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So, I just finished a mod and I've got a stock pile of gold lying about for my 12th level dwarf fighter and I'm not sure what to do with it. I've got some ideas but not completely sold on them. I thought I'd come to the boards and see if anyone had any interesting ideas. I've got a little over 25.5k in gold. Here's a list of what I've already got:
Arms and Armor:
+3 Evil Outsider Bane Dwarven War Axe with the Transformitive property (+4 total enhancement)
+3 Dwarven Full Plate with Light Fortification and the Restive properties (+4 total enhancement)
+3 Heavy Steel Shield
Stat items:
+4 Belt of Physical Might (Strength and Dex)
+2 Headband of Vast Intelligence (diplomancy)
Misc:
Helm of Comprehend Languages and Read Magic
Dusty Rose Prism Ioun Stone
Clear Spindle Ioun Stone (set in wayfinder for resonance)
Wayfinder
+3 Cloak of Resistance
+2 Ring of Protection
+2 Amulet of Natural Armor
Boots of Striding and Springing
Gloves of Dueling
Golem Bane Scarab
Handy Haversack
Potions of Fly x2
I thought about adding Animated to the shield so I could two hand my axe for a few rounds and up my damage curve or making my axe a +4 (total +5). Or upgrade the cloak, ring of pro., amulet of nat armor. But really these things don't really have any appeal other than the animation property for the shield.
Ideas?

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Well, I for one would like to thanks you for making this thread ... I have a 10th level Osirion Fighter/Living Monolith with a similar amount of gold, and was thinking of asking this same question, because I haven't played in the majority of a year.
Soliciting answers for fighters with cash! Let's see those responses!

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Backup weapon/ranged weapon seems to be missing.
Also missing some of the other consumables that might be helpful, Potion of Gaseous Form, for example, and alchemist's fire for swarms.
Also, and important, I don't see anything to help out against invisble opponents or deeper darkness. Darkvision won't help in either case.
Ring of Evasion might be an idea.
For deeper thoughts, I would actually have to look through the Wondrous Items and see if there is anything useful there.

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Backup weapon/ranged weapon seems to be missing.
Also missing some of the other consumables that might be helpful, Potion of Gaseous Form, for example, and alchemist's fire for swarms.
Also, and important, I don't see anything to help out against invisble opponents or deeper darkness. Darkvision won't help in either case.
Ring of Evasion might be an idea.
For deeper thoughts, I would actually have to look through the Wondrous Items and see if there is anything useful there.
I've got alchemist fire covered. The dueling gloves help protect against disarmig and I've got a weapon cord as well. So, no real need for a back up weapon. As for ranged weapons I turn the axe into a throwing and use it that way. Yay transformitive property! Potion of gaseous form might be useful but haven't really had any direct need for it. I forgot to mention I've got tremor sense 10 feet. Yeah, I went the stone sense route and I've got some tar and feather tokens. So, invisibility is covered. I've never encountered deeper darkness in any mods so I've never really run into that problem. As for a ring of evasion I can't use it since I'm wearing heavy armor.

tonyz |

Backup weapons aren't for being disarmed (usually); they're for being swallowed, or fighting in narrow quarters or while being grappled. Get. A. Dagger.
Throwing weapons work well out to fifty feet or so. I suppose if you're mostly adventuring underground or in tight quarters it doesn't matter much, but (say) elven archers on eagleback can make your life miserable if you can't reach out and touch them. Get. A. Real. Bow. (Flying works, but what if someone dispels your potion at 800 feet up?) Bracers of archery would help with that (there really aren't too many good bracers).
Replacing the boots with boots of speed might be handy, though I can understand wanting the regular movement bonus instead of the occasional haste burst -- though a potion or two of same would be handy, as would a potion or two of blur or displacement. Miss chances are never bad.
Upgrading the cloak of resistance to +4 would only cost 7K and probably be more than worth it.
One or two healing potions, just in case you're the last member of the party left standing and everyone else is bleeding to death. Ditto potions of lesser restoration for way too many reasons to consider, and a potion or two of delay poison and a vial or two of antitoxin.

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Backup weapons aren't for being disarmed (usually); they're for being swallowed, or fighting in narrow quarters or while being grappled. Get. A. Dagger.
Throwing weapons work well out to fifty feet or so. I suppose if you're mostly adventuring underground or in tight quarters it doesn't matter much, but (say) elven archers on eagleback can make your life miserable if you can't reach out and touch them. Get. A. Real. Bow. (Flying works, but what if someone dispels your potion at 800 feet up?) Bracers of archery would help with that (there really aren't too many good bracers).
Replacing the boots with boots of speed might be handy, though I can understand wanting the regular movement bonus instead of the occasional haste burst -- though a potion or two of same would be handy, as would a potion or two of blur or displacement. Miss chances are never bad.
Upgrading the cloak of resistance to +4 would only cost 7K and probably be more than worth it.
One or two healing potions, just in case you're the last member of the party left standing and everyone else is bleeding to death. Ditto potions of lesser restoration for way too many reasons to consider, and a potion or two of delay poison and a vial or two of antitoxin.
I don't really need the dagger. I. have. the. transformitive. property. Yes, it takes a standard action to use but I'm still covered for light weapons in a grapple.
As for the elves sniping from hundreds of feet away scenario, I don't think that's ever happened in a PFS mod. At least not to my knowledge. The farthest my fighter, or any character I've played, has had to go to get into melee is 2 full turns of movement or a run. If the enemy wizard is wasting a dispel hoping to hit my potion of fly then something wrong is going on at the table and that baddy is probably about to die.
As for boots of speedy I have thought about it but since I do have the reduced speed I prefer the constant extra movement. Plus at the tables I play at someone usually has haste on their spell list or a scroll.
Miscellaneous potions would be helpful though. I appreciate the input.

Adamantine Dragon |

@Madclaw, I thought the transformative property was restricted to the same size weapons.
For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium, light or Two-handed melee weapon
Are you sure you are covered for light weapons in a grapple?

Pirate |

Yar.
Just an FYI: you are not restricted to using only a light weapon when in a grapple. You can use a one-handed weapon when you are in a grapple as well.
You are, apparently, limited to a light weapon when you are swallowed whole though.
Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
Pinned does not add additional restrictions to weapon use from grappled.
Swallow Whole (Ex) If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

Malignor |

Point to you on the nature of PFS scenarios, though it feels a tad metagamey to me.
One thing with returning weapons is that they only do single attacks, since they return at the start of next round. Bows let you full attack.
I used to have a Fiendish Orc Fighter in 3.5, who had (at level 12) 3 Orcish Shotputs of Returning, Distance, Seeking and [flaming, shocking, frost]. I enjoyed doing the "juggle of death".
But for a melee-centric guy: Advance, throw. Advance, throw. Advance, throw. Charge, slaughter.
Plus it would just look bada55, tossing that javelin into a badguy, and it flying back to the hand.

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You need a back up weapon. Preferably Adamantine, because it wouldn't take much to sunder the weapon you have. BTW once it sundered, hopefully it will only be broke, which will only cost you half the cost of the enchantment on to fix, as opposed to destroyed, at which point, you will definately need the back up weapon.
Perhaps even a darkwood cudgel as well, cause right now you look like the prime target for a rustmonster Smorgasbord.
Actually, you've got enough cash on hand to pick up a Sparkwake Starknife. Essentially, an 8d6 lightening bolt that is reusable 1 per day. Might be fun.
Another piece of equipment that might be useful to you would be the ring of delayed doom.

spalding |

Zephyre just how many people do you see running around with a +4 weapon and a the ability to clear a 34 (minimum) on a CMB check at level 12?
Honestly it's likely over 40 since I'm only counting BAB, equipment, and weapon training bonuses on that -- not his actual strength or any other feats he might have (such as dodge).

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Exactly, Thanks Spalding. I've only ever seen one mod with an enemy that tries to sunder. Yes, that's a little metagamey but to a certain extent so is buying equipment. And I've only ever seen a max of +3 on an enemy weapon.
I guess I should also point out I've finished the retirement mods and the character is really only able to play the sanctioned modules.
A bow doesn't really fit the character if he were to have a ranged non throwing weapon it'd probably be a crossbow. But since I don't have any of the useful feats it won't really help as much. Yes, my full BAB makes up for that, but at higher ACs having that -4 to attack is a problem.
I agree, Malignor, that the advance throw tactic would be awesome. But the general premise of the character is get into melee as quick as possible.
I do appreciate all the input and it is giving me insights into new ideas.

spalding |

A sling would be fine in my opinion -- +1 precise would be enough. You got the range you need, without a bunch of extra work and it carries your strength bonus. Reloading stinks but hey can't have everything. I generally have one tied on the wrist (or waist) of my characters.
A spiked shield is another idea actually -- don't have to empty your hands or anything.

Caoulhoun |

With all that metal, you are in dire need of a gauntlet of rust! A couple of rust monsters otherwise would ruin your day!!
After having read in the rules that you have to have a higher enhancement bonus than the existing weapon to sunder it, I would choose to upgrade the enhancement bonus asap. Which would be 18k gold to go to +3 to +4 (or actually +4 total to +5 total for your existing weapon).
Other things I like are necklace of adaptation. Always nice to not have to breath. Also adding elemental resistances to armor/shield. And lastly it is always nice to have a brooch of shielding for those pesky casters that think they can machine gun you down.

Torlandril Morninglord |

Ideas?
Hey,
I did some quick math and it seems you have a gear market value of ~200,000gp at level 12.... Which means your GM is Monte'Haul or you are loot whore (I say with a grin on my face).
Either way, with that in mind and looking at your gear I see a GLARING ommission. Where is your MASS STORAGE?!? You have a haversack, and the "loot whore" in me is laughing uncontrollably. Where are you keeping your 500 lb. worth of coins right now? (yeah I know, they may be gems but the gold is cooler).
Come on now... If you are finding this level of loot without mass storage, I am worried that you are leaving behind a TREASURE TROVE of stuff that you just can't carry with you. We need a place to put all of this antique furniture, ancient tapestries, statuary, and other heavy yet valuable loot you find in your adventures. Evil Cleric Alter you say? Someone in Cheliax NEEDS that for a coffee table.
May I suggest a portable hole. Within you budget and a very capacious storage container.
If you want to go low magic, and for a budget price you can always hire a caravan of wagons to follow your party around. Just 1,000gp would pay for at least 10 medium wagons with mule and drivers for a month, easily enough to transport 20,000 lb (10 tons) of valuables from the various places you invade (I mean "Discover"). (unskilled labor costs like 1sp/day, skilled around 1gp/day. 20,000 gp would buy a LOT).
Speaking of NPC hirelings.. Why not:
* Guards to do the night watch.
* Laborers to set up camp, clean, carry stuff.
* Entertainers to bring merryment to the group.
* Heralds to announce your parties comings and goings and announce your victories.
* Young pretty ladies to.... cook for you. Yeah. Cook.
You see where I am going.. Just imagine the look on everyone's face (and the GMs) as you basically hire out an entire gypsy troop to follow your group around for the next month.
Can you say "EPIC", yup.
If you want more practical suggestions, here are "nice to have" items I didn't see on your list:
1. Decanter of Endless Water (1,001 uses in this infinite use item).
2. Pearls of Power (Want that Cleric/Ranger/etc. spell cast on you? Buy a pearl for you party castor and make him cast it each day, or buy them a wand with it).
3. Add Gloves of Storing on your Dueling gloves. Free "quick draw" for your axe, or whatever.
4. Figurine (Obsidian Steed), might need to save a bit more gp for this, but an excellent "Get out of jail free" Transport.
5. Immovable Rod (lots of uses).
6. Land / Business Investments. (fun role-play opportunities).
Always nice to have extra money, I hope something here appeals to you.

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Madclaw wrote:Ideas?Hey,
I did some quick math and it seems you have a gear market value of ~200,000gp at level 12.... Which means your GM is Monte'Haul or you are loot whore (I say with a grin on my face).
Either way, with that in mind and looking at your gear I see a GLARING ommission. Where is your MASS STORAGE?!? You have a haversack, and the "loot whore" in me is laughing uncontrollably. Where are you keeping your 500 lb. worth of coins right now? (yeah I know, they may be gems but the gold is cooler).
Come on now... If you are finding this level of loot without mass storage, I am worried that you are leaving behind a TREASURE TROVE of stuff that you just can't carry with you. We need a place to put all of this antique furniture, ancient tapestries, statuary, and other heavy yet valuable loot you find in your adventures. Evil Cleric Alter you say? Someone in Cheliax NEEDS that for a coffee table.
May I suggest a portable hole. Within you budget and a very capacious storage container.
If you want to go low magic, and for a budget price you can always hire a caravan of wagons to follow your party around. Just 1,000gp would pay for at least 10 medium wagons with mule and drivers for a month, easily enough to transport 20,000 lb (10 tons) of valuables from the various places you invade (I mean "Discover"). (unskilled labor costs like 1sp/day, skilled around 1gp/day. 20,000 gp would buy a LOT).
Speaking of NPC hirelings.. Why not:
* Guards to do the night watch.
* Laborers to set up camp, clean, carry stuff.
* Entertainers to bring merryment to the group.
* Heralds to announce your parties comings and goings and announce your victories.
* Young pretty ladies to.... cook for you. Yeah. Cook.You see where I am going.. Just imagine the look on everyone's face (and the GMs) as you basically hire out an entire gypsy troop to follow your group around for the next month.
Can you say "EPIC", yup.
If you want more practical suggestions, here are "nice to have"...
So you've never played PFS, have you?
Anyway, get rid of those potions of fly and get yourself a nice broom. Or splurge on the figurine that turns into an obedient and loyal elephant four times per month (read: four times a session). Both of these extreme luxuries would set you back 17kgp, but just think about how badass you'd look riding an elephant around Absalom.