. Wheeeeeee!
Bag of holding is great, and not just for looting weapons and armor. They're great for that darn Greyhawk city that doesn't allow large weapons. No sir, I don't carry a weapon and neither does our archer. No sir, you may not look in my bag of holding.
Has anyone mentioned a sap yet? I think this should be a simple weapon, not martial. Some people upgrade to +1, merciful.
Strong wine. Has its uses, especially for roleplaying.
A money pouch of copper coins loosely hung on my belt. Nearly worthless, but trapped heavily with high level spells. Snip - run - run - run - "BANG" - the city has one less rogue to deal with.
Sovereign glue can be fun. Take a scroll of a lvl one summon monster, stick the sovereign glue onto the summons, and send it in the cave. Suddenly you no longer have to worry about the dragon's bite attack or its breath weapon.  |
| #22jamesmaissenApr 19, 2008 2:08:01 | Well, this is sorta a rules question.
But when you have a scroll, isn't it by default at the lowest caster level possible?
No. Mind you the random item tables where you can purchase core items are typically the minimum caster level (depending on the caster).
It's a bit silly, but then again so is using those tables for access.
-James |
| #23Mixmaster15Apr 19, 2008 2:32:36 | Sovereign glue can be fun. Take a scroll of a lvl one summon monster, stick the sovereign glue onto the summons, and send it in the cave. Suddenly you no longer have to worry about the dragon's bite attack or its breath weapon. 
A scroll of Summon Monster I lasts ONE ROUND. By the time you stick the glue on him, the spell expires. |
| #24newpaintbrushApr 19, 2008 2:58:50 | I carry weird things on me. Lots of them have no official rules for them, but GMs usually rule in my favor due to creativity.
Frankly, you got away with a lot.
I sharpen my torches and use them for stakes, in case of vampires or perhaps you just want to stab a torch into the ground as a marker or whatever.
And your DM didn't hit you with an improvised weapon penalty and a weapon damage penalty because of the relative weakness of wood weapons to steel weapons?
I used to carry phials of oil and stuff rags half inside. I light the other end of the rag for a molotov cocktail. But then I discovered alchemist fire.
Casting fire trap on a phial of oil is fun. Expect GM rule variation. In 2nd edition I used to buy hollow-tip arrows, fill them with oil and fire trap them.
I always have an answer for invisible things (I dont' think anyone mentioned a scroll of true seeing btw. Kinda expensive tho) but not everybody does. So I carry a pouch of flour too :P Came in handy on a hellcat one mod.
I used to do that until so many DMs ruled against it that I just gave up. Probably the most generous ruling I got was allowing me to use a standard action to spread flour in a 5-foot square that, if the invisible creature passed through, would give a +2 circumstance bonus to Spot as well as automatic knowledge of which square the invisible creature was in.
Caltrops can be fun. I mix them with round polished stones (marbles) to make it extra difficult to pass through, maintain balance, and possibly fall down. Perhaps throw in other stuff like oil that is ignited after they enter the area.
So your DM allows you to use marbles? How lucky can you get? I never get DMs that allow this - or at least I should say after the flour experience, I didn't even bother to ask.
A pulley. Wheeeeeee!
Well, that's good anyways.
Bag of holding is great, and not just for looting weapons and armor. They're great for that darn Greyhawk city that doesn't allow large weapons. No sir, I don't carry a weapon and neither does our archer. No sir, you may not look in my bag of holding.
Interfering with city guard investigation, eh? Surprised you didn't land in prison.
Has anyone mentioned a sap yet? I think this should be a simple weapon, not martial. Some people upgrade to +1, merciful.
Strong wine. Has its uses, especially for roleplaying.
A money pouch of copper coins loosely hung on my belt. Nearly worthless, but trapped heavily with high level spells. Snip - run - run - run - "BANG" - the city has one less rogue to deal with.
So your character is responsible for taking the law into his/her own hands, indirectly responsible for murder, and the weapon of choice is possible area of effect spells that could hurt innocent bystanders. I am actually amazed any DMs let you get away with this sort of thing unless you show far more discretion than you seem to indicate here.
Sovereign glue can be fun. Take a scroll of a lvl one summon monster, stick the sovereign glue onto the summons, and send it in the cave. Suddenly you no longer have to worry about the dragon's bite attack or its breath weapon. 
Look, I don't know where you play, but you're really fortunate the DM/s in your area are so generous. I certainly wouldn't even try most of the things you listed due to the in-game penalties or ineffectiveness that most DMs I know would assign to those things.
As far as inventiveness goes - a lot of AD&D edition players grew up on marbles, 10-foot poles, improvised molotov cocktails, and all sorts of wacky stuff.
But in Living Greyhawk, you can't just do these sorts of things, or you'd just have people walking around with double-sealed jars of homegrown green slime / wagons holding devices with 400 crossbows rigged to fire at once / high heeled boots to get the +1 melee attack bonus for attacking from higher ground / and so on and so forth. |
| #25magebeastApr 19, 2008 3:21:03 | Look, I don't know where you play, but you're really fortunate the DM/s in your area are so generous. I certainly wouldn't even try most of the things you listed due to the in-game penalties or ineffectiveness that most DMs I know would assign to those things.
Taking the law into your own hands is a matter of course in the Bandit Kingdoms! |
| #26umiskatonicApr 19, 2008 9:30:58 | I met a dwarf that carried around a crate, 5ft per side. Fight started, he'd drop the crate, take a 5ft step onto the crate, and try to claim a higher ground bonus.
Crazy thing is, I saw it work sometimes. |
| #27newpaintbrushApr 19, 2008 11:43:28 | I met a dwarf that carried around a crate, 5ft per side. Fight started, he'd drop the crate, take a 5ft step onto the crate, and try to claim a higher ground bonus.
Crazy thing is, I saw it work sometimes.
I don't see anyone 5-foot stepping to the top of a 5-foot crate. It should count as difficult ground at least, making it a move action to get on top.
But if the DM rules it OK, it's OK, of course.
Taking the law into your own hands is a matter of course in the Bandit Kingdoms!
I'd imagine there's a lot of local differences between play groups. Some DMs are a lot more permissive than others; that's really what it comes down to. |
| #28rockondonApr 19, 2008 11:52:17 | ^ a 5ft step that takes him 5ft vertical to land him on that crate? Is he flying? I can't fathom taking a 5ft step that places the char on something taller than the character himself.
I used to do that until so many DMs ruled against it that I just gave up. Probably the most generous ruling I got was allowing me to use a standard action to spread flour in a 5-foot square that, if the invisible creature passed through, would give a +2 circumstance bonus to Spot as well as automatic knowledge of which square the invisible creature was in.
You spread it on the ground? I've done similar with create water, letting it pool over a few squares and looking to see where the invisible guy's footprints are. Didnt give me any advantage other than knowing what square he was in.
I spread the flour on the invis dude himself. Nobody I play with disagrees that if you know what square an invis person is in, using a standard action to spread flour on that square makes him visible. |
| #29ranielkApr 19, 2008 15:12:27 | Taking the law into your own hands is a matter of course in the Bandit Kingdoms!
Isn't that the definition of Adventurer pretty much everywhere?
Old man on porch (bored) - "Oh. Look. Its adventurers."
Town guard - *sigh* "Yep. Hope they don't break nothin' important. I'll go tell the captain."
Paladin *rides up, strikes pose* "Fear not fair citizens! We're here to save you!"
Rogue "Damn it! Who let him go first, again!?!" |
| #30harimanApr 19, 2008 21:06:09 | OK, this came up in a recent mod. (Actually, a mod that I played recently.)
Have something that will let you do damage to swarms. Alchemist's Fires, Acid Flasks, a Torch (Fire damage, though some DMs might argue it only hits one or two of the critters, it should burn a swarm for full damage.) an area spell or scrolls of area spells (or SOMETHING).
This advice applies for mobs too. Mobs are brutal to fight, but are very similar to swarms. You NEED something that will let you deal with them, otherwise you'll end up either running or TPK'd.
Or lucky.
On a separate note:
If you are using a class like warmage or beguiler, know your spell list backwards and forwards. Nothing will ruin your day like realizing that you had a spell that would have worked after you needed it. |
| #31howie23Apr 20, 2008 1:41:49 | Well, this is sorta a rules question.
But when you have a scroll, isn't it by default at the lowest caster level possible?
So when you pop a scroll of Protection from Evil, it lasts the minimum amount of time; when you Invisibility Purge, likewise.
Scrolls, by default, are at the caster level at which they were created. For scrolls purchsed with open access off of the DMG list, that is usually the lowest CL; that was probably your point. Scrolls crafted by a PC are only that way if the character chooses. Higher CL scrolls can also be purchased via campaign access.
David |
| #32timlagorApr 20, 2008 5:17:06 | There are rules for Flour and Marbles if you have access.
Greyhawk guards don't check extradimensional spaces at the gate (says so in the CGR sourcebook). Archers often have Quivers of Ehlonna. |
| #33harimanApr 20, 2008 9:20:57 | Scrolls, by default, are at the caster level at which they were created. For scrolls purchsed with open access off of the DMG list, that is usually the lowest CL; that was probably your point. Scrolls crafted by a PC are only that way if the character chooses. Higher CL scrolls can also be purchased via campaign access.
David
The only flaw is that crafting those higher caster level scrolls costs extra money. But, the difference between a CL1 scroll of grease and a CL 5 scroll of grease is significant.
And certain spells end up "wasting" money on dead levels. Spells like lesser orbs, magic missile, etc. |
| #34newpaintbrushApr 20, 2008 9:54:12 | You spread it on the ground? I've done similar with create water, letting it pool over a few squares and looking to see where the invisible guy's footprints are. Didnt give me any advantage other than knowing what square he was in.
I spread the flour on the invis dude himself. Nobody I play with disagrees that if you know what square an invis person is in, using a standard action to spread flour on that square makes him visible.
Lucky you. My DMs say that the flour is essentially "carried" by the invisible person, so turns invisible. I believe the ruling was "I just don't see a 2 cp or whatever it is bag of flour duplicating a 2nd level wizard spell (glitterdust) etc.
Scrolls, by default, are at the caster level at which they were created. For scrolls purchsed with open access off of the DMG list, that is usually the lowest CL; that was probably your point. Scrolls crafted by a PC are only that way if the character chooses. Higher CL scrolls can also be purchased via campaign access.
David
Yeah, that's what I meant. That's why some spells are better memorized than scrolled - like "shield of faith" or "magic missile" or "bull's strength" (for AC bonus, number of missiles, and duration respectively).
There are rules for Flour and Marbles if you have access.
Greyhawk guards don't check extradimensional spaces at the gate (says so in the CGR sourcebook). Archers often have Quivers of Ehlonna.
Hey, yeah, nice. But as you say, you still need access to use flour and marbles in Living Greyhawk.
Thanks for the correction on Greyhawk guards, though. Haven't read the CGR recently :embarrass |
| #35rockondonApr 20, 2008 17:14:21 | I believe the ruling was "I just don't see a 2 cp or whatever it is bag of flour duplicating a 2nd level wizard spell (glitterdust)
That's like saying alchemist fire doesn't work because it duplicates a fireball. |
| #36magebeastApr 20, 2008 18:55:16 | That's like saying alchemist fire doesn't work because it duplicates a fireball.
Alchemist fire costs significantly more than flour and emulates a fireball significantly less well. |
| #37kinevonApr 21, 2008 6:26:30 | That's like saying alchemist fire doesn't work because it duplicates a fireball.
Ehh, you want broken? Try a Greyhawk Fighter, who gets the improved bull rush feat to go along with the alternative build of dungeon crasher. No to hit roll needed, and if the opponent is against something solid, damage of 4d6 + double Str bonus if the PC wins the Str roll. |
| #38_metz_Apr 21, 2008 7:46:57 | Ehh, you want broken? Try a Greyhawk Fighter, who gets the improved bull rush feat to go along with the alternative build of dungeon crasher. No to hit roll needed, and if the opponent is against something solid, damage of 4d6 + double Str bonus if the PC wins the Str roll.
That isn't what I would call broken. Broken is where a mechanic breaks (e.g:Hide in plain sight on a wizard)
Too liberal use of the term 'broken' - Though I do think deathstrike bracers are broken, as much as my rogue loves them, for 32 grand he is now dishing out 200 points of damage a round, reliably.
Belt of Battle is Broken. |
| #39_metz_Apr 21, 2008 9:41:59 | I love writing in the same type of thread more than once 
See here: What to buy in LG/first few ARs
Its a good primer on what to buy. |
| #40ranielkApr 21, 2008 10:23:58 | That isn't what I would call broken. Broken is where a mechanic breaks (e.g:Hide in plain sight on a wizard)
Nope, sorcerer. Nothing like having a hide check as good as the bonus given by Invisibility before casting invisibility!
Belt of Battle is Broken.
Yep, he's got one of those two. He's also a War Weaver. Now I just need to purchase enough Momento Magica's of the right level so I can recover all of the Buff spells I cast as a War Weaver!
Mmmmm, that's some fine chedder! |
| #41KarmaInfernoApr 21, 2008 13:57:12 | I spread the flour on the invis dude himself. Nobody I play with disagrees that if you know what square an invis person is in, using a standard action to spread flour on that square makes him visible.
Why use flour when you can use ground habanero pepper?
:D
-karma |