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Equipment for a level 6 paladin

 
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Henry Lockwood

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Since: May 30, 2007
Posts: 23



(Msg. 1) Posted: Wed Dec 17, 2008 3:06 am
Post subject: Equipment for a level 6 paladin
Archived from groups: rec>games>frp>dnd (more info?)

Dear all

I'm generating a level 6 character, and I have 2400 GP left to spend.
Background and gear so far:
- Paladin 5/Gray Guard 1 (Complete Scoundrel)
- Patron deity Helm, native of Cormyr (Forgotten Realms)
- Feats selected to optimise melee and mounted combat

Gear so far:
- Armour
- Shield
- Longsword +1
- Warhammer (Masterwork)
- darts
- Barding, saddle and saddlebags
- Handy Haversack
- Amulet of Natural Armour
- Potions of Shield of Faith, and Enlarge Person
- Manacles, locks and ropes (for captives)
- Ink and brushes
- Healer's Kit
- Caltrops

Obvious things that spring to mind are potions of healing, enchanting
the backup weapon, enchanting the armour/shield. Can anyone think of
any other suggestions, or spot stuff I've forgotten?

HenryL
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WDS

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Since: Apr 20, 2007
Posts: 385



(Msg. 2) Posted: Wed Dec 17, 2008 8:14 am
Post subject: Re: Equipment for a level 6 paladin [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 17, 5:06 am, Henry Lockwood <henry.lockw... DeleteThis @cantab.net> wrote:
> Can anyone think of
> any other suggestions, or spot stuff I've forgotten?

Tanglefoot bags. At that level (and even beyond) there are quite
effective.
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Baird Stafford

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Since: Jun 05, 2007
Posts: 156



(Msg. 3) Posted: Wed Dec 17, 2008 12:36 pm
Post subject: Re: Equipment for a level 6 paladin [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article
<034bb8b6-2bcb-49d0-9475-720eda836ffe DeleteThis @e1g2000pra.googlegroups.com>,
Henry Lockwood <henry.lockwood DeleteThis @cantab.net> wrote:

> Dear all
>
> I'm generating a level 6 character, and I have 2400 GP left to spend.
> Background and gear so far:
> - Paladin 5/Gray Guard 1 (Complete Scoundrel)
> - Patron deity Helm, native of Cormyr (Forgotten Realms)
> - Feats selected to optimise melee and mounted combat
>
> Gear so far:
> - Armour
> - Shield
> - Longsword +1
> - Warhammer (Masterwork)
> - darts
> - Barding, saddle and saddlebags
> - Handy Haversack
> - Amulet of Natural Armour
> - Potions of Shield of Faith, and Enlarge Person
> - Manacles, locks and ropes (for captives)
> - Ink and brushes
> - Healer's Kit
> - Caltrops

My Paladins have always thought Caltrops inconsistent with Honor, FWIW.

> Obvious things that spring to mind are potions of healing, enchanting
> the backup weapon, enchanting the armour/shield. Can anyone think of
> any other suggestions, or spot stuff I've forgotten?

The lance. Even for a Gray Guard, the lance would seem to have been
*the* primary weapon at least while he was an "uncorrupted" Paladin.
Also, a holy symbol, if Paladins use 'em in your campaign (they do in
all I've experienced).

Baird

--
Bumper sticker: "If you can't operate your turn signal,
what makes you think you can drive the rest of the car?"
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WDS

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Since: Apr 20, 2007
Posts: 385



(Msg. 4) Posted: Thu Dec 18, 2008 8:21 am
Post subject: Re: Equipment for a level 6 paladin [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 17, 10:14 am, WDS <B....RemoveThis@seurer.net> wrote:
> On Dec 17, 5:06 am, Henry Lockwood <henry.lockw....RemoveThis@cantab.net> wrote:
>
> > Can anyone think of
> > any other suggestions, or spot stuff I've forgotten?
>
> Tanglefoot bags.  At that level (and even beyond) there are quite
> effective.

Some wands of healing (Cure Light Wounds wands and Lesser Vigor wands)
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tussock

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Since: Jun 09, 2005
Posts: 1751



(Msg. 5) Posted: Thu Dec 18, 2008 3:45 pm
Post subject: Re: Equipment for a level 6 paladin [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Henry Lockwood wrote:

> Dear all
>
> I'm generating a level 6 character, and I have 2400 GP left to spend.
> Background and gear so far:
> - Paladin 5/Gray Guard 1 (Complete Scoundrel) - Patron deity Helm,
> native of Cormyr (Forgotten Realms) - Feats selected to optimise melee
> and mounted combat

Minor changes.

> Gear so far:
> - Armour +1
> - Shield +1
> - Longsword +1
> - Warhammer mw
> - darts
> - Barding, saddle and saddlebags
> - Handy Haversack
> - Potions of Shield of Faith, and Enlarge Person
> - Manacles, locks and ropes (for captives)

Captives? 8]

> - Ink and brushes
> - Healer's Kit
> - Caltrops
>
> Obvious things that spring to mind are potions of healing, enchanting
> the backup weapon, enchanting the armour/shield. Can anyone think of
> any other suggestions, or spot stuff I've forgotten?

Healing stick, rations and waterskins, a few beasts of burden, war
dogs if you have Handle Animal or guard dogs otherwise, plenty of animal
feed, saving throws cloak, tinderbox, a few alchemist's fire, light
sources (a stack of sunrods, a lamp, a lantern, and pleniful oil, and
some candles), small tent, blankets, bedrolls, a towel, more oil, ropes,
iron spikes and a hammer for them, a small mirror, some insence, soap, a
simple tripwire alarm (bells on a string, for across doorways), ....

Hmm, looking at epuipment list, some fishing gear if you're near
water, a donkey or three to serve in any dungeons, a 100' chain, a
grapple. A shovel. A change or three of clothes is nice if you're doing
anything social. Lots of sacks. Covered wagons are nice if you're on a
road most of the time.

Hire a few local porters and guides wherever you go too, and always
buy the local produce if they're not starving. Mercinaries if the DM
allows, but the book prices are basically cheating.

Ah, a silver dagger, wooden stakes are cheaper than iron spikes
outdoors (and also can be used to kill vampire spawn), more rope's always
good. Cold weather clothing, snow shoes, and ice axes if appropriate.

Hmm. Are you using encumberance?

--
tussock

U'm iuel p jyx yn chycyipwlaf kyd blvlr ebyg ghpw kyd'rl sdbbp slw.
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Henry Lockwood

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Since: May 30, 2007
Posts: 23



(Msg. 6) Posted: Thu Dec 18, 2008 3:47 pm
Post subject: Re: Equipment for a level 6 paladin [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 18 Dec, 21:34, "Mark Blunden"
<markDASHbATskyDOT....RemoveThis@address.invalid> wrote:
> "Henry Lockwood" <henry.lockw....RemoveThis@cantab.net> wrote in message
>
> news:034bb8b6-2bcb-49d0-9475-720eda836ffe@e1g2000pra.googlegroups.com...
>
>
>
>
>
> > Dear all
>
> > I'm generating a level 6 character, and I have 2400 GP left to spend.
> > Background and gear so far:
> > - Paladin 5/Gray Guard 1 (Complete Scoundrel)
> > - Patron deity Helm, native of Cormyr (Forgotten Realms)
> > - Feats selected to optimise melee and mounted combat
>
> > Gear so far:
> > - Armour
> > - Shield
> > - Longsword +1
> > - Warhammer (Masterwork)
> > - darts
> > - Barding, saddle and saddlebags
> > - Handy Haversack
> > - Amulet of Natural Armour
> > - Potions of Shield of Faith, and Enlarge Person
> > - Manacles, locks and ropes (for captives)
> > - Ink and brushes
> > - Healer's Kit
> > - Caltrops
>
> > Obvious things that spring to mind are potions of healing, enchanting
> > the backup weapon, enchanting the armour/shield.  Can anyone think of
> > any other suggestions, or spot stuff I've forgotten?
>
> How hot is your DM on the moral/ethical challenges for Paladins? If more so
> than you're comfortable with, then a Phylactery of Faithfulness (1000 gp) is
> an excellent antidote. Basically, any time your GM says "that goes against
> your alignment and/or code, and will result in <insert alignment change
> and/or loss or restriction of powers>", you can just say "Well, that's what
> I *would* have done, but my Phylactery warned me I was going too far. So
> instead, I'll..."
>
> --
> Mark.

Now the thing about the Gray Guard is that he can deviate from his
code of conduct if it's in a good cause, and the atonement spell comes
cheap (no XP cost). Also, I think the DM is likely to be
understanding about things. But good idea!
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Mark Blunden

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Since: Aug 06, 2008
Posts: 76



(Msg. 7) Posted: Thu Dec 18, 2008 9:34 pm
Post subject: Re: Equipment for a level 6 paladin [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Henry Lockwood" <henry.lockwood.DeleteThis@cantab.net> wrote in message
news:034bb8b6-2bcb-49d0-9475-720eda836ffe@e1g2000pra.googlegroups.com...
> Dear all
>
> I'm generating a level 6 character, and I have 2400 GP left to spend.
> Background and gear so far:
> - Paladin 5/Gray Guard 1 (Complete Scoundrel)
> - Patron deity Helm, native of Cormyr (Forgotten Realms)
> - Feats selected to optimise melee and mounted combat
>
> Gear so far:
> - Armour
> - Shield
> - Longsword +1
> - Warhammer (Masterwork)
> - darts
> - Barding, saddle and saddlebags
> - Handy Haversack
> - Amulet of Natural Armour
> - Potions of Shield of Faith, and Enlarge Person
> - Manacles, locks and ropes (for captives)
> - Ink and brushes
> - Healer's Kit
> - Caltrops
>
> Obvious things that spring to mind are potions of healing, enchanting
> the backup weapon, enchanting the armour/shield. Can anyone think of
> any other suggestions, or spot stuff I've forgotten?

How hot is your DM on the moral/ethical challenges for Paladins? If more so
than you're comfortable with, then a Phylactery of Faithfulness (1000 gp) is
an excellent antidote. Basically, any time your GM says "that goes against
your alignment and/or code, and will result in <insert alignment change
and/or loss or restriction of powers>", you can just say "Well, that's what
I *would* have done, but my Phylactery warned me I was going too far. So
instead, I'll..."

--
Mark.
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