Gear advice.


Pathfinder Society


My Paladin just reached 3rd level and i now have a little gold to spend, 2595gp to be exact, and i'm looking for some thoughts/advice on what i should be purchasing.
Weapon?
Armor?
Magic item?
Scrolls?
This is my character for perusal.

Spoiler:

Marcus Brightblade
Male Human (Taldan) Paladin 3
LG Medium Humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 28 (3d10+6)
Fort +7, Ref +4, Will +4
Immune disease, fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Gauntlet (from Armor) +6 (1d3+3/x2) and
. . Masterwork Greatsword +7 (2d6+4/19-20/x2) and
. . Silver Morningstar +6 (1d8+3/x2) and
. . Unarmed strike +6 (1d3+3/x2)
Ranged Darkwood Composite longbow (Str +3) +5 (1d8+3/x3)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
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Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 15
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Cosmopolitan (Perception, Knowledge [local]), Power Attack -1/+2
Traits Dangerously Curious, Reactionary
Skills Acrobatics -4 (-8 jump), Climb -2, Diplomacy +7, Escape Artist -4, Fly -4, Knowledge (local) +4, Knowledge (religion) +5, Perception +5, Ride -4, Sense Motive +4, Stealth -4, Swim -2, Use Magic Device +8
Languages Common, Goblin, Infernal
SQ aura of courage, aura of good, lay on hands (1d6) (3/day), mercies (mercy [fatigued])
Combat Gear Wand of cure light wounds, Wand of magic missile, Alchemist's fire (2), Antiplague (2), Antitoxin (2), Holy water (2), Sunrod (2), Vermin repellent (4), Weapon blanch (adamantine), Weapon blanch (ghost salt), Weapon blanch (silver) (5); Other Gear Masterwork Full plate, Blunt arrows (20), Cold Iron Arrow, iron-tipped distance (50), Darkwood Composite longbow (Str +3), Masterwork Greatsword, Silver Morningstar, Backpack, masterwork (18 @ 25 lbs), Bandolier (19 @ 7.5 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Belt pouch (1 @ 52.1 lbs), Courtier's outfit, Flint and steel, Grappling arrow, Holy text (Iomedae), Mess kit, Mug/tankard, Sack (empty), Silk rope, Tabard, Tabard, Tindertwig (3), Trail rations (7), Waterskin, Whetstone, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (empty), 2594 GP, 5 SP, 6 CP
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TRACKED RESOURCES
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Alchemist's fire - 0/2
Antiplague - 0/2
Antitoxin - 0/2
Blunt arrows - 0/20
Cold Iron Arrow, iron-tipped distance - 0/50
Holy water - 0/2
Lay on Hands (1d6) (3/day) (Su) - 0/3
Light (At will) - 0/0
Smite Evil (1/day) (Su) - 0/1
Sunrod - 0/2
Tindertwig - 0/3
Trail rations - 0/7
Vermin repellent - 0/4
Wand of cure light wounds - 10/50
Wand of magic missile - 5/50
--------------------
Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6) (3/day) (Su) You can heal 1d6 damage, 3/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.
Wayfinder, holy symbol (empty) (Wayfinder, Holy Symbol) This wayfinder has been carved or molded to resemble your deity’s holy or unholy symbol and may serve as an icon of both the Pathfinder Society and your chosen faith. You can use a holy symbol wayfinder as a divine focus.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Items i could purchase of note from chronicle sheets are as follows...
Bracers of Armor +1(1000gp)
Cloak of Resistance +1(1000gp)
Scabbard of Vigor(1,800gp)
Handy Haversack(2,000gp)
Amulet of Natural armor +1(2,000gp).

Thoughts and suggestions?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Bracers of armor don't stack with your actual armor.

The cloak seems a little superfluous for a paladin, but it's still a decent option.

You'll probably want the amulet eventually, but you'll get the same AC increase for half the price by enchanting your armor up from masterwork to +1. I'd suggest that as your first expenditure from this point.

1/5

You are likely going to want to make that masterwork greatsword +1 sooner rather than later, if for no other reason than being able to damage incorporeal creatures, and bypassing DR x/magic.

Upgrading your AC (via making your masterwork full plate +1, the Amulet of Natural Armor, as well as a Ring of Protection) is a path you could choose to start down. However, as you don't use a shield, you may not be able to keep your AC high enough to matter once you get up a few more levels (monster attack bonuses tend to quickly outstrip AC gains, unless you really focus your attention and resources on it).

Bracers of Armor would be of very limited usefulness, as they don't stack with actual armor (though they would help you on the occasional incorporeal touch attacks).

Cloak of Resistance is a pretty good item, though, as a paladin, you get to add your Charisma bonus to your saving throws. Given that, it might make more sense to save up for a headband of alluring charisma +2 (4000gp)...by increasing your Charisma score, it'll not only give you an incremental +1 to saving throws, but it'll also give you an extra use of Lay On Hands, pump up your Smite Evil power, add to your Diplomacy and Use Magic Device, etc. You can buy the headband once you have 18 Fame, even if you don't find one on a Chronicle.


What's the cost for the upgrades?
Going from Masterwork weapon to a +1weapon= 2,000gp (Total less the masterwork)?
Going from Masterwork Armor to a +1armor= 1,000gp (Total less the masterwork)?
Is this correct or am i wrong. I'm away from my books right now.

Silver Crusade 2/5 *

Yes, that's correct. Also, consider saving for slippers/boots of spider climbing. Most paladins I know can't climb any kind of obstacle.

My martial melee characters run off oils of magic weapon and oils of bless weapon for a long while. They are cheap and efficacious.

The 2K is a lot to eat when you are just getting +1 damage out of the deal. And better item saves I guess. However, I like to save up for adamantium weapons, which needs to come before the +1.

Silver Crusade 2/5

hold off on making the great sword magical and buy some potions of magic weapon or scrolls of magic weapon since you can cast them.save up for an Antamantium great sword and then make it magical.

Dark Archive 5/5 5/55/5 *

A paladin was my 1st PFS PC, so I know where you're coming from.

Personally, I'd opt for adding the armor enhancement.

I'd also use a couple PP to acquire a wand of Bless Weapon [or a couple of oils, your call].

Wait until you have a blade made from a material you want before starting the upgrade process [as others have mentioned].

Boots - I ended up getting Striding & Springing - the extra 10ft of movement was a major boot to his combat capability.

Silver Crusade 2/5 *

Striding and springing doesn't give you the obstacle bypass utility of spider climb, though. I highly recommend spider climbing for heavy armor types that aren't fighters getting armor training.

Grand Lodge 4/5 5/55/5

ezrider23 wrote:

What's the cost for the upgrades?

Going from Masterwork weapon to a +1weapon= 2,000gp (Total less the masterwork)?
Going from Masterwork Armor to a +1armor= 1,000gp (Total less the masterwork)?
Is this correct or am i wrong. I'm away from my books right now.

I'm not sure what you mean with the '(Total less the masterwork)'. I am probably reading into this, but just to cover all the bases the cost to increase a masterwork weapon to +1 is 2,000gp and armor is 1,000gp. The masterwork cost was already paid and that is the increase cost.


Totenpfuhl wrote:
ezrider23 wrote:

What's the cost for the upgrades?

Going from Masterwork weapon to a +1weapon= 2,000gp (Total less the masterwork)?
Going from Masterwork Armor to a +1armor= 1,000gp (Total less the masterwork)?
Is this correct or am i wrong. I'm away from my books right now.
I'm not sure what you mean with the '(Total less the masterwork)'. I am probably reading into this, but just to cover all the bases the cost to increase a masterwork weapon to +1 is 2,000gp and armor is 1,000gp. The masterwork cost was already paid and that is the increase cost.

Wouldn't the item need to be masterwork prior to making a +1 item or is it just a flat 2,000/1,000gp cost? Seeing as mine are already masterwork i don't need to worry about that cost thus the "total less masterwork", sorry if that was confusing. I'm using Heroe's Lab and when looking at upgrading the full cost is for the item + masterwork + enchantment.

Grand Lodge 4/5 5/55/5

ezrider23 wrote:
Wouldn't the item need to be masterwork prior to making a +1 item or is it just a flat 2,000/1,000gp cost? Seeing as mine are already masterwork i don't need to worry about that cost thus the "total less masterwork", sorry if that was confusing. I'm using Heroe's Lab and when looking at upgrading the full cost is for the item + masterwork + enchantment.

Yes all of the costs are added up for the full item cost.

e.g. +1 Short Sword = Short Sword + Masterwork + (+1)Enhancement bonus
2,310 = 10 + 300 + 2,000

I was just making sure because I was a little confused by how you originally said it.


Totenpfuhl wrote:
ezrider23 wrote:
Wouldn't the item need to be masterwork prior to making a +1 item or is it just a flat 2,000/1,000gp cost? Seeing as mine are already masterwork i don't need to worry about that cost thus the "total less masterwork", sorry if that was confusing. I'm using Heroe's Lab and when looking at upgrading the full cost is for the item + masterwork + enchantment.

Yes all of the costs are added up for the full item cost.

e.g. +1 Short Sword = Short Sword + Masterwork + (+1)Enhancement bonus
2,310 = 10 + 300 + 2,000

I was just making sure because I was a little confused by how you originally said it.

Yeah HL is a little wonky when it comes to the upgrades such as this. I had to sell my armor for 100% and then go and buy the +1 version. Doing it as an "upgrade" on my already existing masterwork item it was asking me to pay the weapon+masterwork cost again.

Silver Crusade 2/5 *

Herolab is cool, but I do all my calculations by hand. Just to be sure :)

1/5

Totally thought this thread was something else.

Carry on.


David Bowles wrote:
Herolab is cool, but I do all my calculations by hand. Just to be sure :)

Yeah, i really need to sit down with a character sheet and pencil and go through step by step of building a character. It will go miles in helping me understand the ins and outs of my PC's.

Over the years of D&D 4e's online character builder (the only way i build characters for that system, and have a much better system mastery of) and now my purchasing of HL for PF (which i have a much lower system mastery of)i've just grown REAL lazy.

Silver Crusade 2/5 *

Herolab sometimes does spit out nonsense, which has caused problems at tables. I don't have anything against Herolab, just be aware it makes mistakes sometimes.

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