Help with magic armor


Pathfinder First Edition General Discussion


I am starting a new campaign where I will start at level 5 as a paladin and somewhere down the lime I will become an antipaladin. One of the enhancements I want on my armor is Champion which gives a +2 AC bonus but you can only be good aligned to wear it. With me becoming an antipaladin I will be chaotic evil. There is another enhancement that I want at that point that is called Dastard which gives a +2 AC bonus but you can only be evil to wear it. Since no one in my party can enhance armor where could I go to get it done?

Shadow Lodge

Becarri wrote:
...Since no one in my party can enhance armor where could I go to get it done?

That is up to your GM and your specific campaign setting: Generally, it is assumed you can find a crafter to upgrade your equipment, but this is very much dependent on your GM and the setting (If the PCs are always on the move or casters are extremely rare in the campaign setting, upgrading may not be possible).

Also, please note that once you add an enchantment to an item, there is no method of removing it without destroying the item entirely, so once you add Champion ability, you are 'stuck with it' until you get an entirely new suit of armor...

Finally, having a Chaotic Evil character in a party is often a recipe for disaster, so I'd think long and hard before committing to this path: Most likely, it will not end well...


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Changing magic items from good-aligned versions to evil-aligned versions (or vice versa) is basically a "plot device" type power reserved for artifacts and/or special rituals. Sword of Valor (Wrath of the Righteous AP) has some guidance on one possible method

Spoiler:
via the corruption forge (or the redeemed purity forge in Demon's Heresy).

A wish is another possibility, although not one readily available at low- to mid-level play.


Taja the Barbarian wrote:
Finally, having a Chaotic Evil character in a party is often a recipe for disaster, so I'd think long and hard before committing to this path: Most likely, it will not end well...

To the OP: is the whole party "going bad", or just your character (with GM permission)?

-- If you're going to be used as a tool against the party, realize that you'll just be a player-controlled NPC at that point.


I would be the only one in the party changing my alignment but I’m not sure what the rest of the party is going to have as their own alignments. By no means is this a chaotic evil campaign though. And thank you guys I talked with them and they agreed with me having to get a new set of armor and I’m just trying to figure out when/if we will run into a crafter


If it was a game that I was running I would probably have the power of your new evil god corrupt the armor. Have the PC perform a ritual or something maybe. I'm a more story-focused GM though and am fine with not having RAW to make a game mechanic decision. "Blah blah, so long as your having fun, blah blah blah."


I'm just going to point out, if your Lawful Good Paladin gets along with the party (like you aren't having a fight over alignment every session), there is a very slim chance the party is going to be fine with a Chaotic Evil all of a sudden, unless your chaotic evil self is trying to deceive the party for his own benefit.

I mean seriously, you're going from Awful Goody Goody to Wahahaha I'm in this for myself Evil. If you're party just rolls with this nobody is role playing.


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I could imagine some stories where a Paladin to Antipaladin PC would work. They are rare though would require considerable planning by all involved parties.

I advise players in my game no not abuse the fact that their character is a PC, in relation to the other PCs. By that I mean, that because your character is a PC, the other PCs are going to accept you into the party pretty much regardless of whether that makes any sense or not. Because you a player brought that character to the table, in most games the other players are going to have their characters join up with your character. If you bring a totally useless, or totally obnoxious character to the table, the other players will probably go with it, even though if your character wasn't a PC, their characters wouldn't want anything to do with you.

Because of this, I think the responsible thing for all players to do is to build characters that are going to be useful and desirable as companions for the other characters. Think about why a group would want your character to be in it, think about why they wouldn't and see if those things are things you can change. Most of all, remember that is it a team game, and it isn't as much about telling your characters individual story as telling your parties story (and I will bet you that with that focus, you will have a more memorable individual story than if you focus only on your character.)


I think that If you and your GM have talked it out and creatively designed a clever way for your character to swap from Pally to Anitpally that promotes the story as opposed to hindering it, there should be no reason that your GM just doesn't hand-wave the magic armor properties.

The Gods are above the restrictions and rules of magical armor creation.


If I were running such a story, the fact that a characters items that functioned because of his morality no longer worked would be an important feature. It would be a major symbol of the change in him.

I might allow either a replacement to be obtained or a miraculous alteration to take place, but that would be the culmination of a quest.

And since I don't go for long single player focused quests (short ones or ok, or elements of a group quest focused on one character) unless this whole thing was, or could be related to the entire party it probably wouldn't happen.

In any event, I can't see just automatically letting you change out the one for the other.

If I was unsure of how the GM was going to handle this, I wouldn't buy the Champion armor and I'd either get something else or save my money for the armor I actually want when I could use it.


Thinking about this, after you become an anti-paladin if your old master ever says anything about the 'high ground' you should probably listen. Or leave. Leaving is good.


Becarri wrote:
I am starting a new campaign where I will start at level 5 as a paladin and somewhere down the lime I will become an antipaladin. One of the enhancements I want on my armor is Champion which gives a +2 AC bonus but you can only be good aligned to wear it. With me becoming an antipaladin I will be chaotic evil. There is another enhancement that I want at that point that is called Dastard which gives a +2 AC bonus but you can only be evil to wear it. Since no one in my party can enhance armor where could I go to get it done?

As a[n] [anti]paladin, you are a caster. At CL 5 [character level 8], you can get the feat Craft Magic Arms and Armor. Now you can add Champion or Dastard for only +1 bonus.

In fact, any NPC with this feat can also do this for you. If you can hire a 5th level caster, you find a 5th level crafter that can enchant your armor.

/cevah

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