Skull & Shackles magic item question


Skull & Shackles


So i'm about to start skulls and shackles as a sea singer, and i was thinking about a build that relies pretty heavily on wand usage, but the DM said that in the shackles magical items would be hard to come by. i'm just wondering if this is standard for the shackles area or if it's something our DM is adding.

regardless i think this character is going to be out with the bathwater, because if i roll it anyways i'm pretty sure i'll just get DM aggro.


inflict light wounds wand in particular is what i was after. seems pretty easy to obtain (by level two or three) to me.


No harder than any other area. Difficult in the first book though.


yeah i was really excited about the RP of the character, but i think with a different build my chances of staying alive wont be as tiny.


Take the craft wand feat. ta daa! end problem. ;)


Rathendar wrote:
Take the craft wand feat. ta daa! end problem. ;)

There's always that solution.... ;D

As Thunderman said, outside of the first book there's no real shortage of magic items eventually available.
However, it may be that your GM is signaling an intention to limit magic items in his game, so you might want to discuss with him how your intended character may or may not fit into the GM's vision of the campaign.


Well, you can't take craft wand until 5th level, and without giving too much away, you won't really have the opportunity to *buy* any sort of wand until about that level anyway.

As written, however, there are numerous places to pick up magical items *after* that point in the campaign (unless your GM is planning on changing things as Fitzwalrus points out).

So, I wouldn't count on anything specific being available for the first few levels but in the mid-ranges you should be fine.

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