| ohako |
| 1 person marked this as a favorite. |
so, I'm putting together a character that's going for a 'be prepared' vibe. Basically, that means having the right tool at the right time (in other words, not in the backpack or otherwise 'hard to get')
Yes, I know that grabbing something from a bandolier is the same action as pulling it out of a backpack or haversack, but it's just not the same, right?
I want to know what's worth carrying (and can be carried) in the bandolier. I've got two items to start with
a) a snapleaf. 5 rounds of feather fall that you don't have to go digging in your backpack to go find.
b) darts. they fit, and they serve as a backup ranged weapon (for when, say, you don't feel like dropping your 2-hander when attacking at range)
What else belongs in the bandolier?
| Drogos |
1-2 cure potions (for quick access to healing)
Splash weapons (acid, holy water, or alchemist fire depending on enemies)
Wismuth salix (because nausea sucks)
Escape plan (whether potion of fly, invisibility, gaseous form, etc. Don't go into a dungeon without a way out)
That's typically what I keep in mine.
| Fig |
Crowbar
Familiar
Daggers
Small bag of Powder
Charcoal Pen
3.X Grappling Rules
Lunch/Jerky
Bag of readily flammable Owlbear poop
Tanglefoot bag
Potion of healing
Ignoring the jokes, Band and Drogos had most things covered. I always carry a crowbar on my character, though, and if I had the chance to, I would tanglefoot a character to a wall if he/she began falling.
| LessPopMoreFizz |
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bando lier-endless
This should substantially expand your Bandolier Capacity - note that the pockets explicitly say they can carry items of 'similar size to' the items specified. That means you've got two 10 pound pockets, and 4 4 pound pockets. Not half bad, for something strapped across your chest.
Personally, I've always insisted that any character with 7500 GP to throw away carry a Bag of Holding labeled "The Contingency", to be used only in extreme emergency.
Inside, it has 49 Kegs of Gunpowder at 5 pounds each, and 5 flasks of Alchemist's Fire.
When in Doubt, empty "The Contingency", and RUN.
| PossibleCabbage |
Hmmm... 8 pouches of 'flask' size each... a flask seems to hold 1lb of stuff... so with two bandoliers you could wear 15lbs (3 kegs' worth) of black powder, with 1lb left over for a 'triggering' mechanism... turn yourself into a 15d6 explosion of firey death! For your deity of choice, of course...
Recommended only for Reincarnated Druids of the 5th level or higher with a ready way to remove negative levels. Either be a word-caster or take the experimental spellcaster feat to learn the "purify" word so you can save a lot on diamond dust.
Andrew R
|
so, I'm putting together a character that's going for a 'be prepared' vibe. Basically, that means having the right tool at the right time (in other words, not in the backpack or otherwise 'hard to get')
Yes, I know that grabbing something from a bandolier is the same action as pulling it out of a backpack or haversack, but it's just not the same, right?
I want to know what's worth carrying (and can be carried) in the bandolier. I've got two items to start with
a) a snapleaf. 5 rounds of feather fall that you don't have to go digging in your backpack to go find.
b) darts. they fit, and they serve as a backup ranged weapon (for when, say, you don't feel like dropping your 2-hander when attacking at range)What else belongs in the bandolier?
Darts don't really fit they are like a fatter arrow
ProfPotts
|
ProfPotts wrote:Hmmm... 8 pouches of 'flask' size each... a flask seems to hold 1lb of stuff... so with two bandoliers you could wear 15lbs (3 kegs' worth) of black powder, with 1lb left over for a 'triggering' mechanism... turn yourself into a 15d6 explosion of firey death! For your deity of choice, of course...Recommended only for Reincarnated Druids of the 5th level or higher with a ready way to remove negative levels. Either be a word-caster or take the experimental spellcaster feat to learn the "purify" word so you can save a lot on diamond dust.
Or anyone with a spare silver piece to offer an untrained hireling and a reasonable Bluff score... ;)
EDIT: Would that make a Paladin lose his class features? :)
| PossibleCabbage |
PossibleCabbage wrote:ProfPotts wrote:Hmmm... 8 pouches of 'flask' size each... a flask seems to hold 1lb of stuff... so with two bandoliers you could wear 15lbs (3 kegs' worth) of black powder, with 1lb left over for a 'triggering' mechanism... turn yourself into a 15d6 explosion of firey death! For your deity of choice, of course...Recommended only for Reincarnated Druids of the 5th level or higher with a ready way to remove negative levels. Either be a word-caster or take the experimental spellcaster feat to learn the "purify" word so you can save a lot on diamond dust.Or anyone with a spare silver piece to offer an untrained hireling and a reasonable Bluff score... ;)
EDIT: Would that make a Paladin lose his class features? :)
I think at the very least, after you do it a few times you would develop a reputation that would make it hard to attract hirelings.
The reincarnated druid wouldn't even have trouble buying the black powder, since reincarnation makes you look different every time you come back.
| cnetarian |
ProfPotts wrote:Hmmm... 8 pouches of 'flask' size each... a flask seems to hold 1lb of stuff... so with two bandoliers you could wear 15lbs (3 kegs' worth) of black powder, with 1lb left over for a 'triggering' mechanism... turn yourself into a 15d6 explosion of firey death! For your deity of choice, of course...Recommended only for Reincarnated Druids of the 5th level or higher with a ready way to remove negative levels. Either be a word-caster or take the experimental spellcaster feat to learn the "purify" word so you can save a lot on diamond dust.
It is for anyone who wishes to become immortal*.
*immortal in the figurative sense of being named in song and story, remembered as the one who blew the tunnel and stopped the orc army. anyone interested in immortality in the literal sense, by not dieing, should stay right away from this and anyone who considers it a good idea.
| Rynjin |
| 1 person marked this as a favorite. |
Bandolier 1:
1.) Oldlaw Whiskey
2.) Dragon Punch Whiskey
3.) Absinthe
4.) Applejack
5.) Baijiu
6.) Mead
7.) Sealord Wine
8.) Dwarven Stout
Bandolier 2:
1.) Pellet Grenade
2.) Pellet Grenade
3.) Pellet Grenade (Cold Iron)
4.) Pellet Grenade (Cold Iron)
5.) Alchemist's Fire
6.) Alchemist's Fire
7.) Potion of CLW
8.) Oil of Magic Weapon.
YEEEEEEE-HAWWWWWWWW!
Artanthos
|
It is for anyone who wishes to become immortal*.
*immortal in the figurative sense of being named in song and story, remembered as the one who blew the tunnel and stopped the orc army. anyone interested in immortality in the literal sense, by not dieing, should stay right away from this and anyone who considers it a good idea.
Strap it to the barbarian, he has a good chance of surviving.
| Guardianlord |
so, I'm putting together a character that's going for a 'be prepared' vibe. Basically, that means having the right tool at the right time (in other words, not in the backpack or otherwise 'hard to get')
Yes, I know that grabbing something from a bandolier is the same action as pulling it out of a backpack or haversack, but it's just not the same, right?
I want to know what's worth carrying (and can be carried) in the bandolier. I've got two items to start with
a) a snapleaf. 5 rounds of feather fall that you don't have to go digging in your backpack to go find.
b) darts. they fit, and they serve as a backup ranged weapon (for when, say, you don't feel like dropping your 2-hander when attacking at range)What else belongs in the bandolier?
Snapleaf can be worn like a badge anywhere on your person (on a button, around your neck, pinned to your shirt), so it can be activated as a swift action, no need to waste a bandolier slot.
Healing potions seem obvious (when you need to not die, right now!).
Alchemists fire/acid/alkali/etc are great for dealing with surprise swarms, oil and tindertwigs are a cheaper alternative to this.
Flour, handy for tracking invisible enemies, retracing your steps, or seeing if you are being followed (when you double back), also useful for distracting wizards and making emergency cake.Or even finding secret passages (throw it up and watch for air currents towards secret doors).
Emergency light sunrod/candlerod/tindertwig for when your torch gets knocked out /light becomes dispelled.
Travelers anytool, literally have the tool you need right now.
Thunderstone/tanglefoot bag/smokestick/fuse grenade/pellet grenade and tindertwig for pure offense in battle.
Any alchemical creation for emergency defence against disease/poison/elements/drowning/suffocation/darkness/sickness/swarms/track ing/being swallowed/incorporeal, etc. It would be a limited, one shot defence, but sometimes that is all you need (1 minute of air means another minute to solve the problem). Even a coil of iron rope means rope and a solid bar of iron.
Pitons/iron spikes, infinitely useful, super cheap to make with special materials (3gp silver, 2gp cold iron, 16gp fire/frost forged, etc). They have literally a hundred uses for a creative mind and act as 1d3 improvised throwable weapons in a pinch.
Bandoliers, plus instant alchemy, plus bladed belt, plus robe of many things, plus bag of tricks, plus handy haversack, equals every tool in existence on your character at a moments notice.
ProfPotts
|
Bandolier 1:
Loop #1: Mug (for drinking stuff)
Loop #2: Teapot (no, I don't brew my tea in the mug: I didn't take any levels in Barbarian...)
Pouch #3: Tea (obviously...)
Pouch #4: Vision toad (good for a lick now and then... really should move this away from the tea...)
Pouch #5: 'Snake hair' wig ('cos fighting people who think they're clever by keeping their eyes tightly closed is always the better option)
Pouch #6: Alchemical Grease ('cos if that fantasy about the nubile gnome twins ever seems likely to occur, I'll kick myself for not having it on hand...)
Pouch #7: Foaming Powder ('cos it's just too funny not to)
Pouch #8: Midwife's Kit (you'll be glad you've got this to hand when you need it, trust me...)
Bandolier 2:
Loop #1: Hip Flash (purely medicinal)
Pouch #2: Deck of marked cards (sorry... worn cards... no 'marks' on these babies... nubile female gnome artwork optional)
Loop #3: Butterfly Net (maybe the fairies won't think it so funny now, huh...)
Pouch #4: Emergency haggis (obviously...)
Pouch #5: Blue Book (for Brastlewark... what?.. stop judging me!)
Pouch #6: Scrivener's Kit ('cos we're adding to that Blue Book, boys...)
Loop #7: Pellet Grenage (with a 'zero seconds' fuse... that's what the spark cantrip is for, after all...)
Pouch #8: Flask of Impact Foam (can never have too much foam...)
| ohako |
thanks for all the awesome suggestions. Let's try to put some of these suggestions into practice. I'm specifically kitting out for a half-orc rogue wielding a battle axe (so, high Strength and light armor and darkvision)
Darts don't really fit they are like a fatter arrow
Okay, fair enough. There's no description of what size objects are equivalent to a 'small dagger or flask', so I was using that as shorthand for basically anything that weighed 1 lb or less. I'm sure that the stuff you can stick into a spring-loaded wrist sheath has been debated to death, but since you can jam a dart or 5 arrows in there, and it's concealable with a Sleight of Hand check, I figured a dart wouldn't be out of the question for a bandolier.
Snapleaf can be worn like a badge anywhere on your person (on a button, around your neck, pinned to your shirt), so it can be activated as a swift action, no need to waste a bandolier slot.
That's true, but I am trying to avoid this mental picture in my head of looking like a WAR drawing. I figure two bandoliers, two belt pouches, a barbed vest, either a SLWS or a tube arrow shooter (and quiver) and a spiked gauntlet as a backup weapon arm, a two-hander slung across my back, and extra backup weapons on either hip is pushing it.
Interesting how a lot of good bandolier items seem to be from the Pathfinder Society Field Guide...
Let's say one bandolier should be reserved for offense, and one for defense/tools.
Offense Bandolier
2 darts (or daggers, if darts are too large)
2 alchemist's fire
2 holy water
2 bottled lightning (you can sneak attack with this, replace with something else as appropriate)
I figure for offensive items you want things that you wouldn't want to be using all the time, but to still have 2 of each just in case you need them (so no poisons or black fester)
Defense Bandolier
powder
air crystals
wismuth salix (interesting that two people mentioned this)
antitoxin
snapleaf
haunt siphon
potion of cure X wounds
potion of gaseous form
I'm not sure about the ghost salt weapon blanch, because the action cost to set this up is huge in battle. I think I'd much rather just blanch 10 arrows ahead of time and carry those around in a quiver.
a) how does that look? anything that has to be added? anything that has to be removed?
b) Is there an alchemical item that can make a monster vomit you out? I'd hate to just rely on wearing a barbed vest and a spiked gauntlet to get myself out of there. Was the question of sneak attack a monster from the inside fully settled?
thanks again for all the awesome suggestions!
EvilPaladin
|
PossibleCabbage wrote:ProfPotts wrote:Hmmm... 8 pouches of 'flask' size each... a flask seems to hold 1lb of stuff... so with two bandoliers you could wear 15lbs (3 kegs' worth) of black powder, with 1lb left over for a 'triggering' mechanism... turn yourself into a 15d6 explosion of firey death! For your deity of choice, of course...Recommended only for Reincarnated Druids of the 5th level or higher with a ready way to remove negative levels. Either be a word-caster or take the experimental spellcaster feat to learn the "purify" word so you can save a lot on diamond dust.Or anyone with a spare silver piece to offer an untrained hireling and a reasonable Bluff score... ;)
EDIT: Would that make a Paladin lose his class features? :)
Or anyone with potions of Resist and Protection From Energy[Fire] and/or a ring of evasion. Best on the Urban Barbarian Dex build, for highest possible reflex save and HP.
| Guardianlord |
Iron Vials/iron flasks to contain your fragile potions so that they cannot be instantly broken from a single AOE attack.
Brewed reek for when you get swallowed whole (make that monster REALLY sick), that or foaming powder so it can't swallow anyone ever again!
Remember that a tube arrow shooter shoots bamboo arrows (not sure if it can fire regular arrows at all, still a handy backup ranged weapon once it has been poisoned by someone with the skill).
Tomos
|
Pouch #4: Emergency haggis (obviously...)
Outstanding!
I use bandoliers until I can get a handy haversack. It's rare that I'll hang on to them past that; they usually get tossed into the pack.
@OP: removing an item from a mundane backpack is not a move action... it's usually a standard or full-round action, but is ultimately up to the GM. Unless what you're looking for is tied to the side of the pack, you're going to have to go digging.
In my low-level bandoliers:
Air Crystals (better safe than sorry)
Potion: CLW (or better)
Antitoxin
Vermin Repellent (of course)
Blade Guard
Oil: Bless Weapon
Potion: Touch of the Sea
Oil: Obscuring Mist
At mid levels, I usually keep most of the same, but I make sure there's at least one potion of Fly in there at all times.
Also, a scroll of Haste (to hand to the arcane caster in a pinch).
A potion of Remove Blindness maybe.
ProfPotts
|
Can't have oil of obscuring mist, I'm afraid, as it doesn't meet the target restrictions of potions/oils...
...It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects...
... the spell dupliacted needs one or more creatures or objects in its 'target' line. That's why you can make potions of fireball to lob like grenades.
There's a couple of alchemical items that'll whip you up some smoke though.
| Ipslore the Red |
Bandolier 1:
Pouch #6: Alchemical Grease ('cos if that fantasy about the nubile gnome twins ever seems likely to occur, I'll kick myself for not having it on hand...)
Bandolier 2:Loop #1: Hip Flash (purely medicinal)
Pouch #2: Deck of marked cards (sorry... worn cards... no 'marks' on these babies... nubile female gnome artwork optional)
Loop #3: Butterfly Net (maybe the fairies won't think it so funny now, huh...)
Pouch #4: Emergency haggis (obviously...)
Pouch #5: Blue Book (for Brastlewark... what?.. stop judging me!)
Pouch #6: Scrivener's Kit ('cos we're adding to that Blue Book, boys...)
Loop #7: Pellet Grenage (with a 'zero seconds' fuse... that's what the spark cantrip is for, after all...)
Pouch #8: Flask of Impact Foam (can never have too much foam...)
I disagree strongly with your taste in women.
Tomos
|
Can't have oil of obscuring mist, I'm afraid, as it doesn't meet the target restrictions of potions/oils...
PRD wrote:...It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects...... the spell dupliacted needs one or more creatures or objects in its 'target' line. That's why you can make potions of fireball to lob like grenades.
There's a couple of alchemical items that'll whip you up some smoke though.
Right. Forgot about that one.
A scroll of Obscuring Mist works just as well for casting classes though.Potion of Feather Step is a good one too.