| tearnImale |
So I'm starting a new campaign soon and have been given 3000 gold to spend. I've come up with these items:
x2 Scroll of Lesser restoration
Scroll of Delay Poison
Scroll of Remove Curse [Just in case]
Tent
Instrument of the Divine [Harp]
I still have 1890 gold left and no idea what to spend it on, are there any suggestions?
A few things to note are the following:
-I'm a cleric of Desna
-No armor/shield proficiency [Wisdom to AC, touch and FF as well as CMD] and wields a quarterstaff, not a starknife
-I'm the only 9th level caster in the group
Any ideas would be nice.
| Dasrak |
Cloak of Resistance +1 is always a solid choice; 1000 gp for a passive +1 to all saves is a steal.
Wand of Cure Light Wounds isn't strictly necessary since you are a positive-channeling cleric, but it is a good emergency item to handle situations where you're tapped.
Scroll of Obscuring Mist would be a good pick. It's a solid utility spell that doesn't rely on saving throws or caster level. It's dirt cheap, though, so 25 gp isn't going to make much more than a dent on that budget.
Alchemical items can be useful; alchemist's fire, liquid ice, acid, tanglefoot bags, sunrods, smokesticks... lots of great items that don't weigh that much.
Speaking of weight, a masterwork backpack is a cheap way to expand your carrying capacity.
Other non-magical gear can be useful; rope is something adventurers will always find useful. Basic tools like a hammer, iron spikes, a crowbar, etc are all helpful. At low levels, a fighter who uses his carrying capacity wisely can have the same problem solving capacity as a wizard by always having the right tool for the job.
| Tim Emrick |
Masterwork quarterstaff (300 gp for one end or 600 for both).
Cloak of Resistance +1 (1,000 gp).
Scroll case (1 gp) or scroll box (5 gp), and a waterproof bag (5 sp), to protect your paper items and instrument.
And never forget...
Rope! (1 gp, or 10 gp for silk)
Potion of Cure Light Wounds (50 gp) or Cure Moderate Wounds (300 gp); to be poured down your throat by the nearest ally if you (the party healer) go unconscious!
Taja the Barbarian
|
Scroll of Delay Poison seems like an odd choice: Without the ability to actually neutralize the poison, you're just delaying the effect for up to 3 hours (at which point you need to make your saves or suffer the effects).
| tearnImale |
Scroll of Delay Poison seems like an odd choice: Without the ability to actually neutralize the poison, you're just delaying the effect for up to 3 hours (at which point you need to make your saves or suffer the effects).
The point is to delay the effects of the poison to a point when it isn't a problem if you fail, or to when you reach a point you can cure it. it's for when I might not have a neutralize poison ready and the rogue gets hit with a dex or con poison- or a similar situation.
Taja the Barbarian
|
wand of mage armor is pretty good so you can get that +4 ac bonus without compromising your wis bonus as long as you got some use magic device bonus.
pretty cheap way to get +4 ac. Would even stack with the +1 shirt assuming that's an enhancement bonus to ac.
The +1 enhancement bonus is specifically to the shirt's +0 Armor, so it would not stack with a Mage Armor spell: You'd have to use either the +4 armor bonus from the spell or the +1 armor bonus from the shirt.
| pad300 |
Assuming you are only not wearing armor due to lack of proficiency, sell the +1 shirt. Buy a either a set of masterwork parade armor (+3 AC, +5 max dex, 0 ACP, 175 gp) or Darkleaf Hide Armor (+4 AC, +6 Max dex, 0 ACP, 1515 gp).
If you are not stuck on Quarterstaff vs Starknife, I would consider switching - you could get a 0 ACP shield, (Darkwood Heavy Wooden Shield, 107 gp, +2 AC, 0 ACP). I doubt you're planning on being Melee heavy anyways... And by the by, if you are willing to switch, a morningstar is generally a better weapon than either.
Assuming you stick with the quarterstaff, ask your GM if you can get silver and cold iron end caps (one at each end) for the staff...
Definitely get a ranged weapon of some sort.
There is a lot of conventional equipment - bedrolls, food, cooking gear, backpacks, rope etc... to look into. Depending on your skills (ride, handle animal), a mount can be a good investment. Even w/o riding it, a mule might be really useful for the party, both carrying loot and/or gear. Just realize any animal that you purchase is an expendable pawn at this level - having a dire tiger pounce on a mule and kill it (better food value), is better than having said dire tiger pounce on the party rogue (or you)!
| tearnImale |
Assuming you are only not wearing armor due to lack of proficiency, sell the +1 shirt. Buy a either a set of masterwork parade armor (+3 AC, +5 max dex, 0 ACP, 175 gp) or Darkleaf Hide Armor (+4 AC, +6 Max dex, 0 ACP, 1515 gp).
If you are not stuck on Quarterstaff vs Starknife, I would consider switching - you could get a 0 ACP shield, (Darkwood Heavy Wooden Shield, 107 gp, +2 AC, 0 ACP). I doubt you're planning on being Melee heavy anyways... And by the by, if you are willing to switch, a morningstar is generally a better weapon than either.
Assuming you stick with the quarterstaff, ask your GM if you can get silver and cold iron end caps (one at each end) for the staff...
Definitely get a ranged weapon of some sort.
There is a lot of conventional equipment - bedrolls, food, cooking gear, backpacks, rope etc... to look into. Depending on your skills (ride, handle animal), a mount can be a good investment. Even w/o riding it, a mule might be really useful for the party, both carrying loot and/or gear. Just realize any animal that you purchase is an expendable pawn at this level - having a dire tiger pounce on a mule and kill it (better food value), is better than having said dire tiger pounce on the party rogue (or you)!
That's a lot of good advice- one issue.
If I wear armor, I lose my wisdom to AC, touch and flat footed. Shields included. Otherwise, thanks.
| Heather 540 |
Well, Rings of Protection and Amulets of Natural Armor are always good for getting your AC up. Buy a shortbow and a dagger. Make sure the dagger is cold iron and get both regular arrows and blunt arrows. That way you have damage type coverage and ranged attacks. A couple packs of lamp oil can be a good way to fight swarms as a splash weapon. Just need a way to light it on fire.