Sunday, September 10, 2017

Cheap Items

Being an adventurer isn't easy. Sure, there's the delving into moldy crypts, the sleeping rough, having to pick through lethal traps and of course regularly fighting for your life versus eldritch monstrosities. But asides from all that, it's expensive! Naturally there's fantastic wealth to be gained in the deal, which is going to be at least partly why your characters got themselves wrapped up in this whole business in the first place, but the cost of entry is substantial. Like that John Candy-lookin' guy from The Yukon Trail said, it takes money to make money. Generally your character's going to start with 100-odd gold pieces to spend, which is basically nothing to a seasoned adventurer but on the other hand more than enough for a commoner to retire with and live comfortably.

Regardless, you're gearing up to brave the unknown and cross blades with whatever the DM throws at you, so you'd better make sure your money's working for you. There are of course ways to get more than your fair share, but when that's not really an option, you ought to know where to look to get the most bang for your medieval buck. Collected here, then, I have several cost-effective items - some well-known, others more obscure - that can provide useful effects most adventurers need for 1000 gp or less. Special attention was paid to inexpensive items that can replace the common, more costly choices.


Appetizers (100 gp or less)

Aboleth Mucus (SS; 20 gp): We're hitting the ground running here - aboleth mucus is just about one of the nastiest things you can bring to a brawl. This is like unlimbering a military-grade flamethrower in a barfight. Thrown as a grenade-like weapon with no splash, a direct hit forces a DC 19 Fortitude save. Upon failure, a target loses the ability to breathe air for three hours. Yeah, no kidding. Creatures can hold their breath for a number of rounds equal to twice their Constitution score, after which they pass out and then suffocate to death in a couple rounds. From what I can tell, nothing short of a casting of water breathing or air breathing will save the afflicted; delay poison, neutralize poison and dispel magic won't cut it, seeing as it isn't a poison, disease or curse, nor is it even magical. Heal might not even help, since its long list of effects do not include inability to breathe! It may take a little while to take effect, but this is one of the cheapest and deadliest weaponised substances you can get.

Acid (PHB; 10 GP): Having a different type of damage on hand can be helpful in case you come across an unexpected enemy with weird defenses. Don't forget a rogue can sneak attack with a flask of acid. However, it also has the ability to burn through locks or other objects.

Alchemical Flare Stake (EtCR; 15 gp): A one-use "dagger" that deals an extra 1d6 fire damage against corporeal undead. After a successful hit, however, it will lodge in their flesh and proceed to do another 1d6 fire damage each round thereafter. There is no duration listed, so presumably the undead burn until they're destroyed or the stake is removed. All stakes can be pulled out as a standard action, meaning these work best against mindless undead (which there are no shortage of in early levels.)

Atramen Oil (PH; 50 gp): These underrated little gems can make you a debuffer's best friend. This flask is thrown as a grenade-like splash weapon with a 10' range increment. A direct hit bestows a -4 penalty to Fortitude saves for one minute, anyone in the splash takes a -1 penalty for the same time. Excellent to soften up a dangerous foe before the wizard hits them with a nasty Fortitude save spell.

Auran Mask (CM; 60 gp): Provides a +5 circumstance bonus against inhaled toxins for an hour, which is of middling value. More impressively, it also grants 10 minutes of water breathing if you go underwater. Cheap and low upkeep for underwater exploration at the early levels, before you can afford a potion of water breathing.

Blessed Bandage (MIC; 10 gp): Doesn't heal any damage, but can be used to automatically stabilize an ally. I know what you're thinking - "but that's what cure minor wounds is for!" True that, but what if it's the cleric who's bleeding out? It's worth keeping some of these around for emergencies at the very low levels.

Chaos Flask (PH; 100 gp): While expensive for a one-shot item at the early levels, having a chaos flask around can be invaluable considering just how versatile it can be. The contents of the flask can be made into nearly any sort of tiny item, including poisons and alchemical items as you may recall.

Chicken (PHB, 2 cp): You ever notice that chickens are only 2 copper pieces in the D&D world? That means 50 chickens to the gold piece. Do you know how many monsters you can distract by throwing 50 chickens at them?

Clearwater Tablet (CS; 1 gp): Removes disease, poisons and toxins from a gallon of water. I've never really had a problem finding potable water in any campaign, but you never know - peace of mind could be worth the cost of a single gold piece.

Collapsible Pole (DS; 20 gp): We all know the virtues of a 10' pole, but this telescoping version of the same can be extended from 2' to any multiple of 2 up to 12'. If you need even more length (I won't judge,) two poles can be screwed together to form a single unit that extends up to 22'. Trigger traps from a distance, jam doors, use it to secure a rope for climbing - all the goodness you'd expect of a long stick in a more versatile fashion.

Cow (PHB, 10 gp): The Monster Manual suggests that the stats of a bison can be used for any large herd animal. Assuming you can successfully train your cow for combat, then you have yourself a surprisingly effective beatstick with 37 HP and a +8 to hit for 1d8+9 damage: truly a force to be reckoned with in the early levels. The druid with his riding dog will be so jealous!
If splatbooks are on the table, the Magebred template from the Eberron Campaign Setting can be added by paying double, and provides an extra +4 Strength, +2 Con, +2 Dex, +4 natural armor, and Improved Natural Attack as a bonus feat, while simultaneously making it significantly easier to train and handle.

Defoliator (A⪚ 20 gp): A vial of this stuff can be thrown as a grenade-like weapon, and a direct hit deals 2d4 damage to plant creatures (okay) and instantly kills any regular plants of Medium-size or smaller (ooooh.) At low levels, this is a way to immediately get out of entangle, and it also one-shots any sort of slimes, molds and fungi (green slime, yellow mold and brown mold from the DMG, for instance.) Defoliator also does its damage to any sort of wooden object, though their hardness still applies.

Eggshell Grenade, Dust (OA; 10 gp): The various eggshell grenades are pretty unimpressive, with the exception of the dust-filled one. A grenade-like weapon, anyone hit directly is blinded for 1d4 rounds with no save. Seriously. Make a ranged touch attack and they're blind, simple as that. Also, as a nice little kicker, anyone within the 5' splash radius must make a DC 10 Fortitude save or be blinded for a round. This is an extremely effective weapon, and cheaply provides a powerful debuff to nonspellcasters who might yearn for a combat action that isn't just hit point damage. Just don't overuse it, or your DM might decide that the art of making these is magically forgotten planetwide.

Feather Fall Talisman (Sharn; 50 gp): A one-use item that lets you activate feather fall as a free action. Might be nice to have "just in case," especially if you're expecting to do some mountaineering.

Freeze Powder (Frost; 100 gp): Sprinkling a vial of this powder onto a wet floor (you weren't going to drink that entire waterskin, were you?) creates a 10' square patch of ice. Treated as difficult terrain, each square of icy flooring requires two squares of movement. Overall it's functionally similar to nonmagical grease, and of course anyone without 5 ranks in Balance is considered flat-footed on a slippery surface, so sneak attack away.

Ghostblight (CA; 100 gp): The first incorporeal foe you encounter, usually a shadow, is always a tense fight, as the party has to dig through their supplies to find what can work on such a foe. Applying this oil to your weapon (which can also be done as a swift action with a Weapon Capsule Retainer) allows it to affect incorporeal foes normally for 3 rounds, ignoring the miss chance and everything. Best to keep one on hand.

Honey Leather Tarpaulin (RotW; 40 gp): A step up from the bog-standard winter blanket in the PHB, honey leather is an elven-made canvas that is lightweight and waterproof. Draping it over oneself grants a +1 circumstance bonus on Survival checks to resist the effects of severe weather, or +2 if the wearer is stationary. Otherwise, it's generally useful to protect gear from the elements, collect rainwater, smother fires, cover pit traps or potentially be made into an air bladder.

Insectbane Candle (A⪚ 1 sp): Burns for an hour, during which no nonmonstrous vermin will approach within 5 feet. Great for Underdark adventures and creepy crawlies you might come across in the wild. Vermin Ointment (SoX; 20 gp) does the same, but also repels monstrous vermin if they fail a DC 15 Fortitude save.

Ipecac (EtCR; 50 gp): This real-world substance induces vomiting, meaning if you ever ingest a poison, you can take a dose of this for a +5 bonus to your save against the secondary effects. Marginally useful, but more interestingly, this is a perfect counter if you're ever swallowed whole. You'll be immediately regurgitated and as a bonus, the creature affected will be nauseated for 1d4 rounds with no save! A vial comes with 10 doses.

Liquid Sunlight (CS; 20 gp): At first glance, this might look like a lousy weapon for combating vampires and the like. And, well, it is. Re-read that first sentence, though: this little sling bullet constantly gives off light as a torch. So long as you never use it, it's a smaller and lighter Everburning Torch for less than a fifth of the price! How's that for savings? Angel Radiance (BoED; 20 gp) is even better: it has the same natural illumination and cost as liquid sunlight, but seeing as it's a spell component, it can be drawn as a free action. Both are cheaper and less finicky than the classic continual flame-on-a-gray-ioun-stone.

Marbles (A⪚ 2 sp): Nonmagical grease, alternate caltrops, bane of Frenzied Berserkers the world over. A bag of marbles cover a 5' square, and anyone moving or fighting in said square must make a DC 15 balance check or be unable to move (and potentially fall!) Great against nearly any medium-sized foe you encounter for the same reason grease is so good - who puts ranks in balance?

Masterwork Manacles (PHB; 50 gp): This is the type of thing I always glossed over when going through the equipment in the core book, but if you're playing a Good party, chances are you're going to be taking prisoners now and then. When you do, it's nice to have a DC 28 Strength check or DC 35 Escape Artist check barrier to keep them out of trouble. For those high rollers among you, Adamantine Manacles (DS; 2000 GP) ups the necessary Strength check to a staggering DC 52.

Masterwork Tool (PHB; 50 gp): A +2 bonus to any skill you like is generally worth a lot more than 50 gp if you look at magical means. These are a steal. Get a tool for something like Knowledge, Diplomacy or Use Magic Device and never look back.

Potion Belt, Masterwork (FRCS; 60 gp): Holds as many as ten potions, and each round you may retrieve one as a free action. Invaluable if you're planning to keep emergency potions on hand anyway!

Rope Climber (RoF; 15 gp): A ratcheting winch that can be attached to a rope as a full-round action, the rope climber grants a +5 circumstance bonus on Climb checks but at half the regular rate of ascent. At early levels, the only way to get to high ledges, second-story windows and other lofty perches is by climbing; this is a cheap way to make it considerably easier.

Shapesand (SS; 100 gp): As mentioned earlier, the potential uses and applications of shapesand are nearly endless, as are what forms it can take. One jug of the stuff can replace a whole suite of tools, goods, receptables, weapons and other mundane items assuming Wisdom isn't your dump stat.

Sprayer (A⪚ 15 gp): This device lets you spray a 10' cloud of some liquid substance - be it atramen oil, holy water, an inhaled poison, or even that nasty aboleth mucus if you're feeling like a real jerk. Stonebreaker acid could also be an option, since it won't damage the sprayer itself. Note that the sprayer rather devilishly doesn't require an attack roll to use: unseen servant, anyone?

Stonebreaker Acid (A⪚ 20 gp): Deals 5d10 damage to stone and ignores hardness. Great for getting through dungeon obstacles, it can also be thrown as a grenade-like weapon for any pesky stone golems.

Targath Arrow (ECS; 3 gp): Targath is a special material that gives you a +2 resistance bonus to Fortitude saves so long as you have some amount of it on your person. Making a single arrow of the stuff costs a staggering three gold pieces. Might as well keep one around!

Torch Bug Paste (CS; 25 gp): A no-save splash attack faerie fire that lasts for an hour. Perfect for labeling an invisible foe - assuming you can hit it with the paste. A flour pouch (DS; 2 sp) is far cheaper and better suited for level 1 budgets, but less effective - it only reduces their concealment, and can be washed or brushed off.

War Troll Mercenary (MM3; 30 gp): This is a CR 12 monster, and very strong for CR 12, that is often notorious for being a superior choice for wild shape or reanimation. A sidebar from their statblock also notes that they can be hired for 30 gp per day, and that's an incredible bargain - even a full month's service will only set your party back 900 gp. With greatswords that swing for roughly 25 damage three times per round, as well as 31 AC, damage reduction, spell resistance, 9 points of regeneration and a forced DC 25 save against dazing with every hit, this is the ultimate weapon to bring to a mop-up operation. That low-level bandit camp won't know what hit them. The only real problem is figuring out  where you could actually find a war troll for hire... 

Wick (A⪚ 2 sp): It takes 30 seconds, or 5 rounds, to burn 1 inch of candle wick, so this can be used as a decently precise timing device in-game. Asides from that, it can also have a variety of uses for purposes wherein rope is too bulky: tripwire, fishing line, signal kites, suspended to detect invisible foes, and other neat tricks.


Entrées (101 gp - 500 gp)

+1 Bane Arrow (DMG; 166 gp): The bane weapon enhancement is exciting, but it's difficult to settle on any one type for you to permanently have it out for. But why enhance your bow when you could just have a quiver full of bane arrows, all of different types? You functionally get to have the bane property against any type of foe, at a cheaper cost to boot.

+1 Initiative Shuriken (PHB; 446 gp): The dangerous potential of shurikens was hinted at before, and I think you'd need a fantastically lenient DM to make the most of them, but the temptation is awful. A +1 initiative shuriken is a more tame example: it automatically provides a +2 luck bonus to initiative checks. For less than 500 gp. If you're given the go-ahead, a +1 Flying Shuriken (OA; 370 GP) provides up to 150 minutes of flight per day, a +1 Displacement Shuriken (OA; 2 046 gp) grants a 50% miss chance so long as it's held, and a +1 Corrosive Earth Elemental Power (Huge) Shuriken (DMG2; 646 gp) lets you summon a Huge Earth Elemental for up to 13 rounds per day. Yes, a Huge Earth Elemental at a price you can afford by about level 2. May nobody make light of shurikens in D&D again.

Black Fan Talisman (OA; 150 gp): This single-use item grants you a +10 circumstance bonus to Diplomacy checks for one hour. 150 gold is a pittance if you know you're going to have to talk your way out of a tough situation. Meanwhile, if you're negotiating some kind of big sale or trade, that Diplomacy bonus can help you save more money than the cost of the Talisman itself! In that sense, these things can actually help you make money.

Bloodspike, Tempo (MoE; 150 gp): A bloodspike is essentially a fantasy-themed hypodermic that looks like a christmas ornament. Injecting one into yourself is a standard action that deals 1 point of damage. There's a small variety of effects you can get, but Tempo is perhaps the most interesting - at any time for one hour after injecting it, you can take a bonus move action. It's not often you see nonmagical action economy for sale!

Chronocharm of the Horizon Walker (MIC; 500 gp): Once per day, you can move up to half your speed and not provoke attacks of opportunity for doing so as a swift action. If you really like the Tempo Bloodspikes, then this might be a wiser long-term investment. The chronocharm uses up your swift action and only lets you move half your speed, but it only has to be bought once, doesn't damage you and doesn't have to be prepared in advance.

Crystal of Return (least) (MIC; 300 gp): A feat is a precious resource; this grants you Quick Draw for a measly 300 gold. Unfortunately, the characters who perhaps want Quick Draw the most (weapon throwers) won't  be able to take advantage of this offer, but everyone with a melee weapon has little reason not to. An especially spicy trick? Put it on a dagger with a wand chamber and hey presto - draw a wand as a free action! 

Drow House Insigna - unseen servant (RoF; 360 gp): A Drow House Insignia can actually hold one of several spells, from as high as level three, but I feel the most exciting on tap is all the fun and mischief of an unseen servant. In particular, the servant should be able to make use of a number of items you might have picked up from elsewhere on this list.

Quaal's Feather Token - Tree (DMG; 400 gp): A 60' tall, 5' across oak tree springs into existence as an instantaneous effect. Be honest, how often are you in a situation where suddenly making a 60 foot tree wouldn't help? Yeah, basically never. Reach a high ledge, chop it down to cross a chasm or create a wall, provide cover, block off a tunnel, or even have an Instant Tree for acorn of far travel, awaken, tree stride, liveoak and the like. Ready an action to drop one, and you can block line of effect or even punch a flyer out of the air Terrestrial Rage-style.

Ring of Clumsiness (DMG; 500 gp): What the? A cursed item? Is this going to be like some Dust of Sneezing and Choking abuse? Not at all - you yourself are going to be wearing the ring. The thing is, unlike a lot of the nastier cursed items, there's nothing preventing you from taking it off. Just don't put it on unless you're falling. When falling to your death, your Dexterity score is mostly irrelevant compared to getting a feather fall, and it costs less than a quarter of the traditional Ring of Feather Fall. The only worry is falling while being unable to don the ring (say, because you're unconscious.)

Rust Monster Wand (CS; 160 gp): Destroys metal objects with a touch. Manacles, doors, metal bars, weapons and armor - all can be removed at a whim. Since it consists of living rust monster larva suspended in a hollow chamber, it needs fresh air and a diet of five coins per day to stay alive.


Dessert (501 - 1000 gp)

Amber Amulet of Vermin (MIC; 700 gp): The amber amulets come in a few flavours, all of which can summon a specific type of giant vermin for one minute per day. The most interesting is perhaps the huge monstrous scorpion: at 700 gp, a 2nd level character could conceivably afford one... and it summons a CR 7 bruiser for one fight every day. Eventually a huge scorpion becomes little more than a speedbump, but at the earlier levels, it can singlehandedly mop the floor with any level-appropriate threats. At the slightly-higher price of 800 gp, the giant wasp is likewise intriguing: it can fly and carry up to 300 pounds as a light load! At that price, especially if party members chip in, you can have access to flight a lot earlier than normal... so long as you don't need more than a minute of it in a given day.

Bag of Tricks, Gray (DMG; 900 gp): The humblest Bag of Tricks allows you to pull out a bat, rat, cat, weasel or badger, selected at random, ten times per week. While none of these are exactly the bruisers or roadblocks that the higher-level Bags can provide, they still can serve as diversionary tactics. Unfortunately only the badger can provide a flanking bonus, as the other animals are all Tiny or smaller, but a mindless foe (most oozes, plants, undead and constructs) won't prioritize you as a target any more than the rat nibbling at its backside. Besides, there's nothing stopping you from casting animal growth, magic fang or any number of buffs on your animal companion. The animals are perhaps best used for out-of-combat utility, that said, providing an easy way to check for traps or ambushes. A rat makes for an excellent scout, being one of the most unassuming dungeon inhabitants there is, though you'll need a casting of speak with animals to have it report back to you. A user with a high Handle Animal check could even goad a Tiny animal to slip through small spaces, open up locks and undo window latches. It also guarantees targets for greater consumptive field or any high-level Psions who want to manifest assimilate!

Dust of Dryness (DMG; 850 gp): Absorbs up to 100 gallons of water into a single pellet, which can be broken to release the water again. If you ever find yourself in the classic room-filling-with-water trap, it will buy you some time to find another way out. It's also an easy way to transport a huge amount of clean drinking water, particularly to a beleaguered desert town if need be. Throwing it at someone's feet to release a burst of 100 gallons is sure to provide one heck of a distraction, flooding a hallway or blowing someone down a staircase. And what if you happen to get 100 gallons of holy water before fighting a vampire...?

Hand of the Mage (DMG; 900 gp): You can manipulate objects that are 5 pounds or less within 35'. The effect ends up being a lot more limited than what a Drow House Insignia will do for you, but this one is usable at will. I'd still upgrade from this to a Collar of Perpetual Attendance when you can.

Healing Belt (MIC; 750 gp): One of the superior choices for purchasable healing. Since it takes a standard action to use, it's best for out-of-combat healing. Can provide as much as 6d8 hp per day, and you can buy multiples and switch between them as needed. Healing Belts can save you a lot of money versus potions in the long run.

Pearl of Power - Level 1 (DMG; 1000 gp): The cheapest pearl of power is also the best, just squeaking in at 1000 gp exactly. Getting an extra of your 1st level spells every day is absolutely worth it for a cleric, druid or wizard - whose spells are powerful enough to shape the entire game - as well as rangers or paladins, who will sorely appreciate every extra casting they can get.

Trinket of Trickery (CS; 1000 gp): So long as this is on your person, you have knowledge of any one skill trick for which you qualify. Practically every build in the game can find at least one skill trick that would suit it, so this essentially saves you 2 skill points. Good luck finding any other slotless item that can make that claim at this price!

Wand of Lesser Vigor (SC; 750 gp): Including wands might seem like something of a cop-out, but I want to make an exception for one spell-on-demand that I feel virtually no party should be without. Each use of the wand grants Fast Healing 1 for eleven rounds, so for out-of-combat healing, that's 11 HP healed per use! 550 HP for 750 gp is a rate you won't find anywhere else. Cure spells could still have use for immediate, in-combat emergency healing, but for out-of-combat affairs, this is the gold standard. Just don't forget that unlike a Healing Belt, not everyone can use a wand. You did save that Blessed Bandage for the Cleric, didn't you...?


To Stability and Beyond

This is meant to be a "starter" guide to help you gain an edge in those early levels, when life is cheap and accidental death a very real possibility. Of course, many of these items are still of real use even at higher levels, so there's no reason someone in the throes of a campaign already at its mid levels couldn't pick up a gem or two from this article. Indeed, at low levels even a few hundred gold pieces is a considerable portion of your wealth: later on, you can earmark that much as "lodgings" and forget about it. But while items will indeed continue to improve in power and utility, eventually their individual importance can relax slightly as spells and other class features pick up the slack. After all, you'll never get to enjoy that Belt of Battle if you don't live long enough to afford one!

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