View Full Version : Equiping a Cleric for the Tomb of Horrors
gibbo88
2009-11-29, 07:53 PM
Ok, so I have a looming tomb of horrors game, and am stumped for what equipment I should take in there. I have a level 10 cleric of Fharlangdn (never can spell it right) and I need some items to spend my wealth on. At the moment I have 13k left to spend, and Ive got armor and weapons as well as a couple of scrolls, but I'm trying to think of what would be useful.
We are allowed to use any of the books, however I don't actually have the MiC so anythign out of that would need to have a bit of info attached to I can know what it does and how much it costs.....not sure if giving out that sort of info is against the forum rules. If it is, don't do it :smallamused:
D Knight
2009-11-29, 09:02 PM
ring of arming its in the mic. what it does is stores armor and weapon so u have 2 set your fighting and sleeping set. if i am remembering the price right it was 5,000 gp. also you can never go wrong with eternal wands also in the mic and price vary from wand to wand.
Sstoopidtallkid
2009-11-29, 09:16 PM
13,000 GP worth of Diamonds. And prepare Revivify and Raise Dead a lot.
Akal Saris
2009-11-29, 09:45 PM
An adamantine weapon is a very good idea - my PCs used it to hack open a lot of doors and locks that they couldn't bypass.
A Cloak of Resistance is another good choice, to help with the few save-or-die's your character might accidentally trigger.
My PCs got a lot of use out of the Decanter of Endless Water, but that depends on how creative your party is with it.
And yes, you'll want to save a lot of it for material components if your party plans on rezzing members instead of making them create a new character.
drengnikrafe
2009-11-29, 10:57 PM
What ever happened to buying X* riding dogs, and using them to trigger traps?
* x is equal to the amount of money you have left after buying everything else you need divided by the cost of a riding dog, which I don't remember offhand.
Jack_Simth
2009-11-29, 11:03 PM
What ever happened to buying X* riding dogs, and using them to trigger traps?
* x is equal to the amount of money you have left after buying everything else you need divided by the cost of a riding dog, which I don't remember offhand.
The Summon Elemental Reserve feat made it redundant.
See, with Summon Elemental, a direct-damage reserve feat, a way to always detect magic, a way to survive without air, and a healthy dose of paranoia will see you through.
Failing the feat changes, though, a Wand of Detect Magic (or three), and a Wand of Summon Monster I (at caster level 3 or better) (or three), and either a Necklace of Adaptation or a Bottle of Air (keep it in a convenient spot, you want to be able to get to it even if you can't see) will help... if you're paranoid enough. Maybe.
find the path will make it vastly easier because it will alert you to all traps and tell you how to bypass them and it's a cleric spell and its usable at your level
Powered by vBulletin® Copyright © 2024 vBulletin Solutions, Inc. All rights reserved.