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<blockquote data-quote="Pielorinho" data-source="post: 1688833" data-attributes="member: 259"><p>If your strength is less than stupendous (say, 18+), I think the Haversack is the clear winner. Every character I've ever had buys one of these puppies as soon as possible (which, in Spycraft and other genres, is unfortunately never). Who wants to deal with encumbrance rules?</p><p> </p><p>A Bag of Tricks is also a pretty sweet item for some characters. Druids can use it for animal growth purposes; Rogues can use it for flanking; and everyone can use it to test traps and such. If you've got a torchbearer or other wussy character with your party, give them the bag of tricks so they'll have something to do (toss furballs) in a fight.</p><p> </p><p>Finally, don't forget the necessary wand of cure light wounds. Every party from, say, 3-10th level ought to have one of these, freeing up the cleric to cast other spells or obviating the need for a cleric entirely (assuming a bard or druid or paladin or Use Magic Device monkey); from 11th-level up, a wand of cure moderate can fill the slot, although CLW still won't go awry. Use your big cure spells in the middle of battle, but between fights, the wand offers very cheap healing, using very few resources -- about 3 gp per hp gained, as compared to a potion's 6 gp per hp gained.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1688833, member: 259"] If your strength is less than stupendous (say, 18+), I think the Haversack is the clear winner. Every character I've ever had buys one of these puppies as soon as possible (which, in Spycraft and other genres, is unfortunately never). Who wants to deal with encumbrance rules? A Bag of Tricks is also a pretty sweet item for some characters. Druids can use it for animal growth purposes; Rogues can use it for flanking; and everyone can use it to test traps and such. If you've got a torchbearer or other wussy character with your party, give them the bag of tricks so they'll have something to do (toss furballs) in a fight. Finally, don't forget the necessary wand of cure light wounds. Every party from, say, 3-10th level ought to have one of these, freeing up the cleric to cast other spells or obviating the need for a cleric entirely (assuming a bard or druid or paladin or Use Magic Device monkey); from 11th-level up, a wand of cure moderate can fill the slot, although CLW still won't go awry. Use your big cure spells in the middle of battle, but between fights, the wand offers very cheap healing, using very few resources -- about 3 gp per hp gained, as compared to a potion's 6 gp per hp gained. Daniel [/QUOTE]
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