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Essential Adventuring Equipment
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<blockquote data-quote="Archade" data-source="post: 3071077" data-attributes="member: 7654"><p>Great ideas, guys!</p><p></p><p>Don't forget a small metal mirror for looking around corners.</p><p></p><p>A tanglefoot bag is almost essential for taking out big bruisers at low levels such as ogres, or flying critters such as harpies or small dragons.</p><p></p><p>Every adventurer should buy a cold iron and silver dagger, just in case - they are cheap! Or, make one a light mace in case you run into pesky skeletons or the like.</p><p></p><p>Continual flame items are important for freeing up a hand. One of the better ideas was the dull gray ioun stone with continual flame cast on it. But, if your DM doesn't allow custom continual flame items that you don't make yourself, you can always try persuading your DM that sticking it in a backpack, a belt, or some other less optimal carrying method reduces the light radius by half, or some such thing.</p><p></p><p>Finally, scrolls! There is no reason a 2nd level or higher caster doesn't have a raft of scrolls for seldom-used but often-useful spells, that don't require DC saves, such as 0 level spells like detect poison, cure minor wounds, or detect undead, 1st level spells such as mount, comprehend languages, cure light wounds, endure elements, or 2nd level spells such as knock.</p><p></p><p>Another good option is for a spellcaster to splurge on a Summon Monster spell above their level to cast. Nothing helps a group of 3rd level characters like a scroll of Summon Monster IV. There's a small chance of spell failure, but the nasty critter you get will really help if you are in a tight spot.</p><p></p><p>These aren't exactly mundane equipment ideas, but they've served me and my group well over the years.</p></blockquote><p></p>
[QUOTE="Archade, post: 3071077, member: 7654"] Great ideas, guys! Don't forget a small metal mirror for looking around corners. A tanglefoot bag is almost essential for taking out big bruisers at low levels such as ogres, or flying critters such as harpies or small dragons. Every adventurer should buy a cold iron and silver dagger, just in case - they are cheap! Or, make one a light mace in case you run into pesky skeletons or the like. Continual flame items are important for freeing up a hand. One of the better ideas was the dull gray ioun stone with continual flame cast on it. But, if your DM doesn't allow custom continual flame items that you don't make yourself, you can always try persuading your DM that sticking it in a backpack, a belt, or some other less optimal carrying method reduces the light radius by half, or some such thing. Finally, scrolls! There is no reason a 2nd level or higher caster doesn't have a raft of scrolls for seldom-used but often-useful spells, that don't require DC saves, such as 0 level spells like detect poison, cure minor wounds, or detect undead, 1st level spells such as mount, comprehend languages, cure light wounds, endure elements, or 2nd level spells such as knock. Another good option is for a spellcaster to splurge on a Summon Monster spell above their level to cast. Nothing helps a group of 3rd level characters like a scroll of Summon Monster IV. There's a small chance of spell failure, but the nasty critter you get will really help if you are in a tight spot. These aren't exactly mundane equipment ideas, but they've served me and my group well over the years. [/QUOTE]
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