Help Me Gear Out My Cohort


Advice

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

We are moving into the last book of Legacy of Fire, and the one thing that has been proven in the last couple of books is that my witch is frail (he died three times, more than any other PC,) and needs a bit more of a barrier and protector. I took Leadership many levels ago (mostly for story reasons) and I have decided to use that feat to gain a cohort who can help extend my character's survivability.

We haven't sold any loot in the last two books and so we have a huge amount of gold to spend. I bought all the items I needed for my PC and now have plenty left over for the cohort. I have an idea of what to buy the cohort, but I wanted to see what the good folks here would buy.

The cohort is a ranger with the Witchguard archetype. This is an excellent cohort archetype, as the purpose of it is to keep adjacent casters alive. The one need he has is a shield, preferably a tower shield. This is due to a couple of feats and abilities that he has.

He has 25,928 gp to spend. My PC is level 13, the cohort is level 11.

What would you buy?


Actually a cohort's loot is calculated completely separate from yours. He basically gets gear that's appropriate for his level for free (and pulls more out of his ass as you and he level up, better find some in game explanation for that).


Wand of Instant Enemy is probably the most solid investment you can make for him.

Outside of that...buy up all the defensive items you can. You want him to keep you alive, not necessarily shell out damage. Bonuses to con, ring of protection, amulet of natural armor, cloak of resistance, magical armor. Spread around those defensive bonuses to get the most bang for your buck (i.e. a +1 armor and a ring of prot +1 is 3000 gp + armor cost, while a +2 armor is 4000gp + armor cost). Leave some goldso you can afford a +1 weapon. Weapon enhancement bonuses get expensive quick and this guy is there to protect you, not slay the world for you.

The Quite-big-but-not-BIG Bad wrote:
Actually a cohort's loot is calculated completely separate from yours. He basically gets gear that's appropriate for his level for free (and pulls more out of his ass as you and he level up, better find some in game explanation for that).

I'm going to double check, but I'm fairly certain this is incorrect. It's one of the few balancing factors into having a cohort.

They usually arrive with gear appropriate for their level, then you have to spend your gold on upgrading their equipment or convince the party that you should split the loot with the cohort as well (which will probably not happen).

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

@BigBad I am aware of that. Part of the 25K+gp is the gold value of the gear he comes with (heroic NPC value for his level.) The remaining gold is the gold left over from what my PC has.

That said, I still need to decide what to buy with the total amount. He may get some of the gear for "free" but that shouldn't stop my PC from contributing to his gear. My PC is going to be relying on this cohort to survive after all.


Fair enough.
I'd focus on protective gear like Claxon said. Just dont forget to buy him some spell storing weapons for your spells ;)
He probably gonna stick near you so he'd to be a switch hitter or a reach user (whip in this case, since you want him to use a shield. If he doesn't have the feat: magic gear that grants quickdraw?
Do you have a wizard/sorcerer in your group? A source of Greater Magic Weapon for arrows is pretty much a must for a switch hitter.


This thread would indicate no they don't magically gain any wealth as they level, they come equipped with appropriate gear and the player character must pay for any upgrades or new equipment there after.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Clarification on cohorts and gear:

There isn't actually much in the rules that tell us what a cohort should come with. It is generally accepted that cohorts start with the "Heroic" NPC stats and gear values.

After they are created, it is up to the PC to supply them with new gear. This can be from either splitting up treasure as if they are another party member (this works in a group of three PCs if there are one or two cohorts,) giving them found loot items, or just buying them items from the PC's own wealth.

Please look at my own blog postings for an idea of how I am handling cohrts.

Edit: My GM is letting me build the cohort, and thus I am able add more gold to the value of his starting gear by having my PC donate gold towards it.

Liberty's Edge

I think we could give better advice if we knew the cohort's build ;-)

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

witchguard:

Witchguard CR 10
XP 9600
Human (Keleshite) Fighter (Tower Shield Specialist) 2/Ranger (Witchguard) 9
N Medium Humanoid (human)
Init +1; Senses Perception +15
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 118 (11d10+53)
Fort +12, Ref +9 (+1 vs burst spells and effects while using a tower shield), Will +4
Defensive Abilities burst barrier +1, evasion
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks favored enemies (fire outsiders +4, gnolls +2)
Ranger (Witchguard) Spells Prepared (CL 6):
2 (1/day) Protection from Energy
1 (3/day) Resist Energy, Longstrider, Feather Step (DC 12)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 17, Int 10, Wis 12, Cha 8
Base Atk +11; CMB +14; CMD 26
Feats Additional Traits, Bodyguard, Covering Defense, Covering Shield, Dodge, Favored Defense: Favored Enemy (Fire Outsiders) +2, Improved Lightning Reflexes (1/day), In Harm's Way, Lightning Reflexes, Mobility, Saving Shield, Shield Focus, Toughness
Traits Dangerously Curious, Helpful
Skills Acrobatics +12, Bluff -1 (+1 vs. gnolls, +3 vs. fire outsiders), Heal +10, Knowledge (dungeoneering) +13 (+15 vs. gnolls, +17 vs. fire outsiders), Knowledge (nature) +13 (+15 vs. gnolls, +17 vs. fire outsiders), Perception +15 (+17 vs. gnolls, +19 vs. fire outsiders, +19 while in desert terrain, +17 while in urban terrain), Sense Motive +1 (+3 vs. gnolls, +5 vs. fire outsiders), Stealth +1 (+5 while in desert terrain, +3 while in urban terrain), Survival +14 (+16 vs. gnolls, +18 vs. fire outsiders, +18 while in desert terrain, +16 while in urban terrain, +18 to track), Use Magic Device +14
Languages Common, Kelish
SQ combat styles (weapon and shield), defend charge +4 (1 rds) (2/day), favored terrains (desert +4, urban +2), swift tracker, track, wild empathy
Other Gear 25928 GP
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Burst Barrier +1 (Ex) +1 on Reflex saves vs burst spells and effects while using a tower shield.
Covering Shield Add your shield's base bonus to reflex saves vs area of effect attacks.
Defend Charge +4 (1 rds) (2/day) (Ex) As a move action, adjacent spellcaster gains listed bonus to AC and concentration.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Defense: Favored Enemy (Fire Outsiders) +2 You can add half your favored enemy bonus as a Dodge bonus to AC and CMD.
Favored Enemy (Fire Outsiders +4) (Ex) +4 to rolls vs Favored Enemy (Fire Outsiders).
Favored Enemy (Gnolls +2) (Ex) +2 to rolls vs Favored Enemy (Gnolls).
Favored Terrain (Desert +4) (Ex) +4 to rolls vs Favored Terrain (Desert).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Shield Focus +1 Shield AC
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Any advice on improving this cohort is appreciated.


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A Traveler's Any-Tool is always helpful. Get all those little "sure wish I had this right now" moments out of the way.
Get him a Ring of the Martyr and/or an amulet of Shield Other.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

We actually have the Any-Tool already, but good suggestion. A amulet of shield other would be useful too, but I have a paladin in the party who has offered to wear one we found. We may have the cohort wear it though.


Benevolent Armor is mandatory for anyone with the Bodyguard feat.

Speaking of which, if you want to use evasion you will be limited to medium armor (or mithral heavy).


More musings:

Maybe a Ring of Transposition

Toughen up his shield; Fortifying Stone

Keep your cohort from running away: Headband of Unshakeable Resolve

Buffering cap or Jingasa


dot; I've been looking for a decent witchguard cohort build, but I always thought the survivability would be low.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

I will let you know what my personal experiences say about the survivability. I am hoping it works out well. I would prefer a rideable cohort with the witchguard abilities, but I am not sure how to work that one out.

Just in case you are asking why rideable? My witch is small sized, and having a mount that can move him around would leave his move actions available for cackling.


I wasnt thinking about rideable. Everything I've heard about cohorts says that being a couple levels below the player makes it very hard for them to survive in combat. So I've always been concerned.


A minor Ring of Energy Resistance (Fire) (12,000 gp) wouldn't hurt in Legacy of Fire. I'd get the major ring for 25 points instead of 10, but you don't have enough gold for that (28,000 gp).

You could also get a Horn of Goodness (6,500) for the +2 to AC from Magic Circle Against Evil.

Boots of Levitation (7,500 gp) are a must for me because they beat a Ring of Feather Falling. Just make your STR check to catch your falling buddy if necessary. Boots of Teleporation are too expensive at 49,000 gp.

A Necklace of Adaptation (9,000) will keep you breathing when the monsters use breath attacks and spellcasters use Stinking Cloud.

Periapt of Wound Closure (15,000 gp) keeps your bodyguard alive against Bleed effects and when reaching 0 hp.

A Scabbard of Keen Edges (16,000 gp) is always nice to have on your primary longsword.

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