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Spells & Feats that grant an AC bonus?
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<blockquote data-quote="Runestar" data-source="post: 4399243" data-attributes="member: 72317"><p>Abrupt jaunt is that alternate wizard feature which replaces find familiar.</p><p></p><p>As a cleric, your AC should already be quite respectable. You can wear fullplate and carry a shield, so for most part, your AC should not be inferior to that of the fighter. Shield other lets you share damage with another PC, so the enemies cannot focus fire.</p><p></p><p>If you feel that enemies are still hitting you too easily, consider using debuffs to weaken them instead. Especially if you feel that it is becoming too prohibitively expensive to concentrate solely on improving your AC.</p><p></p><p>For example, wizards can cast glitterdust, which is considered one of the most potent lower lv spells in the game. You blind your enemies, which cause them to miss you 50% of the time (it is like casting displacement on the entire party!), and making them easier to hit (something AC buffs alone cannot accomplish). </p><p></p><p>Grease/tripping can render enemies prone, which imposes a -4 to-hit penalty on attack rolls (tantamount to getting +4AC, but watch out if they carry crossbows) while netting you an attack bonus as well. </p><p></p><p>Other conditions like shakened also have their own rammifications. </p><p></p><p>If a PC is particularly threatend by a certain foe, have the wizard use benign transposition to swap positions with him, simultaneously removing him from danger while moving yourself adjacent to the enemy, ripe for a whacking.</p><p></p><p>And if you can disable them altogether (eg: via hold person/cloud of bewilderment), even better - You don't need AC if the enemy can't attack you.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Runestar, post: 4399243, member: 72317"] Abrupt jaunt is that alternate wizard feature which replaces find familiar. As a cleric, your AC should already be quite respectable. You can wear fullplate and carry a shield, so for most part, your AC should not be inferior to that of the fighter. Shield other lets you share damage with another PC, so the enemies cannot focus fire. If you feel that enemies are still hitting you too easily, consider using debuffs to weaken them instead. Especially if you feel that it is becoming too prohibitively expensive to concentrate solely on improving your AC. For example, wizards can cast glitterdust, which is considered one of the most potent lower lv spells in the game. You blind your enemies, which cause them to miss you 50% of the time (it is like casting displacement on the entire party!), and making them easier to hit (something AC buffs alone cannot accomplish). Grease/tripping can render enemies prone, which imposes a -4 to-hit penalty on attack rolls (tantamount to getting +4AC, but watch out if they carry crossbows) while netting you an attack bonus as well. Other conditions like shakened also have their own rammifications. If a PC is particularly threatend by a certain foe, have the wizard use benign transposition to swap positions with him, simultaneously removing him from danger while moving yourself adjacent to the enemy, ripe for a whacking. And if you can disable them altogether (eg: via hold person/cloud of bewilderment), even better - You don't need AC if the enemy can't attack you.;) [/QUOTE]
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Spells & Feats that grant an AC bonus?
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