Turtlebuster
First Post
[MENTION=97602]Sekhmet[/MENTION]: my current party has armor, dex, dodge and insight bonuses to ac. I'm not even sure about the last. I'm betting the warblade and the rogue both have a +2-3 ring of prot, but even if it's +3 they can still gain an effective ac + capping at +12. Tank will probably always have a slightly higher ac but enemies by default understand that they don't receieve a -4 penalty to attacks versus anyone BUT the tank (when pcs are standing appropriately). This makes intelligent opponents played logically, more likely to hit the tank. There are obvious reasons that the build won't always offer full benefits, but as an ac battery, people should always have the option of charging up, at the very least. Plus, a number of bonuses here even effect ranged touch attacks which is an added benefit when dealing with LA casters who rely on touch attacks to hit anything.
[MENTION=97812]emoplato[/MENTION]: one way to improve these benefits would be to increase reach. a reach weapon wouldn't help but being large would be extremely useful. Increasing the amount of tiles my allies can use whil gaining benefits is one way; threatening more enemies for iron guard's glare is another. But I'm going to look through your suggestions and see if I can come up with a little more here. The test dummy I rolled was indeed stacking some charisma and that weapon enchantment is a great idea.
I may have to scrap this build and start again. Because the campaign is already difficult and we have 2/4 pcs that aren't designed to be exceptional combatants, I feel the need to do too many things here. Healing alone won't pull this off - so far control has managed us, but with a lack of ac on my allies' parts it has been risky. Damage is the one thing I think I CAN skimp on.
[MENTION=97812]emoplato[/MENTION]: one way to improve these benefits would be to increase reach. a reach weapon wouldn't help but being large would be extremely useful. Increasing the amount of tiles my allies can use whil gaining benefits is one way; threatening more enemies for iron guard's glare is another. But I'm going to look through your suggestions and see if I can come up with a little more here. The test dummy I rolled was indeed stacking some charisma and that weapon enchantment is a great idea.
I may have to scrap this build and start again. Because the campaign is already difficult and we have 2/4 pcs that aren't designed to be exceptional combatants, I feel the need to do too many things here. Healing alone won't pull this off - so far control has managed us, but with a lack of ac on my allies' parts it has been risky. Damage is the one thing I think I CAN skimp on.