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View Full Version : Pathfinder [PF] Equipment problems. what to plan?



Krazzman
2015-02-03, 03:44 PM
Hello again folks,

long story short. I'd like recommendations on what magic Items a Tiefling Inquisitor and a Human Barbarian should save for.

We are currently level 7 in the PF adventurepath (the one starting in Ravengro/Harrowstone, then the Beast of Lepidstat [?] and now we venture to some forest full of werewolves to investigate the whispering way further).

Our equipment is:
Barbarian:
+1 Greatsword, +1 Agile Breastplate, Ring of Protection+1, Amulet of Natural Armor+1, MW Alchemical Silver Lucerne Hammer.

Inquisitor:
+1 Falchion (smoky white metal), +1 Agile Breastplate, MW Composite(4) Longbow, MW Alchemical Silver Warhammer.

We are in a group of 5 (Ranger, Witch and Oracle) with no one having any item creation feats.

I was planning on going for the Holy Enchantment on my weapon first but I might miss something out of the various items I could get from Ultimate Equipment.

My wife has another problem. She just isn't used to buy stuff and only get's stuff on my recommendation and now I need some input for her character.

The Barbarian(Invulnerable Rager Totem Barbarian) in question is CN, has lesser Fiend Totem, Fiend Totem, lesser Spirit Totem, Spirit Totem and Guarded Life as Ragepowers.
Her feats are: Power Attack, Raging Vitality, Furious Focus, Extra Rage Power(lesser Spirit Totem), Extra Rage Power(Spirit Totem).

I thought about the Furious Enchantment for her as a next investment (to get her to ignore DR whilst raging for Cold Iron and Silver).

Elricaltovilla
2015-02-03, 04:58 PM
Your Barbarian is definitely going to want the Furious enchantment at the next available opportunity.

As an inquisitor picking up some wands of low level spells you use a lot will be helpful because it'll free up your spell slots.

Cloaks of Resistance are really useful in a general sense for both characters as shoring up your saves will be really useful. Stat boosting items (belts and headbands) are going to be on that list too, The inquisitor should get a headband of wisdom, and the barbarian should get a belt of strength.

Krazzman
2015-02-04, 11:00 AM
Thanks for the reply.

I should probably give more information for the characters:

Barbarian:
Str: 17
Magical Equipment/Weapons:
+1 Greatsword (2350 GP)
+1 Agile Breastplate (1550 GP)
Ring of Protection+1 (2000 GP)
Amulet of Natural Armor+1 (2000 GP)
MW Alchemical Silver Lucerne Hammer (495 GP)
4 Potions Cure Moderate Wounds (1200 GP)
Potion of Lesser Restoration (300 GP)

Feats:
Power Attack
Raging Vitality
Furious Focus
Extra Rage Power(lesser Spirit Totem)
Extra Rage Power(Spirit Totem)

RagePowers:
lesser Fiend Totem
Guarded Life
Fiend Totem
lesser Spirit Totem
Spirit Totem

Traits:
Civilized
Making Good on Promises

Itemization Plans:
1.) Belt of Giant Strength (4000 GP)
2.) Furious Enchantment (6000 GP)
3.) Cloak of Resistance (1000 GP)

Current Gold Left:
3870 GP + 150 GP lend from me.


Inquisitor:
Str 18, Wis 16
Magical Equipment/Weapons:
+1 Falchion (smoky white metal) (2375 GP)
+1 Agile Breastplate (1550 GP)
MW Composite(4) Longbow (800 GP)
MW Alchemical Silver Warhammer (402 GP)
Goldplated Spyglass (1000 GP)
2 Potions Cure Moderate Wounds (600 GP)
Potion of Lesser Restoration (300 GP)
MW Cloak (150 GP)

Feats:
Armor of the Pit
Power Attack
Outflank
Furious Focus
Precise Strike (variable)

Spells:
0- Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Stabilize
1- Alarm, Cure Light Wounds, Lend Judgement, Protection from Evil, Wrath
2- Flames of the Faithful, Ghostbane Dirge, Invisibility, Remove Paralysis
3- Countless Eyes, Protection from Energy

Traits:
Chance Savior
Religious Reformer
Racial Traits:
+2 Str, +4 Wis, -2 Cha
Scaled Skin (+1 NA, +5 Resist Fire)
Prehensile Tail

Itemization Plans:
Enchant Cloak with Resistance (or other, better effect)
Belt of Giant Strength
Amulet of Natural Armor
Ring of Protection

Current Gold Left:
2350 GP


Are there any other Wondrous Items that we could look up? As you can see we are quite a bit under WBL and I doubt that something will change about it in the ongoing adventure.

Psyren
2015-02-04, 11:02 AM
Have you checked the "Improving Your Class With Items" (http://zenithgames.blogspot.com/2013/11/improving-your-class-with-items.html) handbook?

Krazzman
2015-02-04, 11:29 AM
Have you checked the "Improving Your Class With Items" (http://zenithgames.blogspot.com/2013/11/improving-your-class-with-items.html) handbook?

I didn't knew that this existed. Sadly for the inquisitor there is only one really good one that fits the character.

Oddman80
2015-02-04, 02:07 PM
I am totally sorry for being off topic, but HOW does she have Spirit Totem Rage Powers and Fiend Totem Rage Powers?

Did you 'Rule Zero' that barbarians can take more than one totem's power?
_______________________________________

Now - as far as your equipment question:
For anyone who uses CHA based skills a lot: Circlet of Persuasion (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Circlet%20of%2 0Persuasion) (4500 gp)

For anyone who maxed out perception: Gloves of Reconnaissance (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Gloves%20of%20 Reconnaissance) (2000 gp)

If the Ranger has an Animal Companion: Dire Collar (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Dire%20Collar) (1000 gp)

for the Barbarian:
Feet: Stagger-Proof Boots (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Stagger-Proof%20Boots) (2000 gp)
Head: Helm of Fearsome Mein (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Helm%20of%20Fe arsome%20Mien) (5000 gp)
Hands: Gloves of the Skilled Manuever (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Gauntlets%20of %20the%20Skilled%20Maneuver) (4000 gp)
Shoulders: Custom Magic Item

Combining Cloak of Resistance and Cloak of the Hedge Wizard (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Cloak%20of%20t he%20Hedge%20Wizard) - just add 2000 gp to the cost of the cloak of resistance. in addition to the resistance bonus to saves, barbarian can now have access to:

Abjuration Version: 1/day shield (for those times your enemy seems to be REALLY hitting hard), 1/day Endure Elements.

Transmutation Version: Mage Hand at-will (retrieve disarmed weapons), 1/day Enlarge Person and Expeditions Retreat

Don't know much about the inquisitor class... sorry

Elricaltovilla
2015-02-04, 02:12 PM
I am totally sorry for being off topic, but HOW does she have Spirit Totem Rage Powers and Fiend Totem Rage Powers?

Did you 'Rule Zero' that barbarians can take more than one totem's power?


The Totem Warrior archetype used to let you take multiple totems, it did nothing else and changed absolutely zero class features. Now that there's errata out saying that doesn't work, the Totem Warrior does literally nothing, so... yeah it'd have to be houserule.

Krazzman
2015-02-04, 03:41 PM
I am totally sorry for being off topic, but HOW does she have Spirit Totem Rage Powers and Fiend Totem Rage Powers?

Did you 'Rule Zero' that barbarians can take more than one totem's power?
_______________________________________



The Totem Warrior archetype used to let you take multiple totems, it did nothing else and changed absolutely zero class features. Now that there's errata out saying that doesn't work, the Totem Warrior does literally nothing, so... yeah it'd have to be houserule.

We did not know about that errata. And to give my personal opinion about it... it's bad and paizo should feel bad about that errata. Also as long as it is still printed in our version of the Ultimate Combat we will play that way. Also in her case the reasoning for the Fiend and Spirit Totem is due to her backstory where it now also "corrupts" her aura whilst raging.



Now - as far as your equipment question:
For anyone who uses CHA based skills a lot: Circlet of Persuasion (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Circlet%20of%2 0Persuasion) (4500 gp)

For anyone who maxed out perception: Gloves of Reconnaissance (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Gloves%20of%20 Reconnaissance) (2000 gp)

If the Ranger has an Animal Companion: Dire Collar (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Dire%20Collar) (1000 gp)

for the Barbarian:
Feet: Stagger-Proof Boots (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Stagger-Proof%20Boots) (2000 gp)
Head: Helm of Fearsome Mein (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Helm%20of%20Fe arsome%20Mien) (5000 gp)
Hands: Gloves of the Skilled Manuever (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Gauntlets%20of %20the%20Skilled%20Maneuver) (4000 gp)
Shoulders: Custom Magic Item

Combining Cloak of Resistance and Cloak of the Hedge Wizard (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Cloak%20of%20t he%20Hedge%20Wizard) - just add 2000 gp to the cost of the cloak of resistance. in addition to the resistance bonus to saves, barbarian can now have access to:

Abjuration Version: 1/day shield (for those times your enemy seems to be REALLY hitting hard), 1/day Endure Elements.

Transmutation Version: Mage Hand at-will (retrieve disarmed weapons), 1/day Enlarge Person and Expeditions Retreat

Don't know much about the inquisitor class... sorry

Thanks for this input I'll look it up for/with her.

Psyren
2015-02-04, 03:46 PM
It's not "errata." the original Totem Warrior says nothing about letting you have multiple totems either; indeed, nothing in APG contradicts the general one-totem rule at all.

Yes, not letting it do so makes TW useless - but it was always useless.

Oddman80
2015-02-04, 03:54 PM
Ok - so as a starting point for the inquisitor, here are some Inquisitor-specific items:

Chest: Bane Baldric (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Bane%20Baldric ) (10,000 gp)

Wrists: Inquisitor's Bastion Vambraces (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Inquisitor's%2 0Bastion%20Vambraces) (4,000 gp)

Eyes: Inquisitor's Monocle (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Inquisitor's%2 0Monocle) (6,800 gp)

Neck: Righteous Fist Amulet (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Righteous%20Fi st%20Amulet) (4,000 gp)

Shoulders: Stole of Justice (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Stole%20of%20J ustice) (18,000 gp)

Slotless: Exorcist's Aspergillum (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Exorcist's%20A spergillum) (8,000 gp)

Elricaltovilla
2015-02-04, 03:58 PM
It's not "errata." the original Totem Warrior says nothing about letting you have multiple totems either; indeed, nothing in APG contradicts the general one-totem rule at all.

Yes, not letting it do so makes TW useless - but it was always useless.

I only remember Totem Warrior being brought up in a barbarian guide because it supposedly allowed you to have more than one totem at once.

So... what was the point of totem warrior ever? I can't tell at all what it was meant to do.

Krazzman
2015-02-04, 04:02 PM
I only remember Totem Warrior being brought up in a barbarian guide because it supposedly allowed you to have more than one totem at once.

So... what was the point of totem warrior ever? I can't tell at all what it was meant to do.

I assume giving you a pointer on what to take as rage powers... even if except for the totem line you take (if you take a good one) the other powers there are nearly worthless.


Ok - so as a starting point for the inquisitor, here are some Inquisitor-specific items:

Chest: Bane Baldric (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Bane%20Baldric ) (10,000 gp)

Wrists: Inquisitor's Bastion Vambraces (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Inquisitor's%2 0Bastion%20Vambraces) (4,000 gp)

Eyes: Inquisitor's Monocle (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Inquisitor's%2 0Monocle) (6,800 gp)

Neck: Righteous Fist Amulet (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Righteous%20Fi st%20Amulet) (4,000 gp)

Shoulders: Stole of Justice (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Stole%20of%20J ustice) (18,000 gp)

Slotless: Exorcist's Aspergillum (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Exorcist's%20A spergillum) (8,000 gp)

Except for the Bane Baldric... sadly those are all worthless for me...

Oddman80
2015-02-04, 04:26 PM
I hadn't mentioned it, since i thought it was obvious, but the Inquistor would clearly benefit form a Headband of Inspired Wisdom (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-inspired-wisdom)

Krazzman
2015-02-04, 04:30 PM
I hadn't mentioned it, since i thought it was obvious, but the Inquistor would clearly benefit form a Headband of Inspired Wisdom (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-inspired-wisdom)

I still don't see what it would bring me. +1 on Will saves (my highest currently) and +1 on DC's (which I have one) and maybe one bonus spell for a spell level I can't even cast yet... +2 Str would be better. To-Hit, Damage and Carrying Capacity as well as CMB (which I don't use) and CMD.

Psyren
2015-02-04, 04:35 PM
I only remember Totem Warrior being brought up in a barbarian guide because it supposedly allowed you to have more than one totem at once.

So... what was the point of totem warrior ever? I can't tell at all what it was meant to do.

That guide's author was simply in error. Here is the full original text of Totem Warrior from APG first printing:


Totem Warrior

A barbarian often has a special totem that is the patron of her tribe. While individual totems vary, those in the tribe that call upon a totem receive similar abilities. Totem warrior barbarians can select from the following rage powers.

Rage Powers: The totem warrior is based entirely upon his totem rage powers. In addition to the totem powers themselves, the following rage powers complement the totem warrior archtype (depending on the totem chosen): animal fury*, low-light vision*, night vision*, raging climber*, raging leaper*, raging swimmer*, and swift foot*.

Nothing in there contradicts the one-totem rule.

As written, the archetype is simply there to call attention to the totem powers themselves. Perhaps it was intended to do more during development, or perhaps during development only TWs could take totem rage powers, but in the APG itself this is what we got.

Elricaltovilla
2015-02-04, 04:35 PM
I still don't see what it would bring me. +1 on Will saves (my highest currently) and +1 on DC's (which I have one) and maybe one bonus spell for a spell level I can't even cast yet... +2 Str would be better. To-Hit, Damage and Carrying Capacity as well as CMB (which I don't use) and CMD.

+1 to DCs, +1 to Will Saves and bonus spells (even if you can't cast them yet) are very good reasons to pick up a headband of wisdom. But they're not the only reasons. It also improves your monster lore ability, your initiative, gets you more rounds of Bane (if you have the extended bane feat), and can add further benefits depending on which domain/inquisitions you took.

Krazzman
2015-02-04, 05:26 PM
+1 to DCs, +1 to Will Saves and bonus spells (even if you can't cast them yet) are very good reasons to pick up a headband of wisdom. But they're not the only reasons. It also improves your monster lore ability, your initiative, gets you more rounds of Bane (if you have the extended bane feat), and can add further benefits depending on which domain/inquisitions you took.

Don't have monster lore but yes, bonus Initiative, Stealth and Bluff would be nice. And for my still missing feat I am thinking about either Boon Companion or Judgement Surge.