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How to deal with high AC PCs
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<blockquote data-quote="MerricB" data-source="post: 6043521" data-attributes="member: 3586"><p>In response to the problem of low-level monsters/NPCs hitting higher level PCs:</p><p></p><p>If you haven't already, have a look at the average monster stats in the Bestiary (<a href="http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html" target="_blank">reproduced here</a>). There are some interesting points of data to be gleaned.</p><p></p><p>Primarily, the Attack bonus of monsters goes up by 2/level up to level 10, after which it flattens out to 1/level. Roughly. Meanwhile, the AC of monsters is a bit unpredictable, but is fairly similar in slope to that of their attacks.</p><p></p><p>This has the effect of making lower-level monsters become obsolete more quickly than higher-level monsters. Sure, the low-level monsters might still be able to hit the thieves and wizards in the party, but as it's the fighters they're likely to be attacking, if they only have a 30% chance chance in the beginning of striking, that 2-level gap quickly converts it into a 10% chance. </p><p></p><p>For example, a single ogre (+7 attack, CR 3) will hit a standard 3rd level fighter (AC 22, = fullplate + shield + 1 Dex) on a 15 or better. Two ogres make up a CR 5 encounter, but the 5th level fighter's AC could well be AC 25 by this stage, so it now requires an 18 to hit; a 15% chance compared to 30%. Another level makes things worse. Four ogres against a 7th level party? That's really bad for the ogres.</p><p></p><p>Is this a bad thing? Not necessarily, but for your situation of wanting low-level NPCs to be a threat against an 8th level party? Yeah, it probably is. The difference between a CR3 and a CR8 monster is a full +9.</p><p></p><p>Crafting feats are particularly dangerous because they significantly speed up the gain in both AC and attack potential - though more that of AC. At my count, there are six primary items to increase AC, but only three items for attacks. (Attacks, meanwhile, are increased by level where AC is not. Normally).</p><p></p><p>AC: Dex-enhancement, Dex-inherent, AC-enhancement, Shield-enhancement, Deflection, Natural Armour-enhancement</p><p>Attack: Str/Dex-enhancement, Str/Dex-inherent, weapon-enhancement.</p><p></p><p>While I've given 6,000 gp as the cost above, with a caster with Craft Arms & Armour, that become 5,000 gp... and from now on, the pace will accelerate as more money comes into the party's hands. It's a bit scary.</p><p></p><p>GP available vs. Bonus to AC without and with (all the) Craft feats </p><p>2,000 GP = +2 without, +3 with</p><p>13,000 GP = +6 without, +9 with</p><p>55,000 GP = +13 without, +18 with</p><p></p><p>Yes, you need crafters in the party willing to take Craft Magic Arms and Armour, Forge Ring and Craft Wondrous Item, so other groups' experiences will definitely vary. In my groups of late, they've been more than happy to pick up these feats... and the power bonus to the fighters that accrues from it.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 6043521, member: 3586"] In response to the problem of low-level monsters/NPCs hitting higher level PCs: If you haven't already, have a look at the average monster stats in the Bestiary ([url=http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html]reproduced here[/url]). There are some interesting points of data to be gleaned. Primarily, the Attack bonus of monsters goes up by 2/level up to level 10, after which it flattens out to 1/level. Roughly. Meanwhile, the AC of monsters is a bit unpredictable, but is fairly similar in slope to that of their attacks. This has the effect of making lower-level monsters become obsolete more quickly than higher-level monsters. Sure, the low-level monsters might still be able to hit the thieves and wizards in the party, but as it's the fighters they're likely to be attacking, if they only have a 30% chance chance in the beginning of striking, that 2-level gap quickly converts it into a 10% chance. For example, a single ogre (+7 attack, CR 3) will hit a standard 3rd level fighter (AC 22, = fullplate + shield + 1 Dex) on a 15 or better. Two ogres make up a CR 5 encounter, but the 5th level fighter's AC could well be AC 25 by this stage, so it now requires an 18 to hit; a 15% chance compared to 30%. Another level makes things worse. Four ogres against a 7th level party? That's really bad for the ogres. Is this a bad thing? Not necessarily, but for your situation of wanting low-level NPCs to be a threat against an 8th level party? Yeah, it probably is. The difference between a CR3 and a CR8 monster is a full +9. Crafting feats are particularly dangerous because they significantly speed up the gain in both AC and attack potential - though more that of AC. At my count, there are six primary items to increase AC, but only three items for attacks. (Attacks, meanwhile, are increased by level where AC is not. Normally). AC: Dex-enhancement, Dex-inherent, AC-enhancement, Shield-enhancement, Deflection, Natural Armour-enhancement Attack: Str/Dex-enhancement, Str/Dex-inherent, weapon-enhancement. While I've given 6,000 gp as the cost above, with a caster with Craft Arms & Armour, that become 5,000 gp... and from now on, the pace will accelerate as more money comes into the party's hands. It's a bit scary. GP available vs. Bonus to AC without and with (all the) Craft feats 2,000 GP = +2 without, +3 with 13,000 GP = +6 without, +9 with 55,000 GP = +13 without, +18 with Yes, you need crafters in the party willing to take Craft Magic Arms and Armour, Forge Ring and Craft Wondrous Item, so other groups' experiences will definitely vary. In my groups of late, they've been more than happy to pick up these feats... and the power bonus to the fighters that accrues from it. Cheers! [/QUOTE]
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