View Full Version : Low Level Equipment, what to get?
Nigel the Hobo
2011-07-27, 05:34 PM
So I'm making a halfling sorcerer for a 4e game tonight. It's my first time playing a roleplaying game, but I'm figuring out. One problem I came across- my AC seems pretty low. My question, is there any cloth armors that actually provide a bonus, but are cheapish. The party's 2nd lvl right now, and I have a total of 340 gp to spend. I want to address the ac problem if possible, but since all first lvl magic items seem to cost 360gp I'm out of luck like a fish in the Sahara.
incandescent
2011-07-27, 05:46 PM
For right now, I would just focus on enjoying and learning the game since this is your first time.
As a striker without any armor proficiencies, your AC will always be on the low end. But, I wouldn't worry too much about it as you can spend feats on armor proficiencies at later levels if you want.
NecroRebel
2011-07-27, 06:06 PM
Cloth armor doesn't add any defense bonus unless it's enchanted (or masterwork, but you can't get unenchanted masterwork items and they aren't available until later anyway).
If you really want more AC, you're more-or-less going to have to take some +1 clothes or burn a feat on Leather Armor Proficiency. The armor proficiency isn't actually a bad idea; +2 AC for a feat is nothing to sneeze at. Otherwise, just do your best to stay out of harm's way and let the defender(s) and controller(s) do their jobs.
Your AC actually probably isn't that low; you get your secondary stat, Dex or Str, to AC, and that should be a decent amount. You'll be significantly lower than a staff Wizard or a full-plate-wearing shield-using Paladin, but still not terrible.
DragonBaneDM
2011-07-27, 06:26 PM
When you're starting at Level 2, your DM should be giving you one level 3 item, one level 2 item, and one level 1 item. That and 520 gold pieces, the gold equivalent of a Level 2 item.
God, I seriously looked for 20 minutes for the rule on starting equiment above level 1... No dice. If someone else could help out I'd appreciate it, I just can't seem to pinpoint this rule and it'd really help fixing your problem.
Heck, maybe it's not a rule and I'm delusional? Maybe this is just something my group and I have been doing for so long that I've accepted it as canon.
EDIT: That said, you're 20 gold below being able to buy a Level 1 magic item... So if you're not gonna try to get your DM to edit your choices, I suggest Woundpatches from Eberron Player's Guide. They let you get the most out of your surges, which counts for a lot in combat heavy encounters.
Also, I'd grab a potion or two, but that goes without saying. Hm... Thieves tools, healers kits, and other skill boosting items are nice, you never know when you or the cleric will need that +2. Make sure you have plenty of light sources, and you should be set!
Katana_Geldar
2011-07-27, 06:28 PM
It is a rule, I remember reading it somewhere in PHB. I think it's near the section on magic items.
Kurald Galain
2011-07-27, 06:34 PM
When you're starting at Level 2, your DM should be giving you one level 3 item, one level 2 item, and one level 1 item. That and 520 gold pieces, the gold equivalent of a Level 2 item.
360 gold pieces, actually.
But that's if you're starting at level 2. If you've started at level 1, you'd have gotten 100 gp plus whatever loot you found in the campaign.
Anyway to answer the OP, all magical items of the same level have the same price, and the minimum is 360gp, and most L1 items aren't that impressive anyway. I'd say invest in a healing potion or two (for in case your defense fails) and save the rest, and see what loot appears. If your DM follows the DMG parcel system, you should be getting some L4-L6 items soon, which is way better than what you can buy.
NotScaryBats
2011-07-27, 07:51 PM
The DMG is the book that contains rules for starting above level 1.
Drglenn
2011-07-27, 08:41 PM
The DMG is the book that contains rules for starting above level 1.
Page 143 to be precise
NotScaryBats
2011-07-27, 10:06 PM
I am no good at precision, thank you.
DragonBaneDM
2011-07-27, 11:25 PM
Page 143 to be precise
THERE we freaking go! Thank you!!! Show your DM that. It'll help your AC problem a bit, and in general make your character a good bit more enjoyable! Items are fun!
Sipex
2011-07-28, 08:26 AM
Please remember that your DM may know about the starting equipment rule and may have chosen not to go with it for whatever reason. This is his/her choice and is completely valid so don't push it if they refuse.
That said, as long as you don't rush into a group of enemies you'll be fine.
CarpeGuitarrem
2011-07-28, 12:49 PM
Meatshields. They give a very hefty bonus to AC.
nightwyrm
2011-07-28, 04:08 PM
Please remember that your DM may know about the starting equipment rule and may have chosen not to go with it for whatever reason. This is his/her choice and is completely valid so don't push it if they refuse.
That said, as long as you don't rush into a group of enemies you'll be fine.
That is certainly possible. The starting equipment rule over equips the party when applied to starting parties of lv 2 or 3. He might've instead just decided to combine the treasure parcels for lv 1 and 2 and give that out in-game before your party reach lv 3. This is certainly the way I would've done it instead of using the pg 143 rule if I had to start a party at lv 2.
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