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<blockquote data-quote="Elder-Basilisk" data-source="post: 1635111" data-attributes="member: 3146"><p>There's some good advice here (particularly Argo's). However, a few things haven't been mentioned:</p><p></p><p>Be Prepared:</p><p></p><p>By level 1, have a way to control visibility on the battlefield for when you are at a disadvantage and need to retreat or when you need cover to advance. Smokesticks, and scrolls of obscuring mist are good for this. At later levels, Fog Cloud, Solid Fog, Sleet Storm, etc. are good for this. Entangle doesn't control visibility but it's a great way to cover your retreat.</p><p></p><p>By level 1, have some ways of dealing with poison as well. Antitoxin and a Healer's Kit are cheap and you should have a plan for dealing with them after the fact.</p><p></p><p>By level 2, you should have a way of dealing with DR. Carry a cold iron weapon, carry a silver weapon (if nothing else, get yourself some cold iron armor spikes and a silver spiked gauntlet). Carry some oil of bless weapon and oil or a scroll of Magic Weapon too. Don't ever find yourself in a situation where you can't contribute. Try to get an adamantine weapon by level 8 or so if you can.</p><p></p><p>By level 3, have a means of attacking flying creatures. For a cleric, a scroll of spiritual weapon and a crossbow are good. A fighter will often find javalins or light hammers helpful (a greatsword wielder can draw a javalin, step five feet, and throw it then put his hand back on his greatsword to either attack next round or take AoOs--you can't do that with a bow. Bows are useful, however, for long-range fights). A wizard should have a crossbow or a wand of magic missiles. Rogues are in the same boat as fighters. Javalins and shortbows are helpful.</p><p></p><p>By level 3, you also want to have means for dealing with fear. A scroll of Remove Fear or Indifference (Tome and Blood) are very helpful things to have.</p><p></p><p>By level 4-5, have something to do about invisible creatures. A potion of See Invisibility (not strictly allowed by the rules but a reasonable item), a scroll of invisibility purge for the party cleric, a scroll of glitterdust for the wizard, etc.</p><p></p><p>By level 5, you will also want to have methods to prevent or temporarily suppress possession and domination and to ward off summoned monsters (which are starting to get nasty). Scrolls and potions of Protection from Evil and Magic Circle Against Evil are the key.</p><p></p><p>By this time, you'll want better ways of dealing with poison and ability drain/damage too. Scrolls of Delay Poison are handy as are scrolls and potions of lesser Restoration.</p><p></p><p>By level 5-6, you will also want to have a way of dealing with in-place magics. A stinking cloud, Divine Power or Righteous Mighted cleric, of a magic trap can all be taken out by Dispel Magic. Have access to one. At all times.</p><p></p><p>By level 8 or so, have a better method of dealing with flying creatures. A potion of fly, a scroll of Fly for the wizard, the cleric prepping an Air Walk spell, etc are all good things to have.</p><p></p><p>By level 10, you want your party to be prepared for death attacks, etc. A scroll of Death Ward should be somewhere nearby. (They start before this but now they're becoming common). By this time, you should also be thinking about how to deal with enemies who might scry upon you.</p><p></p><p>Protect Yourself at your most Vulnerable</p><p></p><p>Always set watches when resting.</p><p></p><p>Think about setting a rearguard specifically on the lookout for things creeping up on you when you sit down to disable a trap or solve a riddle or are just doing a search and destroy through a dungeon.</p><p></p><p>Alarm is a first level spell. By fourth level or so, the wizard can leave an open slot and prep it to guard the camp if he hasn't needed to fill the slot during the day. It's also a good use of a ranger's first level spell slot.</p><p></p><p>Rope Trick and Leomund's Secure Shelter are nice defenses too (and can also be prepped in the open slot at the end of the day). Mordenkeinen's Magnificent Mansion is the ultimate in comfort and defendability when camping but it's a long way down the road.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1635111, member: 3146"] There's some good advice here (particularly Argo's). However, a few things haven't been mentioned: Be Prepared: By level 1, have a way to control visibility on the battlefield for when you are at a disadvantage and need to retreat or when you need cover to advance. Smokesticks, and scrolls of obscuring mist are good for this. At later levels, Fog Cloud, Solid Fog, Sleet Storm, etc. are good for this. Entangle doesn't control visibility but it's a great way to cover your retreat. By level 1, have some ways of dealing with poison as well. Antitoxin and a Healer's Kit are cheap and you should have a plan for dealing with them after the fact. By level 2, you should have a way of dealing with DR. Carry a cold iron weapon, carry a silver weapon (if nothing else, get yourself some cold iron armor spikes and a silver spiked gauntlet). Carry some oil of bless weapon and oil or a scroll of Magic Weapon too. Don't ever find yourself in a situation where you can't contribute. Try to get an adamantine weapon by level 8 or so if you can. By level 3, have a means of attacking flying creatures. For a cleric, a scroll of spiritual weapon and a crossbow are good. A fighter will often find javalins or light hammers helpful (a greatsword wielder can draw a javalin, step five feet, and throw it then put his hand back on his greatsword to either attack next round or take AoOs--you can't do that with a bow. Bows are useful, however, for long-range fights). A wizard should have a crossbow or a wand of magic missiles. Rogues are in the same boat as fighters. Javalins and shortbows are helpful. By level 3, you also want to have means for dealing with fear. A scroll of Remove Fear or Indifference (Tome and Blood) are very helpful things to have. By level 4-5, have something to do about invisible creatures. A potion of See Invisibility (not strictly allowed by the rules but a reasonable item), a scroll of invisibility purge for the party cleric, a scroll of glitterdust for the wizard, etc. By level 5, you will also want to have methods to prevent or temporarily suppress possession and domination and to ward off summoned monsters (which are starting to get nasty). Scrolls and potions of Protection from Evil and Magic Circle Against Evil are the key. By this time, you'll want better ways of dealing with poison and ability drain/damage too. Scrolls of Delay Poison are handy as are scrolls and potions of lesser Restoration. By level 5-6, you will also want to have a way of dealing with in-place magics. A stinking cloud, Divine Power or Righteous Mighted cleric, of a magic trap can all be taken out by Dispel Magic. Have access to one. At all times. By level 8 or so, have a better method of dealing with flying creatures. A potion of fly, a scroll of Fly for the wizard, the cleric prepping an Air Walk spell, etc are all good things to have. By level 10, you want your party to be prepared for death attacks, etc. A scroll of Death Ward should be somewhere nearby. (They start before this but now they're becoming common). By this time, you should also be thinking about how to deal with enemies who might scry upon you. Protect Yourself at your most Vulnerable Always set watches when resting. Think about setting a rearguard specifically on the lookout for things creeping up on you when you sit down to disable a trap or solve a riddle or are just doing a search and destroy through a dungeon. Alarm is a first level spell. By fourth level or so, the wizard can leave an open slot and prep it to guard the camp if he hasn't needed to fill the slot during the day. It's also a good use of a ranger's first level spell slot. Rope Trick and Leomund's Secure Shelter are nice defenses too (and can also be prepped in the open slot at the end of the day). Mordenkeinen's Magnificent Mansion is the ultimate in comfort and defendability when camping but it's a long way down the road. [/QUOTE]
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