Getting that AC high, high, high!

Theone0581

First Post
Alright guys, so yesterday I was invited do yet another game, and I want to try something a little different this time. Were starting off at level 8, and I am interested in playing a character that has a very high AC. I am only familiar with classes from the players handbook 3.0. So any other classes or idea that would support my goal would be highly appreciated! Thanks guys.
 

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More information would be helpful. Specifically:
Do you know if it will be a high magic or low magic world?
What kind of stats do/will you have?
Can you play a monster template, like lycanthropes?
You've only played 3.0, but what books are available for this campaign?
Do you care if you are the slow heavily armored type or do you like the flavor of the unarmored tank?
Any alignment restrictions?
And to clarify, do you care what kind of character it is (fighter, cleric, etc.) or are you just looking for that really, really high AC regardless of class/abilities?

Traditionally, the heavily armored PCs will have the highest AC. I DM more than play so I'll let others give you the advice on classes but the fighter/cleric types usually will have the highest ACs.
If you like the flavor of an unarmored tank and can afford the high stats, I like the Scout and/or the Monk. Espcially combined with high Dex monster templates like the were-rat. (My were-rat Scout's AC is 5 points higher than anyone else's and that's before skirmish.)
If you know for a fact that it is and always will be a low magic world, taking a vow of poverty (from Book of Exalted Deeds) can be huge. Some DMs will ban it, especially for a monk.
Also, if you get 8th level character wealth, remember that you can increase your AC more if you buy multiple, stackable items than one big one. Instead of that +4 armor, I believe for the same price you can get +2 armor, +2 shield and a +2 ring of protection for +6 total bonus.
 

Going along with rad's questions, some others (or related to his):

Are you willing to play with a level adjustment and/or racial HD in order to get a high natural armor bonus? If so, how much?

Do you care one bit about being the slightest bit threatening, or do you just want a complete turtle with its head tucked in that all the enemies briskly walk around to go after the characters that can actually hurt them?

One basic is to use all the various AC bonus types to your advantage. It's cheaper to get a ring of deflection +1 (2000 gp) than to upgrade your armor's enhancement bonus from +1 to +2, for instance (1000 gp --> 4000 gp, a cost of 3000), and it's cheaper to get a dusty rose iuon stone for +1 insight bonus to AC (5000 gp) than it is to upgrade that ring of protection to +2 (8000 gp, so upgrading from +1 costs 6000). In short, don't keep upgrading the same AC source, you should look to accumulate other sources first, and then upgrade them all at a roughly even pace, since magic item costs go up exponentially.

Also be sure to get Combat Expertise and 5 ranks in Tumble (increases the AC bonus from fighting defensively), and make sure to use BOTH (it's allowed by RAW and nothing wrong with it) along with the Cautious trait every round that you can. That will net you a -10 to hit and +10 AC (once you have +5 BAB for expertise; it'll be +/- 6 at BAB +1). You may as well take the Improved Combat Expertise feat (C.Warrior) so there's no cap on how much you can expertise for other than your BAB. Then if you had a full BAB class, by your starting level of 8, you could muster -13 to hit and +13 AC.
 

How much gold will your dm give you ? a crusial question because with gold you can buy items to increase your AC. My lvl9 paladin in a campaign (50.000 gold according to dm's guide book) has a 39 AC which is pretty high.
So if you could tell us the exact gold you will be given i could suggest a build so that you have pretty high AC and deal a moderate amount of damage.
 

Going along with rad's questions, some others (or related to his):

Are you willing to play with a level adjustment and/or racial HD in order to get a high natural armor bonus? If so, how much?

Do you care one bit about being the slightest bit threatening, or do you just want a complete turtle with its head tucked in that all the enemies briskly walk around to go after the characters that can actually hurt them?

One basic is to use all the various AC bonus types to your advantage. It's cheaper to get a ring of deflection +1 (2000 gp) than to upgrade your armor's enhancement bonus from +1 to +2, for instance (1000 gp --> 4000 gp, a cost of 3000), and it's cheaper to get a dusty rose iuon stone for +1 insight bonus to AC (5000 gp) than it is to upgrade that ring of protection to +2 (8000 gp, so upgrading from +1 costs 6000). In short, don't keep upgrading the same AC source, you should look to accumulate other sources first, and then upgrade them all at a roughly even pace, since magic item costs go up exponentially.

Also be sure to get Combat Expertise and 5 ranks in Tumble (increases the AC bonus from fighting defensively), and make sure to use BOTH (it's allowed by RAW and nothing wrong with it) along with the Cautious trait every round that you can. That will net you a -10 to hit and +10 AC (once you have +5 BAB for expertise; it'll be +/- 6 at BAB +1). You may as well take the Improved Combat Expertise feat (C.Warrior) so there's no cap on how much you can expertise for other than your BAB. Then if you had a full BAB class, by your starting level of 8, you could muster -13 to hit and +13 AC.

The Heroics spell can be used gain the Combat Expertise and Imp Combat Expertise feats.
... along with a few others that grant AC bonuses.

Martial Study (desert wind manuver) is good for making tumble a class skill at all times.

Assuming you have 10 ranks hide and 2 ranks perform(dance)... the Cloak Dance feat is good for gaining 20% concealment for 1 round as a move action. Or just get a smoking weapon.
 
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The Race Nereid in Stormwrack gets decent AC.
Hd 3 HD/3 LA meaning it has to be 6th lv game or higher (everyone starts 6th lv or higher), but it has Cha to Deflection AC and permanent Deflection (miss chance are similar to having a higher AC).

Since you can get 22-26 Cha easily by lv 8 (+2 Cloak of Charisma, +6 race, 14 or 18 stat) : that means +6 to +8 Deflection bonus to AC.

Add in heavy armor or light armor + high Dex and you get good Total AC.

I probably shold explain Armor Class bonuses (AC= armor class):
Deflection= Force like protection that deflects blows (usually only found in Rings of Protection). Applies to all Touch AC as well.
Force Armor = Bracers of armor/Mage armor spell, armor bonus but applies to incorporeal touch attacks, but not regular touch attacks.
Doesn't stack with regular armor. Similarly, Shield spell gives Force bonus to Shield armor so no stack with regular shield bonus.
Natural Armor: most people have Base NA of +0; Some creatures like Troglydytes have +6 or higher.
You can get Barkskin spell/Amulet of NA for an enhancement to your base NA (0+X, x = number of enhancement)
Shield bonus: What your shield grants you (+1 to higher). Enhancement bonus for magic shield improves number.
Armor bonus: What armor gives you. Full plate gives +8 armor. But check your Dex bonus (armor limits max applied to AC). Enhancement bonus for magic armor improves number.
+2 Full plate grants +10 AC from armor (instead of +8).
Size: smaller creatures get a bonus to AC. Halfings get +1. Larget creatures get penalties like a Ogre (Large Size) gets -1.
Insight: rare bonus that applies usually whenever Deflection does (so applies to touch AC).
Dodge: Gained by the fewest sources, but not rare. Dodge feat, Haste, Whirling frenzy Barbarian, etc grant it to you. Applies when not denied Dex bonus.
Sacred/Profane: Randomly you can acquire these sources, I've only seen them from spells personally. Represent blessed/cursed by gods or something.
Unnamed Bonus: very rare sources like class.
 

Also, (though implied in Unnamed) Insight (as in Monk), Circumstance (I forget where), Competence (as in Scout), and Luck.

And, if you know you'll be fighting alot of those nasty incorporeal types, force armor works against their touch attacks while natural, shield and regular armor do not. (Many others do, such as Deflection, Dodge, Insight; basically anything not actual armor-like).
One of my current PCs has Dex, Dodge, Force, Insight, Competence, Deflection, and Natural meaning his AC doesn't dramatically differ (relatively) on Touch, Incorporeal, and Flat-footed (though he also has Uncanny Dodge) ACs.
 

Dwarf with two levels in Deepwarden and one in Fist of the Forest, with a Dusty Rose Ioun Stone, Bracers of Armor, Ring of Protection, Combat Expertise, and a Defending Quarterstaff.
 



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