Adventuring 101

73) Sorcerers need to spend a few spell slots on FLEXIBLE spells. Good examples are Polymorph Other/Self and Eyebite. Polymorph can let you hide in tiny locations, fly through the air, spy without getting caught, swim through difficult water, and bash down large obstacles, and Eyebite can charm OR disable an enemy! Additionally, the Shadow Conjuration/Evocation spells are excellent for an illusionist type sorcerer.
 

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Secret revealed

74) Carry Pepper-tubes!

Okay, here is one of my favorite "secrets". Take a simple hollow tube, wrap it in leather, add leather "end caps" to both ends, and oil the whole thing, so that it is waterproof. Set aside, and let dry, thoroughly...

A week or so later, fill it with the hottest, most finely-ground peppers you can buy (something on the order of two to three million Scoville Heat Units). Now tuck a few of these away in pockets, long hair, pack straps, etc., etc., ad nauseum.

In a fight, pop the cap off one end, and put the "cheroot" in yer mouth. When you're "up close and personal" with the foe, blow the cap off the other end, and give'm a face-full of non-magical "dust of sneezing, choking, coughing, gagging, and blinding"!

When facing the invisible, blast it out in a cone in front of you, coating anything there in pepper... Then following the coughing, sneezing, etc.!

When being tracked, cover your scent (and yourself!) in pepper, and let the bloodhounds/trolls try to follow THAT!

If you have invisibility, blow it into the AIR (not at a foe) to cover your scent, and let the creatures with the Scent power try to find you.

Can also be used to cook, if you wish... :p Other uses abound.
 
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75) Be inventive!

75) Be inventive!

Pity the poor individuals who look at a candle and can only see it as a source of light!... In order to survive, PCs must be able to think of multiple uses for each item in their inventories, as well as the things around them.

Candles can shed light, yes. They are also a source for wax. Wax can be used to waterproof that leaky scrollcase, protect an important document, preserve food, affix small items to larger ones, plug ears against harpies and other such danger, etc....

Look at everything around you, in real life and in game, and ask yourself "How many different ways can I use this?" Practice it.

Ropes are useful for a lot more than climbing. With a handaxe or knife, a coil of rope, some knotlore and a little time, a stand of stout saplings can become a sled, travois, leanto, blind, or any number of other such things. If you need to cross a 60' chasm with 30' trees, it can be done (if you rig them together right).

Mental agility is like physical: You get better at it, the more you practice. How many uses can you find for dirt?
 
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I have to disagree with this one: If you're facing a monster with 10' reach, ready an action to attack him when he gets within 10 feet of you. Then you take a 5' step (no AoO) and attack. And he's limited to one attack because he charged you.

Against monsters with 15' reach, you can't avoid the AoO buy readying a partial charge would at least let you limit your foe to one attack and still get your damage in first.

Numion said:
10) Don't ready an attack action against charging monsters with reach, (Yeah, this is pretty basic, but still happens! ;)) unless you've got reach yourself.

Great points on the others though. Keep 'em coming folks.
 

jgbrowning said:
67. Role-play. Create sub-optimal characters that have a diverse background with skills/feats/spells that don't improve their chance of survival, but do increase their chance of being more than a CRPG character. :)


best advice ever!!
 

jgbrowning said:
67. Role-play. Create sub-optimal characters that have a diverse background with skills/feats/spells that don't improve their chance of survival, but do increase their chance of being more than a CRPG character. :)

joe b.

In other words, create characters that are incompetent at their chosen profession. But sucky adventurers get killed instead of fired.

You may not believe it, but characters don't have to be poor mechanically in order to have have interesting personalities.
 

Teflon Billy said:

The new rule of D&D is "maximize efficiency" at all times and at all costs ;)

Yes, we all know that powergaming only began in the 3e era. There were no munchkins before 3e, either. There was only roleplaying before it. :rolleyes:
 

Numion said:


Yes, we all know that powergaming only began in the 3e era. There were no munchkins before 3e, either. There was only roleplaying before it. :rolleyes:

Sorry Numion, this is a 3E site, I assumed because of all the references to "Sorcerors and their spell slots", "item creation feats", "thunderstones" and "tanglefoot Bags" that this was 3E specific powergaming handbook you were assembling.

My bad :rolleyes:

If you want to assemble a list instructing players how to powergame generically in any system, feel free to use my entry...it's pretty system non-specific :rolleyes:
 

76 Always take Make Wondrous Item as a feat if you are a primary spell caster. It iis the most versitile and effective of all Magic Item Creation Feats

77 Buy or make a heal stone. This is an item that allows anyone to cast Cure Minor Wounds once per round. It isn't for use in combat (though it can stabilize dying charcters) rather it can heal the entire party in minutes (10hp per person per minute to be precise) It costs 1000gp.
If you have the money get a greater healstone --2000gp casts L1 Cure Light usuable by anyone. Its 5.5x (55hp per minute)faster than a light healstone on average

78 If you have the money get everyone a ring of Sustenance. This will increase your up time to about 22 hours per day and reduce encumberance


79 Dul Gray IOUN Stones with Continual Flame are the most cost effective light source and only cost 75GP. They have some combat limits but they are cheap enough to give to everyone on the party.
 
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