| SilverSun |
What could be some useful miscellaneous items that could really help out an avid explorer in a pinch while traversing the harsh and unforgiving Underdark? Also, will I be facing more monsters aka aberrations, or will it be more like monstrous humanoids? P.s. I have no real knowledge of this underworld other than the fact that the Drow and other hideous beasts call it home.
| SilverSun |
Necromancer world. We've fought Drow warriors, a giant shiny rainbow slug, sonic bats, a giant tarantula that cast magic sleep spells, spitting cobras and corn so far. I fear as we descend deeper though that we are unprepared. (Barely escaped a cave in tpk) any items that one may not normally think to bring that could serve a useful purpose are what I'm aiming for here. Like randomly we had some salt and see poured it on the slug and it burned him. Just little things of that nature. Also, I'm about to hit lvl 5 with my ranger and I'm unsure of what enemy type to choose for the next favored. I'm thinking humanoid elf (drow), vermin, or aberration. I can stack the bonus to make it a +4/+4. PF rules
| SilverSun |
Yes I'm underground....in the underdark....None of that stuff matters. I don't understand why you can't just answer my original question. What the hell would you take with you as an adventurer into the underworld and what enemy type is most prevalent In your experiences. Geez guys you're being a bit too critical. Why would you need to know my traits?
Lincoln Hills
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We should probably try to be helpful, as this was posted under 'Advice' and not a board titled 'Nitpick My Choice Of Words'. (Man, that'd be a big board, wouldn't it??)
1. Do not count on finding water. Some areas have plenty - seas of it, in fact - but it's also possible to face 200 miles of tunnels without a drop. Assuming create water is for some reason unavailable, you should be thinking "Gobi Desert" when determining your water supply.
2. You're going to need light for a very, very long time. It's not worth having an entire pack mule laden with lamp oil (oh god, picture the results of even a weak fireball!) so you should definitely get hold of an everburning torch or the equivalent unless everybody's got darkvision.
3. But don't neglect a means of making fire, and some fuel to burn. Sometimes you don't just need light - you need fire.
4. Seven or eight really dumb guys to scout ahead and/or be rearguards will be useful, as their screams for help will be easier to detect with Perception than the monsters that use Stealth down there. Please note that this suggestion is not necessarily alignment-friendly.
| Jack Rift |
Reason for setting and such is because PF core world's "underdark" changes not only by how deep but where you are. So what kind of creatures you will face also change. Also, PFs "underdark" has different weather and train types down there. So the Darklands as they are called in PF are completely different than the typical old school underdark. But most of the advice above is good for all character types.
Aconyte
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Okay, let me think... We are in the "underdark" or basically the home cave network of the Drow. Drow are a big fan of poison, so I would recommend some antidotes, and theirs is a knockout poison so a way to wake up as well would be good(smelling salts?). That neutralizes that.
Next there is the darkness to deal with, not sure about the rest of your party, but you can't see in the dark without aid so some sunrods would be great since they would work even in most magical darkness(with a diminished range). Wand of daylight would be good, and someone who can cast daybreak arrows on your ammunition might be nice for debuffing creatures who take penalties in daylight.
For cave diving some pitons, lots of rope, a hammer, a grappling hook, maybe a folding ladder for small gaps or a portable bridge. Boots of the cat would help for falling in holes.
Plenty of rations, or a ring of sustenance(I am a big fan of this, only 2 hours of rest for you so you can take 3 watches). You'll also want to consider a form of camouflage, like a tent or something so everyone can rest in peace.
Maybe a shovel so you can hide bodies. Couple scrolls of fickle winds to prevent being murders by drow archers. Oozes are also prevalent under ground, so it would be wise to have blunt arrows and slashing arrows. If you think you will be running into a lot of Drow, that would be my favored enemy choice as well.
Hope this helps.
| Taason the Black |
No torches or similar light giving items. If you do, you are a sitting duck as everything in the underdark has darkvision and can see you (and therefore ambush you) a mile away. There is no way you can survive if you have this for long against the drow that have time to prepare and set traps. With that said, a daylight or flash burst effect would be good for close melee encounters as you will blind everything that lives in the underdark. Just dont use light to guide your way.
As one poster said, fresh water. Create water works fine.
Some means of featherfall or better, levitate. The pathways in the underdark are treacherous to say the least. If you fall, you are more than likely done.
Scroll of windwalk or teleport. Better have a way out when not if, when you get trapped and pinned down by drow.
Lincoln Hills
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I meant Xorn, not corn...
It's a typo? That's a shame!
I'm not ragging on you for mistyping, either. I genuinely think this typo is the best thing I'm going to read all day. I just have this - this wonderful mental image of your mighty band (still covered with necromancer blood and spider goo and all that) entering a huge cavern and seeing a small can labelled "Corn" in the very center of the room, and giving each other baffled glances as the GM says, "Roll for initiative!"
| SilverSun |
Thanks for the help guys. We'll have to travel back to Bard's gate for supplies and to enchant our weapons before we head back underground. I believe we will be fighting Drow but we've also run into vermin (spiders and slugs) and some oozes. We're only about 10 miles under the surface and my Ranger heard rumors of Beholders and some kind of drow/spider monstrosity that dwell deeper within so I was thinking aberration for my 2nd favored enemy. We also grabbed an ordnance off a Drow captain that said something about a Drow arachnid queen? I chose undead as my first but haven't run into anything undead since fairly early in our adventure.....and yes Lincoln, fighting a can of corn would be pretty funny
| Grimmy |
I think the FGG/Necro folks would appreciate that Corn typo. They have a similar typo in one of their books that has been left un-corrected because it's funny. Anyone know the one I'm talking about?
Anyway, OP I'm glad you finally got some fun answers in the spirit of adventuring. Watch out for those beholder! They might be called something else now too but it sounds like in your campaign they still show up in the underdark (woops I mean dark lands) ;)
Lincoln Hills
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I think 'aberration' as your second favored enemy is a very good choice, SilverSun. And in reference to the original topic - what gear to bring - you might want to add some alkali flasks (from the APG) as well. They act just like acid against swarms and such, and they're very useful indeed against oozes (who you usually won't want to hit with weapons anyhow.)
Reynard_the_fox
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Talk to your GM about the favored enemy - most GMs I know are willing to spoil a little bit of the campaign to help make sure their PCs aren't wasting their class features.
Keep in mind that by RAW, 30% of magic weapons glow like torches. (http://www.d20pfsrd.com/magic-items/magic-weapons, look under Light Generation.)
| SilverSun |
Thanks guys I'll look in to those alkali flasks. I'm still pretty new to tabletop games but our DM has been game mastering for like 20+ years so he's still kinda old school sometimes. Like the beholders are still beholders. The underdark is still the underdark and he said we should beware that our "minds don't become flayed" whatever that means. We also heard rumors of giant purple worms and some super old, intelligent, psychic monster called Aboleth I think
| Oliver McShade |
2,500 gp = Ring of Sustenance = To negate need for Food & Water. You need less sleep is nice side effect.
2,200 gp = Ring of Feather Falling = At some point, you will need to go down, or the ground will give way, etc. This ring is Cheap, Immediately activates, reusable. ~~Fall 5 feet, feather fall 60, fall 5 feet, feather fall 60, rinse and repeat ~~
7,500 gp = Boots of Levitation = Better than a Ring of Feather Falling, but a little more costly. Lets you levitate up to 300 pounds for 3 minutes (30 rounds) on command.
= I recommend getting both a Ring of Feather Fall & Boots of Levitation. As one is great for preventing unknown falling damage, while the other give you the ability to travel around known obstacles.=
12,000 gp = Goggles of Night = 60 foot Darkvision. Lets you see, without light (Dwarf & Half-Orcs have Darkvision, and low-light will not cut it in caves were there is zero light). Also, a light-source will give your position "far" away, letting other creature Ambush you.
9,000 gp = Necklase of Adaptation = Need Air, now you have your own Air supple all the time. Even protect you from harmful vapors and gases.
........
The last magic item i could not find in PHB :(. You need something to protect you from both heat and cold, while underground. So here is a quick magic item write up
........
2,000 gp = Gem of Endure Elements =
Gem of Endure Elements
Aura Light Abjuration CL = 1
Slot= None. Price= 2,000 gp Weight= ---
The owner of this gem, gain the spell effect Endure Elements, for as long as he has this gem in his possession.
Construction
Requirements: Craft Wondrous Item, Endure Elements
Creation Cost: 1,000 gp.
PS: Yes, you can cut the cost by 1/2 if you give it a slot location, but this is a nice little item, you want to keep with you at all times, and not take up a slot latter own, when you need the slot for other magic items.
.....................
Total Cost to travel in Style, and well equipped = 35,200 gp.
Estimate: Wealth by level, 9th to 10th level character can afford these item when then have 46,000 gp.
math i used (35,200 x 2 = 70,400gp divided by 2/3 spend on magic items = 46,933 rounded down) =
| Aioran |
Protection from Evil negates most of that, though.
Tiny Hut is also a very useful spell, total concealment while in it and it protects from weather with a 2hour/level duration.
Darkvision is a 2nd level spell and gives 60ft Darkvision for an hour per level.
Permanent Darkvision can be bought for 18000gp, or 9000gp+/- if you have a crafter in party to make an Ebon Wayfinder (slotless) or a Cat's Eye Crown.
I found what I was looking for: Amulet of Hidden Light from the ARG. Light that only people inside the AoE can see is very useful for the Underdark.
Also, keep in mind that casting Deeper Darkness in dim light will block even Darkvision.