Carbon D. Metric
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So, the long and the short of this is that I am attempting to get together a checklist of certain things the party should have, or can find access to which are vital to the party's overall success. ex. Rope, Cure Potions, Something for traps etc...
I am looking at a 7th level game to start, and the lowest CR's I plan on throwing at them are CR 8 encounters or greater. I plan on using this during the game next week in order to make sure the group (About 5-8 people) has their ground covered.
Any suggestions to add to the list are appreciated?
Jerald Schrimsher
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Please, someone make sure you have a grappling hook (in addition to the rope). If you allow them to buy such things, magical weapons. Also backup weapons, perhaps of specialized flavors like silver or cold iron. Healing potions for those who can't heal themselves, healing wands for one or more characters that can use them. If you are the type to keep track of these things, food, waterskins, extra ammunition. Something to make light, torches, lanterns, sunrods, everburning torches are great, continual flame on a rock in a scroll case = flashlight, but the last two don't work in anti-magic areas, or can be dispelled. It sucks when your only light source goes out, and then combat starts in total darkness when most of the party doesn't have darkvision. Sacks for loot (if no bag of holding, maybe even if). Skill kits, theives tools, healers kit, climbing kit. And the standard backpack, bedroll, 50 ft rope (silk by 7th surely), map/scroll cases, flint & steel, and blankets if it is cold, or you are intentionally heading somewhere cold. Perhaps extra sets of light armor for medium/heavy armor wearers to sleep in (avoid nasty fatigue penalites). Sorry for the long post.
kinevon
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tonyz wrote:Don't you mean Piercing, Bludgeoning and Slashing? ;)Melee weapons.
Missile weapons.
Light weapons.You'd be surprised how many modern adventurers forget one or more of this classic trio.
Those, too, but that 2H combatant is screwed if he doesn't have some sort of one-handed or light weapon for when he gets grappled, or if he has to fight something that can stay out of melee with him, like a flying opponent outdoors.
Some other stuff PCs should have available by 7th level:
Feather Falling
Potions or oils:
Fly
Invisibility
Gaseous Form
Lesser Restoration
Remove Poison/Disease/Paralysis
Plenty of healing in some form
Spellcasters:
Haste
Blessing of Fervor
Good Hope(?)
Other useful buffs, debuffs and damage against the enemy.
Abundant Ammunition for any archers
Essential cantrips/orisons
Detect Magic
Create Water
Dancing Lights or Light
Stabilize
Purify Food and Drink
Tanglefoot bags
Alchemist's fire
Holy water
Acid
Manacles, if they need or may need to hold captives
Mirror
Spyglass
Weapon blanch on arrows and/or special material arrows and weapons
| BltzKrg242 |
Healing potions for those who can't heal themselves, healing wands for one or more characters that can use them.
you know we've been playing with needing the spell on your list to make wands work as well but I was reading on magic items and many of them work with just a command word. They are not spell completion or spell trigger items.. you apparently do NOT need to be able to cast like-type spells to use command word wands.
from the PRD:
kinevon
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Jerald Schrimsher wrote:Healing potions for those who can't heal themselves, healing wands for one or more characters that can use them.
you know we've been playing with needing the spell on your list to make wands work as well but I was reading on magic items and many of them work with just a command word. They are not spell completion or spell trigger items.. you apparently do NOT need to be able to cast like-type spells to use command word wands.
from the PRD:
** spoiler omitted **
Not quite. Wands are Spell Trigger items:
So, yes, you either need the spell on the wand on your class's spell list (not in your spell book or even memorized, most of us allow domain spells, if it is one of your divine caster's domains, to be considered to be on your spell list), or use UMD to activate the wand.
kinevon
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Grr. Why do they spread the rules all around. Put them all in one place durnit.
Missed that bit. NM.Is it clearer in the book version? I was trying to figure it out based on the PRD.
Unfortunately, some of it is a legacy of the OGL and the way 3.0/3.5 was organized.
Not sure, I was using the PRD for those rules sources, myself, it is just something that has come up in the games I have played/GMed in the past.
Just something to be amused by:
Clerics, Paladins, Rangers, Bards and Druids can use wands of Cure Light Wounds.
Only Clerics can use wands of Inflict Light Wounds.
That came up in two instances that I was involved in:
A PFS scenario where the PCs gain the Negative Energy Affinity trait, so Cure hurts them while Inflict heals them; and I am running a PC whose race is Dhampyr, which always have that same trait.
Fortunately, we managed to avoid large sums of damage, and had someone with a UMD high enough to run the ILW wands we picked up in the first case; and my Dhampyr is a Cleric already....
| Tom S 820 |
Scroll/Potion/ wands of and of these
Remove Blindness Deafness*
Remove Curse*
Remove Disease*
Remove Fear*
Remove Paralysis*
Remove Sickness
Speak with Animals*
Speak with Dead*
Speak with Plants*
Tongues*
Suppress Charms and Compulsions*
Ant Haul, Communal
Align Weapon*
Break Enchantment*
Consecrate
Darkvision, Communal
Delay Poison
Dispel Magic, Greater
Dispel Magic*
Flesh to Stone*
Glitterdust*
Gust of Wind
Hold Portal*
Knock*
Lesser Restoration*
Levitate*
Make Whole*
Raise Animal Companion
Raise Dead
Restoration, Greater
Restoration Lesser
Unseen Servant
See Invisibility*
Water Breathing
Water Walk, Communal
Water Walk
Zone of Truth
Anti Toxin vial
Antiplague vial
Any thing with * is if you cast it you then you should onwn a scroll of it.