Ive come up with a list of items that most players should invest in for their character as well as to why this will come in handy.
Basic items every player needs to purchase
Adventurer's Kit
The kit is pretty mandatory, everyone should purchase it because it has your main gear.
Climber's Kit
Everything else that the Adventurer's Kit is missing, is in the Climber's Kit.
Everburning Torch
Its great because you can carrier it and as a minor action toss it to the ground. But on the downside it is worth 50g which is a bit much for level 1 characters. If you have the extra money go for it, but don't be afraid to not take it
Horn
The horn is an example of something handy, you don't need to be a bard, but it could come in handy if you need to make a lot of noise. Still doing guard duty during extended rests? then worth it.
Spare Waterskin
Sure your adventure's kit comes with one, but you never know what you'll come across and may need a extra one. I highly recommend filling it up with air just in case.
Extra Sunrods
You start with 2 sunrods, you spend 4gp on 2 sunrods that means each sunrod is 2gp. If everyone in your party has at least four, then you have light for 20 encounters. Its a simple solution, and beats a everburning torch. Must have for Delves or one shot games.
Candles
Why all the light sources Mike? well no one is going to use a candle for light sources, having candles on your character sheet is going to help you argue possibilities with the DM. You can use it to help wax doors when sneaking, you can stuff them in your ear to try and become deaf (sometimes you want to) use the wax to make molds, waterproof leather or other items. Candles are a classic role playing item where their use isn't on paper but your imagination.
Low level magic items that are worth the purchase
ARM: Level 6 - Iron Armbands of Power
This is a must for any melee fighter. If your making a 5-7th level character this needs to be a choice for one of your free magic items. You cannot go wrong with +2 damage always, and it will help you finish fights faster. Fighter with cleave? I'm pretty sure this adds to your cleave damage. (don't quote me though)
NECK: Level 4 - Cloak of the Walking Wounded
Seriously? when you use a second wind spend 2 healing surges at once. This is a great item for all characters, don't have a lot of HP then heal more. If your a dwarf you do this as a minor action! how crazy is that
CONSUMABLE: Level 5 - Potion of Healing
Again this is a must, i should not have to even say why, but every character should at least carry one of these at all times. Making a higher level character, its 50 gold, and you never know when it could come in handy.
WONDROUS: Level 5 - Bag of holding
Carrying too much, problem solved. More of a party item than anything else
WAIST: Level 7 - Belt of Sacrifice
This is not a must have but a nice to have, your party gets extra hp back, and once a day you can heal someone in a dire emergency.
HEAD: Level 4 - Casque of Tactics
Bonus on initiative is good, and lets you decide who really shot first.
Level 8 - Starlight Googles
yeah low light vision is great if you don't already have it
HAND: Level 5 - Parry Gauntlets
pretty much makes you a tank when you take your second wind, again excellent for dwarves.
FEET: Level 3 - Catstep boots
Falling rarely happens but when it does you want to make sure its not the last time. If you need something for your feet, its a good choice.
MAGIC WEAPON: Level 2 - Vicious Weapon
Increase the critical damage you do is pretty solid. Finish fights faster yet again
MAGIC ARMOR: Level 5 - Deathcut armor
Gaining resist from your armor at a low level is solid
MAGIC ARMOR: Level 5 - Battleforged Armor
more abilities around using your second wind
Lonestar: Take only what you need to surviveWell have searching through the lower level items and mundane items i felt these were the key ones to go with, they are probably geared more to melee types but i think they work for everyone in general.
Princess Vespa: I'm not going anywhere without my matched luggage
Until next time keep your dice on the table.
One big problem I have with DMing 4ED is coming up with items to fill out treasure parcels. In principle, I do like the idea now that you tailor make rewards, rather than have a random roll on some table. But it does become a challenge to pick out some items the group would find useful.
ReplyDeleteThanks for listing a few here. I think in a pinch it would be a good list to plunder when deciding what goodies players find in the next pile of loot.