Equipping a 2nd level Warmage

I planned on armoring up as much as possible. Warmages are proficient with light armor and shields, so Chain Shirt and a light steel shield most likely. My strength won't be very high so I do have to watch the weight.
 

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fett527 said:
I planned on armoring up as much as possible. Warmages are proficient with light armor and shields, so Chain Shirt and a light steel shield most likely. My strength won't be very high so I do have to watch the weight.

I would recommend masterwork for the Chain Shirt. That gives you a total of +4 to your AC and only a -1 AC penalty. And I would go with a masterwork Buckler, rather than a Light Steel Shield. It gives you the same shield bonus (1) with no AC penalty if it's MW. This way, you can wield a weapon and still cast spells, which you couldn't do with a light steel shield.

Any particular weapon you're going for? Heavy mace is a good option.
 

reveal said:
I would recommend masterwork for the Chain Shirt. That gives you a total of +4 to your AC and only a -1 AC penalty. And I would go with a masterwork Buckler, rather than a Light Steel Shield. It gives you the same shield bonus (1) with no AC penalty if it's MW. This way, you can wield a weapon and still cast spells, which you couldn't do with a light steel shield.

Any particular weapon you're going for? Heavy mace is a good option.

All good suggestions, but I don't want to blow the cash all on armor. That's an additional 300gp for the shield (as well as the buckler being more expensive in the first place) and armor for masterwork. Point about spellcasting is well taken, I was more imagining him not using a weapon much of the time and using Fists of Stone A LOT for melee. I also am not worried about the armor check penalty so much as I won't be using many dex based skills.

Maybe split the difference and get the chain shirt masterwork at least.
 


this will also be a pretty unique character and I will be using a lot of the more unusual PHB items(well, unusual to our group) like tanglefoot bags, thunderstones, etc. I'll need some left over for those things.
 

Fett:

Take max ranks in Craft (Armosmithing). Money goes a lot further when you can spend in 3-for-1. :)

At 2nd-level, that's +5 ranks, +3 (?) Int, +2 MW Tools. That allows you to Take 10 and hit the Masterwork Craft DC. :)

It also means that, later on, you'll be able to help your party to any of the MW armor they need to enhance.

EDIT:

Reading your above post, you might as well take max ranks in Craft (Alchemy), as well. :)
 


Patryn of Elvenshae said:
Fett:

Take max ranks in Craft (Armosmithing). Money goes a lot further when you can spend in 3-for-1. :)

At 2nd-level, that's +5 ranks, +3 (?) Int, +2 MW Tools. That allows you to Take 10 and hit the Masterwork Craft DC. :)

It also means that, later on, you'll be able to help your party to any of the MW armor they need to enhance.

EDIT:

Reading your above post, you might as well take max ranks in Craft (Alchemy), as well. :)

I will be taking ranks in alchemy, but not in armorsmithing- it won't fit the characrter concept. Thanks for the suggestion though.
 

If it is allowed it the world you're in, perhaps arming your Warmage with a firearm of some sort. Pistol, Arquebus, Musket, would definetly add to "destructive" image a warmage already has. And plus your alchemy could come in handy with those too.
 

The firearm is a possibility later down the line, but not initially. It would fit the character concept quite nicely as well. I also have to weigh taking the exotic weapon feat for it.
 

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