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HP vs. AC

Nail said:
Interesting.

IME, playing up to 21st level, AC was relatively easy to get, given normal (core) wealth levels. By 19th level, most monsters, including the BBEGs, could not hit us without serious numbers of Greater Dispel Magics.

Mithral Plate Armor (Ghost Touch, Heavy Fortification) +1, magicked to +5 with Magic Vestment
Mithral Heavy Shield (Ghost Touch, Soulfire) +1, magicked as armor
Bracers of Combat (custom item) Natural Armor +4, Luck AC +3, Insight AC +3
Gloves of Dex +6
Ring of Celestial Protection (custom item) Sacred AC +3, Deflection AC +4

That put my cleric's AC well beyond the reach of most things.....and that's only part of a typical PCs wealth.

Look, the bottom line: if you pay attention to how bonuses stack and how the rules work, AC is easy.

Somehow, I don't think that a bunch of +9 equivalent armors buffed with Magic Vestment, items that add luck, insight, and sacred bonuses to AC could even be considered typical.
 

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Hammerhead said:
Somehow, I don't think that a bunch of +9 equivalent armors buffed with Magic Vestment, items that add luck, insight, and sacred bonuses to AC could even be considered typical.

Agreed. I only use core rules, so basically, the tradeoff for me right now is between having an amulet of natural armor or having an amulet of health.
 

Krel said:
Agreed. I only use core rules, so basically, the tradeoff for me right now is between having an amulet of natural armor or having an amulet of health.
Have you considered getting a Wand of Barkskin and ask your fellow Druid, Ranger, Rogue or Bard to activate it (the last two with Use Magic Device)? The duration is long enough that you don't have to do it during combat. Alternatively, you could rely on Bear's Endurance cast from a Wand or a party member. (Though it _really_ hurts if the spell would be dispelled, so generally, it might not be the best idea).

But I know your pain - my Level 15 Fighter / Master of Martial Arts 1 (homebrew PrC) also lacks a Amulet of Health _and_ also a Amulet of Natural Armor, since he is currently wearing a Scarab of Protection...
 

Krel said:
Agreed. I only use core rules, so basically, the tradeoff for me right now is between having an amulet of natural armor or having an amulet of health.
Given that natural armor has no impact on touch AC, and that an amulet of health benefits hit points, (the all important) Fort save, and some skills, I'd be inclined to go with the amulet of health in this case.
 

HeapThaumaturgist said:
Additionally, Magic Vestment/Shield of Faith can't be depended on by, say, a fighter because the Cleric may not take enough to share with the whole group.
But a smart cleric knows that if the Fighter can't be hit, the Fighter won't be using up healing spells. It takes fewer spells to buff up the fighter than it does to heal up the fighter.

AC, baby. AC all the way. :]
 

Hammerhead said:
Somehow, I don't think that a bunch of +9 equivalent armors buffed with Magic Vestment, items that add luck, insight, and sacred bonuses to AC could even be considered typical.
Keep in mind that monsters get the equivalent of this all the time.
:)

It's been argued on this thread that high AC is unattainable. Yet, use the rules for stacking, as well as a few core spells, and suddenly a high AC is possible.

Which is better: unattainable, or possible?

It's your game.
 

Krel said:
Agreed. I only use core rules, so basically, the tradeoff for me right now is between having an amulet of natural armor or having an amulet of health.
Core rules allow custom-made magic items.

Q.E.D.
 

Custom items also have "only guidelines" all over the pricing metric. The ability to make custom items is part of the core rules, but any particular custom item is going to require GM permission.

I don't really think making the deliberately rare bonus types (luck, sacred, insight, etc) into common multi-leveled bonuses is a good idea. Besides, if you can add all of them to AC, adding them to attack and damage will be just as easy.
 

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