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Best Way to Improve a Wizard's AC
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<blockquote data-quote="Gerion of Mercadia" data-source="post: 3492723" data-attributes="member: 50527"><p>Invisibility and greater invisibility come to mind as well as blur/dispacement and mirror image...</p><p></p><p>I doubt you are attacking anything in melee, so a +1 quarterstaff of defending might be a good thing to check into. IDHMBIFOM, but if you use it as a double weapon and use the magic, that is two unnamed +1 bonuses to AC (they stack). Also, I don't know if that is a "melee combat only" bonus.</p><p></p><p>You also don't want to forget fly. Being 45 feet off the ground is absolutely wonderful when your opponents are less than 20 feet tall and lack ranged weapons <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Really Fast:</p><p></p><p>Greater Mage Armor (+6 Armor) (no Spell Compendium... spell level??)</p><p>Alter self - Trog (+6 Natural Armor)</p><p>Ring of Protection (+2 deflection)</p><p>Gloves of Dexterity +2 (+1 AC at 4000 gp, a good buy, also improves initiative and ranged attacks)</p><p>Be an Elf (+2 racial mod on dex +1 AC)</p><p></p><p>With an Unmodified dex score of 14 going into your build for a +2 before race and gloves boost it to 18 (and this is your second most important statistic) the above combo yields AC 28, and requires only 1-2 rounds of buffing (don't know how long Greater Mage Armor lasts, so it might be 1 round.)</p><p></p><p>Throw Shield into that mix... and I highly doubt that you are going to get smacked around too much. Invisibility makes for a good "escape" plan, and if you prepare buff spells, remember that they can't hit what they can't see.</p><p></p><p>What Are your stats exactly?</p><p></p><p>Save your 3rd and 4th level spell slots for utility and attack options. You simply can't prepare "too many" fireball, dispel magic, haste, Black Tentacles or polymorph self spells.</p></blockquote><p></p>
[QUOTE="Gerion of Mercadia, post: 3492723, member: 50527"] Invisibility and greater invisibility come to mind as well as blur/dispacement and mirror image... I doubt you are attacking anything in melee, so a +1 quarterstaff of defending might be a good thing to check into. IDHMBIFOM, but if you use it as a double weapon and use the magic, that is two unnamed +1 bonuses to AC (they stack). Also, I don't know if that is a "melee combat only" bonus. You also don't want to forget fly. Being 45 feet off the ground is absolutely wonderful when your opponents are less than 20 feet tall and lack ranged weapons :) Really Fast: Greater Mage Armor (+6 Armor) (no Spell Compendium... spell level??) Alter self - Trog (+6 Natural Armor) Ring of Protection (+2 deflection) Gloves of Dexterity +2 (+1 AC at 4000 gp, a good buy, also improves initiative and ranged attacks) Be an Elf (+2 racial mod on dex +1 AC) With an Unmodified dex score of 14 going into your build for a +2 before race and gloves boost it to 18 (and this is your second most important statistic) the above combo yields AC 28, and requires only 1-2 rounds of buffing (don't know how long Greater Mage Armor lasts, so it might be 1 round.) Throw Shield into that mix... and I highly doubt that you are going to get smacked around too much. Invisibility makes for a good "escape" plan, and if you prepare buff spells, remember that they can't hit what they can't see. What Are your stats exactly? Save your 3rd and 4th level spell slots for utility and attack options. You simply can't prepare "too many" fireball, dispel magic, haste, Black Tentacles or polymorph self spells. [/QUOTE]
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