Got 300,000 GP To spend but catch is I can't keep whats left. What should I buy?


Advice


I will be playing a level 15 game with an evil party.

the role my Group is playing is "the dark lords Elite Generals "

We are Invading the holy land and are "to crush all opposition"

Spoiler: a hero of light will show up and Decimate our forces and us the remaining Dark Warriors will have to find a way Back to our own kingdom to regroup

I am planning to play a Path of War - Warder (Bushi) who will Prestige in to the prestige class landsknecht At level 7

I plan to use a Katana as My weapon But was wondering what Items I should specifically Choose

I know Obvious choices like Ac Boost / save Boosters and of course Stat Booster But I am curious What types I should buy

I Like Advice on using as much of the Gold I can with Magic slot Items

I like to Boost my STR (DEX & con I can take or leave) Mental Stats I kinda want to Boost all 3

A Bonus to saves and Ac would be Nice

A Cool Katana (I Plan to call it Bathory) (Took the bleeding critical Feat)

I Think I can wear Medium Armor , so Breast-Plate ? Any good +1 Or +2 Enchantments i can add.

of course enough money for some potions or way to heal myself

Any Ideas?


Does anyone in the party have crafting feats? Would you actually be able to make use of crafting feats in conjunction with this gold if they have them or if you had any yourself?

Are there any items or sources that are explicitly on the table or off the table or where you know in advance that you'll have to do things where you request them on a case by case basis?

What your limits when it comes to things like cheese and optimization? What about your group?

Can you offer any examples of what's kosher and what isn't?


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Here's a possible list of items which about matches your 300K. Adjust it to fit your tastes of course. It's heavy on the big six and similar.

25 000 Cloak of resistance +5 (don't argue, just get this)
36 000 Belt of giant's strength +6 (since this is apparently what you want)
101 350 +5 ghost touch keen adamantine katana (or something like this; if you have improved critical drop keen of course. Ghost touch, adamantine & +5 are important for being able to damage everything though.)
33 700 +5 restful mithral breastplate (it doesn't sound like there's going to be a lot of healing in your group.)
5 600 Headband of unshakeable resolve (running away is embarrassing.)
8 000 Pink & green sphere ioun stone (you wanted Cha)
8 000 Scarlet & blue sphere ioun stone (you wanted Int)
8 000 Pink rhomboid ioun stone (you will want Con)
5 000 Dusty rose prism ioun stone (AC)
750 Wayfinder (to store whichever ioun stone is most important to you)
32 000 Amulet of natural armor +4
32 000 Ring of protection +4
3 750 Four-leaf clover
750 Potion of fly


Rather than a pink and green ioun stone you probably want a circlet of persuasion, come to think of it. And since people always ask: yes, you can wear a headband and a circlet and get the benefits of both, the latter uses the head item slot not the headband item slot.

Since that leaves you a couple grand extra, a cure serious wounds potion, a water breathing potion and one more such potion might be on the cards.


Also ask if you can combine items, if so then you can just combine the stat boosting headband with the headband of unshakeable resolve.


Nosta1300 wrote:
I will be playing a level 15 game with an evil party.(...)

1) What are your stats looking like so far (and how are/were they generated)

2) What are you feats so far? (BTW, I wouldn't be too enamored of Bleeding Critical -- anything you crit is probably dying quickly anyway, and it's useless versus things that don't bleed, which is an increasing percentage of opponents at higher level. For further feat nerfage, multiple bleed attacks also don't stack in the unlikely event you crit your target more than once and it's still up. -- Now I'll take that all back if you some other daisy-chaining gimmick that unspools with Bleeding Critical as its prerequisite.)

3) What sourcebooks is the GM permitting?

~ ~ ~ ~ ~

...as a Warder Bushi, you're going to pick up two "bushidos", most of which are more appropriate for goody-two-shoe paladin-type characters than someone steeped in darkness and traveling with other like-minded foul minions of evil lords. Bushido abilities are also weak compared to feats, deeds (etc), and they're downright pathetic compared to, say, a Samurai's Resolve. Speaking of feats, a Warder Bushi gives up his two class-granted free feats (although you are ducking into a PrC before getting the second one anyway).

Here's a variation on what you currently have (all using the same Dreamscarred Path of War sourcebook). It assumes a high-strength, decent dex (i.e., mithral BP-wearing) character....

01 BAB1 Warder[Dervish Defender]1/Bushi1
...feats @ 1st: [DervDef: Two-Weapon Fighting],[Bushi: Quick Draw, EWP:katana/wakizashi], FEAT(g), FEAT(h)
02 BAB2 Warder[Dervish Defender]2/Bushi2
03 BAB2 Striker[Brutal Slayer][Ki Pool/Deadly Strike+1d6]1/Bushi3, FEAT(g)
...you wanna play the bad guy martial? Go look at Brutal Strikes' +4 Profane bonus to strength, and ask yourself how often you'll be critting with a pair of high-threat TWF/quickdrawn weapons. Hell yes! (And it gets better in a little bit.)
04 BAB3 Striker[Brutal Slayer]2/Bushi4
05 BAB4 [any other full-BAB martial class]x, FEAT(g)
...ideally you'll pick up Power Attack here with a class feat, if not earlier.
06 BAB5 [any other full-BAB martial class]x
07 BAB6 Striker[Brutal Slayer]3/Bushi5(or6or7), Extra Stalker Art [Brutal Assault, or Furious Strikes, or?]
...Stalker Art: Fear Monger [Cornugon Smash][Dazzling Display]
...with Brutal Assault, that Brutal Strikes +4 Profane bonus is damned near anytime you want it now.

08 BAB7 Landsknecht1 ...etc. (Remember you need Combat Reflexes)

-- This build feature two classes, each with their own archetypes, and both with the stackable Bushi template. You have Perception as a class skill (and a Ki ability to +4 it as an immediate action), and Intimidate exploits up the wazoo (and you'll buy gear accordingly, per this guide's item recommendations). This barely touches the bling encrusting these Dreamscarred entrees; you're in for some scrutinizing reading to discern how all the parts move, for they are not your father's old-school core-fighter simplicity.

~ ~ ~ ~ ~

Items.... Don't neglect the cheap ones. (I'd rather be -1 to something if the money saved meant I could be a dump-truck full of cheap gear. Given the Intimidate angle able, don't sack your charisma, and thus segue into grabbing Dangerously Curious as a trait, and hence ability to pop spells off wands, etc.)

* Never leave home without a Snapleaf (750gp). Or three.
* Meditation Crystals (100gp each, these are especially useful if someone in the party can easily recharge them for you).
* Have a means of flight, boots or rugs.
* If your character is built using 20 point-buy, you might find it a more efficient expenditure of points to start with an odd main stat at 1st, then buy a +1 Manual at 12th to get it up to even. (But as you're starting at 15th level, this might not be important, depending upon how quickly you reach 16th.)
* Iouns and wayfinders: There are so many good ioun stones and resonant properties that it's really hard to settle on which one (or two or three, depending upon your finances) you'll tuck into a wayfinder. Note that many stones have had errata over the years, and a few of them are better now than previously. 15th level is bloody dangerous, and I would forgo niggling +1s to what-nots in favor of keeping yo po ass alive. and that means 4500gp for a "cracked" Pearly White Spindle to acquire regeneration, albeit an extremely weak version, only 1pt per hour -- but it means that you cannot die from hitpoint damage (although you'd be zonked at or below neg-con for until magically dealt with, or passage of time) ...and the post-errata wayfinder resonate ability is a +2 sacred bonus on saves against death effects and negative energy attacks; i.e., some nasty high-level things that'll kill you by means other than hitpoint damage. Also, lost body parts slowly grow back. -- What's not to love? The ioun a LOT cheaper than 90,000 for a regen ring, and if you avoid so much as a single Raise Dead, it's already paid for itself. (Your divine caster also doesn't have to break action to lob a Breath of Life your way either when you faceplant: "Bugger it all, Bill's down again. Well, he'll bounce up when I find a spare second, which is not this second!")


Slim Jim wrote:
(BTW, I wouldn't be too enamored of Bleeding Critical -- anything you crit is probably dying quickly anyway, and it's useless versus things that don't bleed, which is an increasing percentage of opponents at higher level. For further feat nerfage, multiple bleed attacks also don't stack in the unlikely event you crit your target more than once and it's still up. -- Now I'll take that all back if you some other daisy-chaining gimmick that unspools with Bleeding Critical as its prerequisite.)

While the bolded part is true in general, Bleeding Critical contains text making it stack with itself. I agree with the rest of Slim Jim's comments on bleed.


Gee, whiz, 300,000gp? What DON'T you buy?!

A Scarab of Protection, a Cube of Force, a Broom of Flying, a Bracelet of Friends, and a Lyre of Building, and a Portable Hole? What am I up to?

Generally, I like to buy multiple cheap items rather than fewer more powerful ones. I feel like they get more bang for the buck. For instance, for a sword-and-board fighter, Before getting +2 armor, I'd get +1 armor, +1 shield, +1 Amulet of Natural Armor, and a +1 Ring of Protection. I'd certainly get a +2 Belt of Giant Strength before upgrading my +1 sword to +2.


As an extra note. If you end up with extra cash..

buy diamonds or other gems. You can use them to trade or barter in enemy territory. Just because you're evil doesn't mean you're going to haul off on everyone you see. A bribe here and there, or a barn to sleep in, or a basement to hide in while patrols pass.. is valid idea.
A farmer offered a 1000g pile of gemstones? Well.. they're probably gonna acceept it.
Then depending on how evil you are and how much of an obvious trail you want to leave you could just take it back


(There are also a lot of spells that require expensive material, so you might be able to trade diamonds and stuff for spell/extraplannar services).


Temperans wrote:
(There are also a lot of spells that require expensive material, so you might be able to trade diamonds and stuff for spell/extraplannar services).

You also probably don't want to have to rely on the milk of human kindness among your companions to bring you back to life if you get ganked.


300000g worth of rare gems ... and then spend at your leisure. ;)


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A portable hole and two hundred eighty million pieces of chalk.

Grand Lodge

25,000 for a Ring of Evasion.
5,000 for a diamond; the material component for a Raise Dead spell
... or 10,000 diamond for a Resurrection.
4,000 worth of diamond dust, so party members will cast Stone Skin or Restoration on you.


A ring of spell storing with teleport or some other defensive spell is also useful. Depending on how it works, a scroll of Deadman's Contingency + Teleport Object also works well, just cast it before the tough fight, or when near certain death.


A portable hole and a bag of holding.

Act 1, the Big Bad Good Guy shows up to curb-stomp the party, you stick the bag inside the hole.

Goodbye good guy!

Grand Lodge

With whatever money you have leftover just buy gems (and/or other tradegoods). You can sell them back for full value but don't technically have "gold" left over.

Grand Lodge

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May I suggest the classic stinking, poisonous, blood sucking army?

3000 skunks (tiny animals, so 4 per square, 30' ranged touch at +5 causes sickened condition, 1d4 rounds if you MAKE the save, 1d6 if you don't. Chances of never getting a nat 20 in 3000 rolls is negligible at best) = 30,000 GP

3000 combat trained Compsognathus = (tiny animals, only +1 to hit, but 32 can attack each medium target, and odds require that you will get at least one critical hit every so often, so poison 1/rd for 4 rounds, 1d2 STR, DC 12, but again, odds dictate that you'll get enough hits and failed saves to destroy STR scores VERY quickly) = 112,500 GP

3000 Stirges = (tiny animals) you know what these do, and 32 of them can attack each medium target at the same time as the Compsognathus's, because flying and 4 per square = 75,000 GP

combat trained hippogriff (you want to flying above your stink shooting, blood draining, poison army) = 5000 GP

exotic military saddle = (so you can ride your hippogriff) 60 GP

The real expense is the food for these creatures, and the transport of that food. You will need 63 heavy wagons, which can each carry 4,000 lbs, and 63 heavy horses to drag around the wagons. This gives you a total capacity of 252,000 lbs in the wagons.

1 unit of carnivore food will feed one medium or small creature, so 1 unit will feed 4 tiny creatures. You will need 1,500 units of carnivore feed per day for your army. The stirges need only blood to feed, so they can alternate between the skunks and dinosaurs each day if you're not near a city or village (you're evil, so just send em to feed on the nearest populated area, then waltz in and toss all the loot in your wagons). At 1,500 units per day for your army, one month's rations will be 45,000 units of feed. This boils down to 228,000 lbs of feed per month for these creatures.

The hippogriff's food is slightly different. It is large, so you will need four units of feed per day, or 600 units per month. This will weigh 3,000 lbs.

Finally, you will need feed for your horses, which is 1 unit per day, as the description of animal feed specifically calls out horses. You will need 63 units per day, or 1,890 units per month. Animal feed is 10 lbs per day, so 18,900 lbs for one month's worth of feed for the horses.

Total wagon capacity is 252,000 lbs, and the total combined feed weight for the army, horses, and your personal mount is 249,900 lbs, leaving you a cool 2,100 lbs for LOOT!

Total cost thus far: 250,615 GP:
3,000 trained stirges: 75,000 GP
1,000 trained skunks: 30,000 GP
1,000 combat trained Compsognathus: 112,500 GP (25 each cost, x 1.5 for training = 37.5 GP each)
63 heavy wagons: 6,300 GP
63 heavy horses: 12,600 GP
30 days carnivore feed for 6000 creatures: 9,000 GP
30 days horse feed: 94 GP, 5 SP - round to 95 GP
30 days carnivore feed for hippogriff: 60 GP
1 combat trained hippogriff: 5,000 GP
1 exotic military saddle: 60 GP

Honestly, if you can't conquer just about ANYTHING with 3000 skunks, 3000 stirges, and 3000 combat trained Compsognathus, well frankly it cant be done. Skunks attack first, sickening the enemy, followed by the Compsognathus to soften them up, followed by the stirges to drain them.

I mean you could even just swarm them, and have 30 swarms of each type, and because they are Tiny creatures, they become diminutive and are immune to weapon damage. Or swarm half of them, and leave the rest. The options are really endless at this point. Bonus, if you swarm them, the food costs go WAY down, as they don't need as much food!

Basically, just present your GM with this and say: I win every encounter. There is no amount of AOOs or AOE spells that would be able to beat this kind of numbers in any number of rounds. Just track down your opponent and yell "sic em!"

Oh, and you have around 50,000 GP left, so I guess a vorpal katana? You'd have to get rid of a few creatures, but whatever. Your sword really doesn't matter when you have the EVIL CRITTER ARMY!

(Edited for typos).


I'm sorry but a few words to stop the swarm/s: control weather for hurricane force winds.

But man, that sound awesome. Possible suggestion: overseers, servants, and lots of tiny clockworks. Higher upfront cost, but no food costs and largely self repairing with the right command.


Iron warhorse golem


BoseMensch wrote:

May I suggest the classic stinking, poisonous, blood sucking army?

3000 skunks (tiny animals, so 4 per square, 30' ranged touch at +5 causes sickened condition, 1d4 rounds if you MAKE the save, 1d6 if you don't. Chances of never getting a nat 20 in 3000 rolls is negligible at best) = 30,000 GP

In fact, google says that 0.05 ^ 3000 is 0. Also that 0.05 ^ 300 is 0. Indeed, according to Google, 0.05 to the power of 248 is ~1.97626258 * 10 ^ -323, while raised to the power of 249, it's 0.

BoseMensch wrote:

3000 combat trained Compsognathus = (tiny animals, only +1 to hit, but 32 can attack each medium target, and odds require that you will get at least one critical hit every so often, so poison 1/rd for 4 rounds, 1d2 STR, DC 12, but again, odds dictate that you'll get enough hits and failed saves to destroy STR scores VERY quickly) = 112,500 GP

3000 Stirges = (tiny animals) you know what these do, and 32 of them can attack each medium target at the same time as the Compsognathus's, because flying and 4 per square = 75,000 GP

How are you getting 32 of them attacking a Medium target simultaneously? Compsognathus Dinosaurs and Stirges both have a Reach of 0 feet.

Grand Lodge

Hmm... Good point Coidzor! I got 32 from 3 creatures per square, 8 squares around a target, but you are correct, they have 0 reach, so would have to share a square... Even so, they could just take turns jumping into that square, attack, then jump out. Sure, you'd lose a few due to AOOs, but not enough to matter.

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