| Sangerine |
Playing in a game at Uni, which will serve as an introductory game for a load of new players.
Setting is zombie survival, still in canonical time Golarion.
Gonna be playing a human paladin (OathOfVengeance/WarriorOfTheHolyLight/HolyGuide).
Stats will be through NPC heroic stat array, WBL as heroic NPC value.
Level is 3.
The point of this is, I'm frankly torn between gear selections.
My plan is to cover as many bases as possible and attempt to keep the newbies alive and kicking.
As for gear, DM has said low fantasy (hence trading out spell casting) so I'm trying to avoid going nuts on magical swag.
General area will be assumed to be urban (I mean, zombie survival. Urban. Gonna happen.)
Current items of note I've looked over are:
Meditation Crystals (Channel into them for extra LoH uses for the next day).
Lucerne Hammer (Yay for breaking/entering for looting)
Crowbar/Shovel/TravelersAnyTool
Obligatory Rope/Pole/Pitons/GrapplingHook.
Any ideas for alchemical/mechanical goodies I can utilize?
Edit: No traits unless obtained via feat(BonusTraits).
No flaws into feats either.
Keeping it simple for the newbies for now.
Weirdo
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1,650 gp? That's not enough for anything too major, which I guess fits in with the low magic angle.
I'd start with some good armour - either masterwork agile breastplate or even masterwork chain if you expect to do a lot of running. That'll cost 250 or 550gp. Plus probably a masterwork slashing weapon for a little over 300gp. I'd recommend something with reach since odds are good you can take out a zombie or two before they can get to you or your allies. There aren't many ranged slashing options, and a good composite bow will be expensive only to deal with zombie DR, so I'd suggest a few chakram to throw - 1gp each.
Hide from Undead will be crazy useful if your GM will let you have a wand or a few potions.
The Anytool is indeed a handy investment for a survival game at 180gp. I also agree with the nice big hammer and climbing kit, though I'm not sure how useful the meditation crystal will be since you need to burn two uses of lay on hands on day 1 to get an extra use on day 2. If your GM is pushing your resources hard most days (as typical for a survival game) you may not end up with extra uses to carry forward.
Healer's Kit or two (50gp each) will be handy if you run out of magical healing, plus surgeon's tools for an extra 20gp. A dose or two of bloodblock (50gp) for emergencies. Smelling salts (25gp) can be reused and can revive the healer if they fall unconscious. I also like to carry one or two antitoxin and an antiplague (50gp each). You could also grab a 100gp antidote kit for a smaller bonus than antitoxin, but one that lasts 10 uses.
Similarly, you may want a water purification sponge, 25gp for 25 pints of filtering.
Lamp oil is cheap (1sp per flask) and handy if you need to burn things. You may also want a few vials of Holy water (25gp) or acid (10gp).
Consider a skeleton key for 85gp, depending on how good the party is at picking locks. Block & Tackle 5gp for moving heavy objects - you can block or clear hallways with this.
Gear maintenance kit, 5gp, is mostly flavour but I like feeling like I'm taking care of my stuff.
| Qaianna |
Alchemist Fire is a nice traditional thing to have on hand too.
While chakrams might be cooler, part of me really likes the idea of having a few tomahawks / throwing axes. Still ranged slashing, and if you're holding it in hand you can still use it in melee. Not quite as hurtful as a chakram and not as much range, but I personally thing it'd be cool.
I'd be tempted to go with agile breastplate, but that's 400gp before even thinking of turning it masterwork.
If your main weapon is going to be two-handed and reach, a glaive or bardiche might be a good investment for reach slashing fun. Combine with throwing axe and you can draw it for when the zeds get a little too close.
This all assumes you're only meeting zombies, tho. I've got a barbarian who invested in a good warhammer for those times she meets skeletons, since the last time all she had were her greataxe (and enough STR to just smash through DR) and her teeth (bludgeoning damage, plus penalties to Cha checks for nearby NPCs who see her bite a skeleton to death).
Weirdo
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While chakrams might be cooler, part of me really likes the idea of having a few tomahawks / throwing axes. Still ranged slashing, and if you're holding it in hand you can still use it in melee. Not quite as hurtful as a chakram and not as much range, but I personally thing it'd be cool.
If your main weapon is going to be two-handed and reach, a glaive or bardiche might be a good investment for reach slashing fun. Combine with throwing axe and you can draw it for when the zeds get a little too close.
The main issue with the throwing axe is it has terrible range - just 10ft. If the zombie is close enough to throw an axe at, it's close enough to hit with a reach weapon. The extra point of average damage from a chakram is irrelevant compared to the 30ft range. Also, the axes cost 8gp each, making it more expensive to stock up.
This all assumes you're only meeting zombies, tho. I've got a barbarian who invested in a good warhammer for those times she meets skeletons, since the last time all she had were her greataxe (and enough STR to just smash through DR) and her teeth (bludgeoning damage, plus penalties to Cha checks for nearby NPCs who see her bite a skeleton to death).
Yeah, a big hammer is a good alternate weapon in addition to being useful for knocking down doors.
I'd be tempted to go with agile breastplate, but that's 400gp before even thinking of turning it masterwork.
What else would you be buying? OP could have a masterwork agile breastplate, masterwork glaive, normal warhammer, and 10 chakram for 880gp, leaving 770gp for:
Any-tool (180gp)
Healer's Kit with surgical tools & antidote kit (170gp)
Antitoxin, bloodblock, antiplague, smelling salts (1 each, 175gp)
4 holy water (100gp)
Water purification sponge (25gp)
Climbing kit (80gp)
Paladin's kit with 5 days rations (11gp)
19gp extra for more rations, lamp oil, incidentals.
Maybe if you were allowed to have that wand of Hide from Undead, but I wouldn't allow that in a low-magic zombie survival game.
Keep in mind that other players will have their own gear and you can suggest that they also grab holy water, healing kits, and other appropriate consumables.
There's not really much else that's not consumable that you would want.
| Sangerine |
Ended up going with a good deal of the listed alchemical remedies, an Any-Tool (250 GP btw, not 180), a dozen or so chakram, sunrods (in case other people need light), two ioun torches (A backup just in case), paper wall paste (may save our asses as a hide attempt from zeds), a bardiche (Superior in nearly every way to a glaive), a warhammer, a light steel shield, and chain mail (wanted to move fast with good AC).
No masterwork apart from armor.
Thanks for the help.