Advice for 2 PFS characters


Advice

Grand Lodge

I've a pair of level 2 characters about to break into level 3 soon and am seeking advice.

1. Chellish Hell Knight wannabe with trait bonus to AC and Shield AC bonus due to feat and an amulet of natural armour (AC20/23)

Fingers crossed but I'll soon have loose coin enough to buy my first set of MW Full plate... which I think is great for his image (the 4-mirror armour is an unfortunate financial necessity which I don't like the look of aestetically).

Do I a) Buy the Plate? My AC will also go up at 3rd due to my 14 dex or b) buy utility items like potions of dark vision etc c) Keep saving for a magic weapon? (I don't have weapon focus as a feat yet)

2. 2nd level Gunslinger who lacks a lot of utility items and has his starting leather lamellar only that finally has enough coin to upgrade his musket to +1 when he hits 3rd. Do I a) Buy the musket (helping with damage and punching through some types of DR - this puts all my financial eggs in one basket), b) buy utility items like potions of dark vision etc c) spend on getting MW Mithril chain and perhaps an amulet of natural armour? Strength is only 13 so encumberance is a potential challenge I need to deal with even with my MW pack.

Advice?

Sczarni

1) no idea

2) Handy Haversack (Core), Pathfinder Pouch (seeker of secrets), wayfinder, cracked clear spindle Ioun Stone.


Why a cracked clear spindle

Liberty's Edge

For character one:

First thing, buy oil of magic weapon. There are creatures that are IMMUNE to normal weapons, and they will kill you. It's not like damage reduction, you can literally do nothing.

That will tide you over until you can afford everything you want.

As for being able to see, buy a few sunrods. You can drop them on the floor and they stay lit, or hand them to an ally with a free hand.

Then, make a list of all the things you might want to have, or are thinking about, and we'll help you put it in order.

Personally, I prioritize that first magic weapon for melee types, because better armor is higher numbers, but breaking through DR/magic and incorporeality is a huge difference.

Grand Lodge

Rudolf Kraus wrote:
Personally, I prioritize that first magic weapon for melee types, because better armor is higher numbers, but breaking through DR/magic and incorporeality is a huge difference.

Hellknight Wannabe - I've thought about this and I think you're on to something. If I REALLY want to change my 'armour image' a breastplate will serve AND allow me to wear a visible uniform underneath for social occassions/appearance and at level 3 I get full movement. That, along with my INSANE AC for level atm will tie me over until level 4 or so. As a vanity exercise its somewhat expensive change from 4-mirror to the breast plate but not nearly as much as full plate - and I'll save for that magic sword.

I'll invest in some oils etc too.

Not sure on the Gunslinger - the ability to blow holes in ghosts etc is good.

Shadow Lodge

Helaman wrote:
...My AC will also go up at 3rd due to my 14 dex...

This part confused me. How does your AC go up at 3rd due to Dex? If you are talking about the stat bonus then that is at 4th level.

Also, Full Plate has a max Dex bonus of +1 so if you have a 14 Dex then you will only benifit from 1 point of dex bonus to AC.

I usually start really investing in utility items by 3rd level because that's when you'll really start needing them more and a good utility item can be far more beneficial than a slight AC or weapon bonus.

Dark Archive

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Core Fighters get armor training 1 at level 3 upping their max dex to +2 and allowing them to benefit from 14 Dex.

In general I would buy the hellknight plate, oil of magic weapon is plenty good enough at lower levels for incorporeal. Also your AC is not insane it is fairly standard for a Tanky sword and board character (you should be eyeing off AC30 by level 5 with no issues).

Also the Amulet of natural armor was not a good choice at your current level, you should get Magical armor first then a ring of deflection (natural armor can be provided by barkskin potions for 30mins a potion).

Grand Lodge

Hell Knight armour is something I can't (RP wise, not mechanically) wear until 7th level (2nd level of the Hell Knight PrC. I REALLY wish the designer for the class had have worded that bit differently). You may be right on the Nat Armour Amulet but thats spilt milk.

Dark Archive

As a chelaxian you can technically RP wise wear the armor starting at 20 Fame (buy the Armiger title you are now the lowest rank of Hellknight and eligible to wear the armor) this is possible at around level 4-5 (by which time you can afford magical hellknight plate for 3k with no issues).

Shadow Lodge

Caderyn wrote:
Core Fighters get armor training 1 at level 3 upping their max dex to +2 and allowing them to benefit from 14 Dex.

Ah, ok, thank you. I have yet to make a fighter character.


I'd wait on getting expensive armor until you can get the Hellknight armor, honestly. I have a hellknight paladin and I waited, and honestly was okay until that point. Gave me time to save up to make it mithral, too. There are certainly other things you can get to help you out until then though, if you're really concerned about AC. The jingasa of the fortunate soldier and and ioun stone that gives you an insight bonus to AC come to mind at 5000 each, once you have the cash.


Save until you can get the mithril or adamantine hellknight armor (you can get it enchanted later). Oils or scrolls of magic weapon or versatile weapon. Usually there is a caster in the group that can use the scrolls on you. Or if you want it more often you could even break down and purchase a wand of it.

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