Equipment for the party


Rise of the Runelords

Sovereign Court

So, our team has earned a good amount of money thanks to a generous dm, and he told us that more money is comming soon. We are wondering what is the best way to spend it.
The team has a fighter, a barbarian, an alchemist, a wizard, a cleric and a roge. So far we have bought a cloak of resistance +1 to each member, and a lot of scrolls (remove curse, disease, poison and restoration).
We want to be as much prepared as we can and minimize the chance of death to the party... So in your experience what are the most usefull and handy items a good team needs to have?
We are on the second book btw.
I apologise if my english is not the best.


Cloaks of resistance are always a great choice.
I'd go for the classic: weapon enhancements for the martials, spells to inscribe for the wizard, maybe something to boost your main ability or a belt of constitution.
If you have the time it could be great that the cleric had inscribe scroll to save some money on status removal scrolls, which are always needed.

Shadow Lodge

+1 weapons and weapons that have an energy enhancement (flaming, frost, etc) will be good buys to get your damage up. A keen weapon for those using 18-20 crit range weapons. Focus on damage output and speed to keep your initiative up. Cure light wands (cheapest healing in the game). Wand of mage armor (always more useful than you thought it would be when incorporeal show up). Belts of str or dex for the combat characters as appropriate. If your rogue has a high UMD get him a wand of invis so the party wizard doesn't need to cast it for him. Metamagic rods that are useful to your casters if affordable. Lesser extend and lesser enlarge are favorites of mine at just 3000GP.

Turtleback is a small village, so not a lot of shopping options there. Some of your players should know that (or be able to find it out easy enough) so I'm not spoiling anything for you. Make sure you do your shopping in Magnimar before you hit the road.

Shadow Lodge

And make sure to ask your GM if you can find partially charged wands when in the market. Sometimes nice to be able to pick up a partially charged wand for cheep if it is something you might need, but is not a critical item. Wands that heal are critical so no reason for partially charged wands. Minor utility spells that are used only every so often, a partial charged wand is a great find.


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Potions/scrolls of some of the most annoying conditions. Even if you have a spellcaster who can remove them, who have this be a prepared spell when you'll need it rarely?

Remove Blindness is a big one because it's a permanent condition that makes it nigh-impossible to be an adventurer. (hint: get this one as a potion, not a scroll)


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Second book in an AP would typically be levels 4 to 7.

Magic weapons and armor for the martials. Useful and situational scrolls/wands for wizard and cleric (either of them have Craft feats? would be crazy useful for APs if GM is cool with it). Stat-enhancing belt/headbands. At low to mid levels, the standard individual optimizing equipment would be fine for group survival.

By beginning of 3rd book I vote Boots of the Earth for at least the barbarian (maybe fighter also) for out of combat healing so the single cleric isn't in charge of bringing them from close to 0 back up to full using up all the channels and high level spells if you're wanting to do more than couple encounters in a day. They probably have quite a bit of HP at that point and a drain in resources to bring it up to full fighting shape.


I've always thought that the humble Snapleaf is an amazing little trinket for low level types that can bail them out of many nasty predicaments. Sure, they're one shot items, but if that investment saves you from dying then maybe it saved you 5000 gp...

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