Need advice about magic items to buy


Advice


Hi, I've found a problem and it's that I don't know about what magic items are interesting to buy for barbarian/alchemist

Felaron WRAAAGH
Male C/N Human Barbarian1/Alchemist1, Level 2, Init +0, HP 23/23, Speed 30
AC 10, Touch 10, Flat-footed 10, CMD 16, Fort +6, Ref +2, Will +1, CMB +6, Base Attack Bonus +1
Scythe MW +7 (2d4+7, x4)
reach Lance MW +7 (1d8+7, x3)

Abilities Str 20, Dex 10, Con 14, Int 14, Wis 10, Cha 7

when in battle mode takes 1 full round:
St: Drink mut. (can't be reduced to mov.)
Move: drink enlarge pers extract (works like a pot)
it works like a potion so with fast drinker/drunk rager works pretty well
and rage
This is the Hulk/Mr Hyde transformation into a massive destruction machine.

I plan on going through 4 lvls in alchemist before resuming barbarian taking:
extra discovery (lvl 3) I want feral mutagen PLUS the extra arm I know I can't gain more attacks, but a shield works well and I want an extract in my hands sometimes.

So, this leaves me with 3 options:
-Purchase weapon related magic items (advice required)
-Purchase natural attack magic items (advice required)
-Purchase hybrid magic items (advice required)
I'll buy a light horse just for the charges with a lance, that's crystal clear.
I'll leave the data on lvl 3 (it's when i can start buying things) of my posible attack patterns:

Lance/scythe +1 MW +2BA -1PA +2Mut +2 Rage +0 Enlarge +5Base str (don't enlarge if I intend to mount charge) total: +12 2d6+18 //+12 2d8+32 if mounted charge.
I don't want to make a charger it's just an option, I already know that's it's nearly impossible to make a mounted charge if you aren't a halfling in PFS.

Nat Attack pattern:
+11/+11/+6 claw/claw/bite (enlarged and mut+rage)
1d8+10/1d8+10/2d6+5

In the short, the natural attack pattern looks nice but in the long it kinda loses after gaining +6/+1

Well, the numbers are here, any tips about what items are interesting for this "little one"?


How are you using claws/bite with only one rank into barbarian? You can't pick rage powers until 2nd level in barbarian.


extra discovery (lvl 3 I want feral mutagen PLUS the extra arm I know I can't gain more attacks, but a shield works well and I want an extract in my hands sometimes.

Feral mutagen gives 2 claws (primary) 1d6 med/1d8Larg+ 1 Bite 1d8med/2d6Large while using mutagen
That's why the attack patterns are at lvl 3 it's when it gets nasty
But I lack enough knowledge about magic items.


How much gold are you given?


It's a PFS character so I don't know how much gold I'll have.
I'm quite interested in knowing what kind of magic items are worthy to buy. ATM I have 2,2kGP unspent and 10 fame points I suppose in 2 chronicles I'll have the 13 fame points required for weapons ench and basic magic items and I'll be lvl 3 by then.


Amulet of mighty fists (4k) would be good. Gives +1 for natural attacks.
Belt to increase strength would be good as well as bracer of armor 1 (1K) to increase AC.


Amulet of mighty fists: noted for natural attack pattern
Belt to increase str... i'll pass on that
Since I'll go with 4 lvls of alchemist I'll use the formulae that allows me to spit out the next potion and still take the magic effects, YaY! slow paced.... but bull's strength potion with 2PP and "permanent" I'll try it.
Probably another potion with same process.

Let's make a quick list:
-Weapon-nice enchancements? for this o the AoMF? (nice option really Thx)
-Neck-Amulet of Mighty Fist (4kGP+1)// something else?
-Head-utility?
-Ring1-utility?
-Ring2-utility?
-Armor (Really? xD)
-Boots- there are boots with haste or flying capabilities?
-Gloves-Attack related
-Bracers-Utility/attack related
-Shoulders-cloack of resistance (I have enough exp to know that this is a must have)
-2pp potions: spells up to lvl 3: Haste/other options?

I don't really care about CA I assume I'll be hit or not if I am enlarged and I outreach my enemies...
Let's keep the brainstorming ON

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