Cheapest way for casters to improve their AC

3rd Level wizard 4th level sorcerer AC 25

Alter Self into a troglodyte Natural Armour +6
Mage Armor +4
Shield +4
Dodge feat +1
AC=25

Alter self also allows you to fly (as a flying elf), burrow as some weird faerunian race and swim.
Higher AC's can be gained with non core races I think the max for humanoid is +9.
If you're an outsider you can go higher.
Dude
 

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Olaf the Stout said:
I stand corrected. Mage armour has a range of creature touched, not personal. That still doesn't solve my shield problem though.

Does anyone know of a version of shield (or a similar spell) that doesn't have a range of personal?

Olaf the Stout

The closest I've found briefly looking is:

Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.

Not arcane and not as good as a shield spell - but it would stack. Deflection bonus and armor bonus.
 

Infiniti2000 said:
If they were behind someone else, they wouldn't need the high AC! :)

You beat me to it.

There was an old Dragon article about Illusionists that had a line (paraphrased):

"The best suit of armor you can have is a well made and polished suit of +5 full plate - on your friend the fighter in front of you."
 

Mage Armor, Shield, Alter Self, Protection from Evil are good for starters, and all fairly low-level. These deal specifically with what you were asking about: AC.

In the sense of more general defensive spells:

Mirror Image is fantastic. It's value cannot be overstated.

If your caster specializes in summoning or buffing, then Invisibility is also a fantastic spell.
 


Shield Other and Shield of Faith both look like good options. There is a PC Cleric in the party so he should be able to help out with these spells, either on scrolls or via the usual method. Shield Other is 1hr/level as well so it will generally only need one casting per day to be effective.

Does anyone have any other suggestions? Yes the meat shield is always a good option. Sometimes though you can't avoid those ranged attacks.

Olaf the Stout
 

The only problem with the Shield Other spell, is if the cleric isn't happy to take half your damage.

Since I'm currently playing a Dwarven Cleric with 18 Con, I don't have a problem casting Shield Other on our party Wizard, even though I'm one of the primary meat shields as well.

You might want to look at Crown of Protection in the PHBII as well, it's third level mind you, gives a +1 Deflection and resistance bonus for an hour per level, with an option to cancel that effect for +4 Deflection/resistance for one round. It won't stack with Shield Other but it's an alternative if the cleric is protective of his hit points. Mind you by the time a cleric can cast this you could have probably bought a +1 Deflection item.
 
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sam500 said:
Alter self also allows you to fly (as a flying elf), burrow as some weird faerunian race and swim.
Higher AC's can be gained with non core races I think the max for humanoid is +9.
+8. Tren (Serpent Kingdoms) or crucian (MinH or Sandstorm).
sam500 said:
If you're an outsider you can go higher.
From the MM4 preview I bring you the dwarf ancestor . +18 natural armor for a 2nd level spell. Nifty. :eek:

You need to be an outsider though. A neraph character, or a character with the Otherworldly feat (PGtF) can manage it with +0 LA.

(Yes, I know that's not very helpful to the OP's players. :))
***

One (comparably) cheap way to improve AC is to wear armor. Blended quartz (A&EG, special armor material, -20% ASF), mithril (special armor material, -10% ASF), feycraft/githcraft (DMGII armor template, -5% ASF) and/or twilight (BoED; EH; PHBII, +1 armor ability, -10% ASF) armor can get rid of the arcane spell failure.

A level of monk and the Ascetic Mage feat from CAdv gets a sorcerer Cha bonus-to-AC.
 


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