Level 2 Paladin Items / Magical Items?


Advice


I just got a bunch of gold and have nearly 4,000 gold and I'm wondering what will be good for my Chosen One Paladin. (Chosen One gives me a hawk familiar)
Should I buy an item now for 4,000 gold or less or save up for a big buy?

Silver Crusade

Spend it now. You are better off spreading out your wealth and getting lots of utility items.

Some good major purchases:

Cloak of Resistance +1 (1000gp)
Adamantine weapon (weapon cost +3000 gp)
Masterwork or even +1 full plate (1500gp or 2500gp)
Wand of Cure Light Wounds (750 gp)

If you have a good use magic device
Wand of Shield (750 gp)

If you have UMD and want your familiar to be fighting:
Wand of Mage Armor (750 gp)

If you use a shield:
Mithral shield (shield cost +1000)

Make sure you have a longbow with cold iron arrows and a couple different melee weapons, preferably covering all three of bludgeoning/slashing/piercing. If you use a 2handed melee weapon normally, have a 1 handed one to use in case you get grappled.

You can use the left overs to buy consumables. Oils of Bless Weapon are always good. Potions of Touch of the Sea can be lifesavers if you have a high armor check penalty.


Thank you very much.
My Paladin uses a Great-Sword and has Banded mail. What would be particularly useful for having an Adamantine weapon?
Alaire (his name) is Heavily Damage Based and his saves are already very good. I might something that can heal me so I can keep fighting and something that could give me more tactical options while fighting. But most of all, something that will increase survivability outside of combat, like a ring of featherfall as Alaire fell 300ft after falling off a greased chain. Luckily, the fighter told his hawk to use the bombard trick to use a tanglefoot bag to glue my hand to the chain as I was trying to grab onto it while falling, saving my life. I'm already goin to buy the Aegis Of Recovery.

Silver Crusade

Adamantine lets you get through the damage reduction of things with DR/adamantine, which is most commonly constructs, which are almost always neutral and therefore cannot be affected by Smite Evil. Adamantine also makes the weapon far more durable, and you can use it to sunder things.

For falling, you should get Boots of the Cat. They are a 1000 gp make it so you always take the minimum damage for falling (so a 10d6 fall would do 10 damage) and you always land on your feet.

Your saves can ALWAYS be better. As a paladin, you can basically make yourself untouchable by anything that requires a save if you get a good cloak of resistance, so why not go for it?


Because once baddies notice that trying to fall the paladin with spells is futile they'll concentrate on other party members first.
For saves you're good with your paladin abilities and anything that raises your charisma, although you might get that cloak to use before level 4 and then gift it to some other partymate, since your archetype postponed divine grace.
For healing in combat you got your lay on hands as a swift action on yourself an hopefully other party members if that still needs help.

For survivability outside of combat..you'd have to predict the future. Toay it's falling, tomorrow you'll have a chance to drown and both feather fall and the boots of the cat go useless. You might go well with some sort of Travelers Any Tool and negotiate with your GM that one of the tools available be a grappling launcher with some length of rope. Thus in the falling scenario you get the chance to shoot the grapple to attach to something and safely hang in there until others find a way to pull you up.

The adamantine weapon is a good idea if your GM will let you get away with it. You can always have it enchanted later and it will make you that much safer against things that you can't smite either because of neutrality..or because you've ran out of fuel for the day.

Silver Crusade

Most of the big save or suck spells are AoE, so you arent taking a spell for someone else. Confusion and Stinkinng Cloud come to mind. Base paladin has good enough saves that enemies will probably avoid targetting paladins with single-target ones anyways if they can help it, regardless of whether you have a cloak.

However, if he's a damage-dealing paladin with a greatsword, then enemies might feel forced to try to crowd control him, as a smiting paladin is one of the most deadly forces in the game. I've seen it happen plenty of times.


These are some great ideas but, we already have a few people who have Adamantine weapons and I found something pretty awesome. I will be buying the Traveler's Any-Tool though.
This awesome thing is such, I buy a Cruel Great-Sword, then, at level 3 I take the Cornugon Smash feat. Whenever I hit someone with my Great-Sword and successfully demoralize them with a free action, Boom! Shaken AND Sickened for 1 round (-4 to attack, -4 to all saves, -4 to all skill checks and ability checks, and -2 damage). Spell casters will LOVE me for making all their targets have a -4 to all their saves, plus the -4 to hit makes it Very hard for them to hit me back.

I will look into the various wands you suggested though. Those seem like a very good idea.


The White Lion wrote:
... This awesome thing is such, I buy a Cruel Great-Sword, then, at level 3 I take the Cornugon Smash feat. ...

You can't with the 4000 you have now. All weapons must be at least +1 before anything else can be added to it so a +1 Cruel greatsword would be 8,350 gold.

Though it IS a great idea.


Even if you're not playing PFS (where you can spend 2PP for a 'free' 750gc item) these are all still well worth it;

Snapleaf (Immediate action for a one-shot 5 rounds of Feather Fall and Invisibility)

Campfire Bead (maybe. Handy, but you can work around it)

Darkwood Mighty Masterwork Composite Longbow (up to +3 Str)

Wand of many 1st level spells like-
Bless Weapon
Divine Favor
Cure Light Wounds
Pro v. Evil and/or Chaos
Veil of Heaven (better duration, but doesn't stop mental commands)
Veil of Positive Energy (if fighting lots of undead)
Endure Elements (when you need one, you need five)
Honeyed Tongue
Bed of Iron/Keep Watch (if you're getting jumped at night)
Lucky Number (lasts 24 hrs)

(if good UMD)
as above mentioned Shield
Monkey Fish (Swim and Climb speed of 10)
Disguise Self
Expeditious Retreat
Long Arm

(if good UMD or a caster willing to use on you)
as above mentioned Mage Armor
Infernal Healing (icky, not actually "evil")
Longstrider
Air Bubble
Abundant Ammo (if you're a shooter, then make sure to also check out the weapon blanches)
Enlarge Person
Ant Haul
Floating Disk
Touch of the Sea

There are tons of things which don't cost about 750gc and are very cool...
Travelers' Any Tool was mentioned and gets my strongest endorsement.

Sleeves of Many Garments

Pirates Eye Patch or Deathwatch Eyes

Cloak of the Hedge Wizard (Abjuration and Trans is my favorites. I often skip the Cloak of Resistances and rely on Pro v. Evil and Circle v. Evil's for a Resistance bonus, and your saves are already pretty awesome)

Featherstep Slippers!

Gloves of Reconnaissance

Hat of Disguise or Circlet of Persuasion

Both a Golembane Scarab and Swarmbane Clasp so that you can actually hurt the suckers.

___

That should give you some food for thought. Bon appetit.
~Kirk


These are all Fantastic things thank you so much!
Also, why is the +1 Cruel Great-Sword cost 8,350 gold instead of 4,350?
By the way you could get a spell-caster in a town to make your Great-Sword masterwork for 340 gold via Masterwork Transformation spell. (300GP for spell components + CL 2 "I think" X Spell Level 2 X 10GP =340GP). Only 10 Gold savings but I like keeping my weapons. Alaire was given his Great-Sword by an Angel that saved his life.
Can you give me the actual pricing rules for multiple enchantments? Thanks.


The White Lion wrote:

These are all Fantastic things thank you so much!

Also, why is the +1 Cruel Great-Sword cost 8,350 gold instead of 4,350?
By the way you could get a spell-caster in a town to make your Great-Sword masterwork for 340 gold via Masterwork Transformation spell. (300GP for spell components + CL 2 "I think" X Spell Level 2 X 10GP =340GP). Only 10 Gold savings but I like keeping my weapons. Alaire was given his Great-Sword by an Angel that saved his life.
Can you give me the actual pricing rules for multiple enchantments? Thanks.
Weapon Special Abilities wrote:
Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

Emphasis mine. Along with the normal 2,000 gp for a +1 enchantment, the Cruel Special Ability specifically has the bonus price of a "+1 Bonus", thus another 2,000 gp. Add in the masterwork component and the normal price of the weapon, and you'll have your total of 4,350.

Note: I don't know the price of a greatsword off the top of my head. Just assuming from what was written prior.

Silver Crusade

That' pricing is not correct. It's a common mistake.

The cost on the table is based on the total effective enhancement bonus.

A +1 weapon enhancement costs 2000 gp. A +1 cruel weapon is effectively a +2 enhancement and thus costs 8000 gp.


Hrothdane wrote:

That' pricing is not correct. It's a common mistake.

The cost on the table is based on the total effective enhancement bonus.

A +1 weapon enhancement costs 2000 gp. A +1 cruel weapon is effectively a +2 enhancement and thus costs 8000 gp.

Whoopsie...

I think I better tell my players about this... >_<


The White Lion wrote:

These are all Fantastic things thank you so much!

Also, why is the +1 Cruel Great-Sword cost 8,350 gold instead of 4,350?
By the way you could get a spell-caster in a town to make your Great-Sword masterwork for 340 gold via Masterwork Transformation spell. (300GP for spell components + CL 2 "I think" X Spell Level 2 X 10GP =340GP). Only 10 Gold savings but I like keeping my weapons. Alaire was given his Great-Sword by an Angel that saved his life.
Can you give me the actual pricing rules for multiple enchantments? Thanks.

Magic armor and magic weapons have different cost tables. A +1 Weapon is 2000 gold a +2 (which is a +1 Weapon with the +1 effect Cruel) is 8000 Gold.

You add up the effect pluses and then consult the table. Not consult the table for every individual plus and add them together.

A +1, Flaming (+1), Cruel (+1), Speed (+3) weapon would be the total of +6 and priced accordingly on the table.


I am going to buy an Aegis Of Recovery because I got stuck in a group of level 4-6 and I was nearly one-shotted by a spirited charge first battle. This can prevent death by bleeding out and death by other things too. Also the +2 against continuous saves are nice. Cheap for only 1,500GP

Aegis Of Recovery: heals 2d8+3 after you go below 0 health points.

Silver Crusade

It's actually not that cheap. It crumbles to dust after it heals you.

1500 gp for a single-use item at low level is a waste imo.


Every Paladin needs a Phylactery of Faithfulness.

I suggest things that add mobility and yes, save you in case you fall or go into water.


Hawk Barding. (Yes, I'm serious.)
Alchemical Silver Morningstar for overcoming many undead's DRs.


I'm with Hrothdane on the Aegis of Recovery. The +2 vs. on-going effects is nice, but it's a Resistance bonus. That's the easiest bonus to get and I like not having the initial bad thing stick on me. Having a flat +1 save bonus will do you way more good. Just think of aalllll those saves to not fall into pits, get roasted by fireballs, gaze attacks, charm person, or have your gear melt/get stuck to bad guys.

It also takes up the Neck slot, which is a pretty nifty slot and shouldn't just be plugged up without some consideration.

Finally, you're a paladin with very good saves to start with. And don't forget that at 4th level you can start taking the awesome Hero's Defiance.
_____________________

Alchemical Silver is cheap. +20 gp for a light weapon, +90 for a one handed and +180 for a two handed or double weapon. Just remember that if the weapon isn't blunt, it will do -1 damage (giving Everything DR1/- vs. you!)

So for back-up silvered weapons I tend more towards a mace or hammer. If you've got the gold to spare, then for sure a Mithril sharp weapon is nice. Plenty of good choices, but for the discount option check out the Mithril Bayonet. One pound (so just 500 gp) to turn your firearm or crossbow into a simple, silver damage dealing, masterwork, two handed weapon. That's for those with high strengths and/or power attack.

I've also been known to have one cold iron spiked gauntlet and have a silvered cestus on the other hand. Or drop the 500 gp and go with a pair of spiked gauntlets; one cold iron the other mithril.

But once again, you're a paladin with access to smite, so this sort of DR isn't as big a drawback for you. And eventually you'll be able to buy a +3 weapon, and almost say goodbye to this issue.
If you go with sacred bond to your weapon, a +2 can be augmented at 5th level into a +3.


Hrothdane wrote:
Adamantine lets you get through the damage reduction of things with DR/adamantine, which is most commonly constructs, which are almost always neutral and therefore cannot be affected by Smite Evil.

Smite Evil will bypass the DR, but it's better to use a handful of those arrows than waste a Smite.

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