Greenfield
Adventurer
I'm currently running a level 16 Bard who tops that AC. Generically, the bare minimum AC for a character should be Level +14. At that point a melee creature of your hit dice will probably need an 11 or better to hit. A creature of your CR (which means higher hit dice) will pretty much eat that AC alive. 3 points above the bare minimum isn't even scratching the surface of Munchkinism.
The Sword of Shocking Grasp is an attempt to bypass the limits of Shock or Shocking Burst weapons by invoking the spell they base themselves on. I doubt that it's legal, at least by the book.
If you want to go with weapons of questionable legality, why not +1 Longbow with Shock, Fire, Acid, Cold, Sonic and Holy on it? Then have Greater Magic Weapon cast on it each day, bumping the total effective plus above 10, and back it with a quiver full of Arrows of Spell Storing? Then you really can add Shocking Grasp to your attacks. Or Scorching Ray. Or Acid Orb. Or <fill in targeted damage spell of choice>. in full Artillery mode, you'll top the output of that blade easily, and you'll do it to everything on the field in the same round.
And a Cape of Deflection? Don't you mean a Cape of Resistance? Or were you intentionally wasting money with a "Wrong Slot" item?
For your Death Ward effect, consider a Bone Ring from Magic Item Compendium. It blocks Negative Energy effects three times per day. They're cheap enough, get a couple and switch out when the charges on one run out.
And where's your Evasion? Oddly a slotless Hand of Glory is a relatively cheap way to make any ring effectively slotless, regardless of the ring's cost. That's where the Ring of Evasion should go. No true Munchkin is ever without Evasion in one form or another, and the slotless Hand has the right munchkiny flavor, vis a vis tiptoeing around the rules.
If you're venturing into Munchkin land, you'll need to try harder than that.
The Sword of Shocking Grasp is an attempt to bypass the limits of Shock or Shocking Burst weapons by invoking the spell they base themselves on. I doubt that it's legal, at least by the book.
If you want to go with weapons of questionable legality, why not +1 Longbow with Shock, Fire, Acid, Cold, Sonic and Holy on it? Then have Greater Magic Weapon cast on it each day, bumping the total effective plus above 10, and back it with a quiver full of Arrows of Spell Storing? Then you really can add Shocking Grasp to your attacks. Or Scorching Ray. Or Acid Orb. Or <fill in targeted damage spell of choice>. in full Artillery mode, you'll top the output of that blade easily, and you'll do it to everything on the field in the same round.
And a Cape of Deflection? Don't you mean a Cape of Resistance? Or were you intentionally wasting money with a "Wrong Slot" item?
For your Death Ward effect, consider a Bone Ring from Magic Item Compendium. It blocks Negative Energy effects three times per day. They're cheap enough, get a couple and switch out when the charges on one run out.
And where's your Evasion? Oddly a slotless Hand of Glory is a relatively cheap way to make any ring effectively slotless, regardless of the ring's cost. That's where the Ring of Evasion should go. No true Munchkin is ever without Evasion in one form or another, and the slotless Hand has the right munchkiny flavor, vis a vis tiptoeing around the rules.
If you're venturing into Munchkin land, you'll need to try harder than that.