How should I spend my hard earned gold?


Advice


Hi,

So I'm a bit new to this in the sense that I've never been in a campaign that progressed past level 3 (very sadly) and thus wondrous items never really became a thing.

I've been looking through the magical items and effects that can be added onto things and it's all a bit overwhelming.

I am currently playing a ranged based lawful good inquisitor in Curse of the Crimson Throne. (Dex and Wis as main stats)

Does anyone have any advice on magic items/gear enhancements that I should be looking into? All Paizo material is on the table.

Thanks for any help!


What level are you? How much do you have to spend?


Java Man wrote:
What level are you? How much do you have to spend?

Only just hit level 2 so not enough to really do anything with yet.

This is more of a "hypothetical wishlist" kind of query :)


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The third panel of this comic has the best solution. (notice: adult language)


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You got the Big 6 to look at:

Weapon
Armor
Shield
Ring of protection
Amulet of natural armor
Ability score boosters

Beyond that, Ioun Stones are always fun to have around, so is a Bag of Holding and the Decanter of Endless Water is always handy to stay alive. Dehydration is a quicker way to die than starvation. The Instant Fortress is also a good way to get safe shelter for many people


I second ale and etc.

Liberty's Edge

A Composite Longbow with sufficient Str for you is obviously necessary, and once you have the money a Mithral Chain Shirt is a must (and should be made magical as well).

As are the rest of the standard 'Big 6' Items (a magic bow, a Belt of Dexterity, possibly Dex and Str, a Headband of Wisdom, a Cloak of Resistance, an Amulet of Natural Armor, and a Ring of Protection). All those are good. As is the Ioun Stone for +1 AC, a Handy Haversack, and a Ring of Sustenance.

Beyond those, it sorta depends on what you want, really. With Dex 24+ you'll eventually want Celestial Armor, and a Holy weapons will eventually serve you well in CotCT.


You may want to start by replacing all weapons, armours and shields with Masterwork versions, that's never a bad idea.


Pathfinder Lost Omens Subscriber

on gambling obviously

you just have to win once, and then all your dreams come true.

said no one with competent advice ever


Outside of the big 6, Bane Baldric is great for Inquisitors.


Deadmanwalking wrote:

A Composite Longbow with sufficient Str for you is obviously necessary, and once you have the money a Mithral Chain Shirt is a must (and should be made magical as well).

As are the rest of the standard 'Big 6' Items (a magic bow, a Belt of Dexterity, possibly Dex and Str, a Headband of Wisdom, a Cloak of Resistance, an Amulet of Natural Armor, and a Ring of Protection). All those are good. As is the Ioun Stone for +1 AC, a Handy Haversack, and a Ring of Sustenance.

Beyond those, it sorta depends on what you want, really. With Dex 24+ you'll eventually want Celestial Armor, and a Holy weapons will eventually serve you well in CotCT.

Seconding this. If you want a rough estimate of when to have what bonuses, Automatic Bonus Progression provides a reasonable rule of thumb for when a usual character might have various bonuses.


Buy some stuff from PFS - Items that can save you which is a handy list even if you're not in PFS.

You should have a mount: war trained heavy(advanced) horse, military saddle, bit & bridle, saddlebags, grooming set, and 6days horse feed. Make sure you have a couple of ranks in Ride (free dismount is DC 20) and that Handle Animal gets to +5 total or better.

Then buy some other stuff.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

An army of armed hirelings, defeat your opponents through sheer numbers.


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KestrelZ wrote:
An army of armed hirelings, defeat your opponents through sheer numbers.

now you're being silly... there aren't that many NPCs with Arithmancy and Sacred Geometry, or Profession(accountant)...


Donate at least half to your local Erastil shrine. You'll feel better in the morning.

Liberty's Edge

A Cloak of Resistance sometimes replaces Shield on the Big Six. Masterwork weapons and armor are always good, especially since weapons and armor must be MW to be enchanted.


as you're in a home game you have more leeway in buying and selling back so mistakes are not as costly.
Still, at 2nd level;
cold iron masterwork main weapon or masterwork STR longbow/shtbow
... buy only cold iron arrows and use weapon blanch on them.
... Durable arrows are nice too but track them separately.
mithral chain shirt
maybe quickdraw shield or buckler(mithral or darkwood)
get some wooden stakes (free)
quarterstaff (free)
(2) potions cure light
(1) potion Feather Step
(1) potion Air Bubble in potion sponge
(1) antiplague
(1) antitoxin
(1) smelling salts
(1) vermin repellant
(4) alchemist's fire (better than Holywater)
(4) oil (to continue the flames)
(2) spring loaded wrist sheaths
(2) bandoliers
healer kit
holy symbol
horse with review of items from earlier post


Handy F**king Haversack.

What's your STR looking like? Do you need carrying capacity? Muleback Chords work well until they become less important than a cloak of resistance.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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The first thing to understand is that Pathfinder is a game in which wealth/gear is an integral part of character advancement. In a sense, gold is a second XP track.

Monsters, enemy NPCs, and other challenges are written with the assumption that you meet certain benchmarks (both numerical and otherwise) by certain levels of play.

Of course, as you've noticed, there are a LOT of magic items in Pathfinder. And, sadly, a great many of them either fail to help you meet any reasonable benchmarks (numerical or practical) or are redundant with other items that are cheaper or are more potent for the same price.

So here's a guide for you:

First, the "Big Six":
Weapon
Armor/Shield
Cloak of Resistance
Ring of Protection
Amulet of Natural Armor
Ability score boosters

How do you navigate these? I recommend that you write down your items from the list; for your ranged inquisitor, it would look something like this:
Bow
Breastplate
Cloak of Resistance
Ring of Protection
Amulet of Natural Armor
Belt of DEX
Headband of WIS

Next, you look at what you already have in each spot, and write down the cost of the next "upgrade" for that item (or the cost of buying the item, if you don't already have one). For your 2nd-level character, it might look something like this (prices pulled from memory):
Bow - 500gp (masterwork composite longbow)
Breastplate - 200gp (masterwork)
Cloak of Resistance - 1,000gp (+1)
Ring of Protection - 2,000gp (+1)
Amulet of Natural Armor - 2,000gp (+1)
Belt of DEX - 4,000gp (+2)
Headband of WIS - 4,000gp (+2)

Now, look at how much money you have. Buy the cheapest item you can afford from the list. Mark it off, and write down the next increment and its price. Repeat this process until you can't afford anything else on the list. For example, if right now you have 900gp, you would first buy the masterwork breastplate, marking it off and writing in the price of a +1 breastplate. Then, with 700gp left, the cheapest thing you could afford is a masterwork bow, which you would then purchase, mark off, and note the price of the next step.

Then, when you have more money later, you revisit the list and repeat the "buy cheapest, mark up" process. This will keep you up to your numerical benchmarks.

But then there's the practical benchmarks. This involves making sure you have solutions to various obstacles you might encounter, such as being able to deal with enemies against whom your primary tactic doesn't work. This involves having arrows of different special materials, having a backup melee weapon in case you're cornered, being able to clear conditions like blindness, being able to traverse geographical obstacles (like cliffs, ravines, or rivers), and so forth. Since Pathfinder is a game with a spell for everything, you're going to end up carrying lots of scrolls and potions, so don't be surprised by that. Unfortunately, I can't really give you a formula on this one; you've kind of got to feel it out. However, what you might do is check out what level certain spells come online and be able to counter them. For example, a spellcaster could permanently blind you as early as 5th level, so when you're at the point that you might face a 5th-level spellcaster, you want to have a potion of remove blindness.

Finally, you and your party will want to have an item-based means of restoring HP between fights. Pathfinder was designed with the intent that healing spells can't keep up with damage, in order to facilitate combats that move toward a conclusion rather than being endless slogs against enemy healers. The side effect of this design decision is that spell-based healing is insufficient to keep a party going. That's why most parties keep a supply of wands of cure light wounds: after a fight, somebody grabs the wand and taps people until they're in good shape. This will be an ongoing investment, but a necessary one.

Best of luck in your campaign!


Over the years I've narrowed my list. Now its just 2, the rest being trinkets. Cloak of resistance as high as possible, and whatever stat bump item you can muster. I let spells take up the slack.


Bofor wrote:
Over the years I've narrowed my list. Now its just 2, the rest being trinkets. Cloak of resistance as high as possible, and whatever stat bump item you can muster. I let spells take up the slack.

Inquisitors get a very good spell list, and depending on your deity the Protection (Defense) Subdomain is pretty awesome as well. Sadly though, you don't get the spells.


Thanks for all the really good advice! Gives me a better idea of how to plan.

I should note that my GM is a fan of the guided weapon property and has approved it for a bow (despite it being 3.5 material and technically for melee weapons)

So I suspect I'll end up with more focus on Wis than Dex at higher levels.

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