WANTED Melee Types that stand up longer Apply Within

And in addition to stopping iterative attacks, high ac can also prevent Rend (which requires two successful attack rolls) and critical hits (preventing the confirmation).

Tom

hong said:


Yup. While it's true that attack bonuses usually outpace AC, there's no reason you can't be the exception to the rule. Also, while high AC may not always stop the first attack, it can still be useful for stopping _iterative_ attacks.
 

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question

Large shield has 15 percent spell failure right? Full plate has something large too right? Mithril items still have like 10-15% spell failure too. I've seen several of you guys with these types of eq casting spells like a scroll of shield or the one wizard/spellsword guy.

Seems like that would be pretty bad. I guess you could get away with the scroll idea but thats a whole round wasted pulling scroll out and then casting plus another round practically spent repulling out the weapon. I hope you have quickdraw and I know you're using boots of speed but that cheese item won't be the same in the new rules which, althought I don't like it, makes sense when I see most people making good characters and unable to do it efficiently without it to boost. Not to mention the fact that you can't do it if confronted in melee range which would give them attack of opportunity plus any wizard you fight hittin gyou with a spell will cause a concentration check which I doubt being fighter types you have too hugely. Good character but a bit cheesy.

High ac is easily attained. Those character wouldn't last long in my campaigns. I can make a wizard with cats grace/bracers of armor/haste/shield/armor/ring of prot/amuelt of nat ac/ and boost his ac that high too but its the defense against anything besides a few normal strikes of the weapon that could kill characters are those higher levels!


Suppose you have six players, and five are spell casters/archers.

That means only one character is "melee-oriented", which means that nearly all melee attackers will have the option to focus their attacks on the melee character, which means unless he is very tough defensively, he's going to have real problems.

In a sense yes. Why would they though? Enemies aren't going to threaten themselves in a melee combat and let 5 archers shoot at them IMO.
 
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Large shield has 15 percent spell failure right? Full plate has something large too right? Mithril items still have like 10-15% spell failure too. I've seen several of you guys with these types of eq casting spells like a scroll of shield or the one wizard/spellsword guy.
A large mithril shield has an arcane spell failure of 5%. Even Dwarven Full Plate (which is made of mithril) has only a 25% chance. still not too shabby. Though one would more likely wear a mithril shirt at a spell failure of 10%. And then there's that rumored bit that 3.5E bards will not suffer arcane failure in armor, so one could possibly make use of that depending on what spells they have access to in 3.5E.
 

Re: question

sithramir said:
Large shield has 15 percent spell failure right? Full plate has something large too right? Mithril items still have like 10-15% spell failure too. I've seen several of you guys with these types of eq casting spells like a scroll of shield or the one wizard/spellsword guy.

Caliban's character deals with spell failure by using scrolls of shield. The spellsword I suggested deals with spell failure in 3e by travelling with glaive or guisarm in hand (The spellsword class spell failure reduction means that the 10% failure from his mithral chain shirt is reduced to 0) and readying his shield as he moves into combat if at all. The 3.5e version might want to take one fewer level of fighter and wizard and two more levels of spellsword and use a mithral large shield to achieve 0% spell failure.

Seems like that would be pretty bad. I guess you could get away with the scroll idea but thats a whole round wasted pulling scroll out and then casting plus another round practically spent repulling out the weapon. I hope you have quickdraw and I know you're using boots of speed but that cheese item won't be the same in the new rules which, althought I don't like it, makes sense when I see most people making good characters and unable to do it efficiently without it to boost.

A masterwork bandolier/scrollcase from MoF or a Heward's Handy Haversack (DMG erratta version) would also do the trick for drawing scrolls as a free action.

Not to mention the fact that you can't do it if confronted in melee range which would give them attack of opportunity plus any wizard you fight hittin gyou with a spell will cause a concentration check which I doubt being fighter types you have too hugely. Good character but a bit cheesy.

I don't know about Caliban's character, but the spellsword character I proposed can easily have a +15 concentration modifier before figuring in Endurance. And with your AC as high as both characters go, AoOs aren't really worrisome either since they'll probably miss.

High ac is easily attained. Those character wouldn't last long in my campaigns. I can make a wizard with cats grace/bracers of armor/haste/shield/armor/ring of prot/amuelt of nat ac/ and boost his ac that high too but its the defense against anything besides a few normal strikes of the weapon that could kill characters are those higher levels!

Caliban's character probably has more hit points than your standard fighter. The character I suggested can pretty easily come close to the hit points of a single classed fighter if he takes a toad familiar and has very good fort and will saves to boot.
 

I think the Expertise and Superior Expertise (if it exists in your campaign world) are often overlooked but (for a pure fighter who can suck up the penalties) great way of boosting AC.

Ftr7/DwD3

Full Plate +2 (+10)
Large Shield +2 (+4)
Dex 13 (+1)
Dodge Feat (+2 in 3.5)
Defensive Stance (+4)
Expertise (+0 to 5)

These all stack to give AC 31 - 36 (and opponents at 10th level are unlikely to be hitting AC 36 without 20s - even the 'big guys.')

OTOH you will attack at

+10/+5 BAB
+5 ST (16 base +2 stance +2 item or buff)
+1 weapon focus
+2 magical weapon
-0 to -5 expertise

+18/+13 down to +13/+8 at max AC

Against the large animals and beasts (massive damage, good attack, cruddy AC) you'll still be likely to hit twice a round and they'll need 20s to hit with full expertise. Against higher-AC lower-attack opponents just use less expertise.
 

AC MONSTER

Thanks all for answering my initial question. i have produced a 4th level fighter,2nd lev wizard,3rd lev bladesinger half dragon- winged elf(avieriel) he has an AC of 51 and that is without magical spells(armour etc) just magical items and stats to boost. Cant wait to try it out but i dont want my character i am using atm to go either :)
 


Naar said:
A Psychic Warrior with high Str who has manifested one of the biofeedback chain of powers takes some damage from each injury as subdual damage. If you have a wrathful healing weapon (from Enemies & Allies), you heal half the damage you deal out on a hit. Whenever you heal normal damage, you heal an equal amount of subdual damage. When I tried this out, using a Half-Ogre, it worked very well.

... or... buy an Encoded Stone of Graft Weaponry and graft your specialized weapon (PsyWar's tend to specialize since they get it for free with a single weapon with which they have Weapon Focus) to one hand and manifest Claws of the Vampire. ICotV will proc through the weapon because of the Graft Weapon and each successful hit will heal 1d8 points. I recommend grafting the best magic weapon you can afford. Oh, Graft will also grant an unnamed +1 to hit and damage.

This tactic also works with Improved Unarmed Strike and magic guantlets (grafted guantlets aren't nearly as obvious as a grafted scimitar).

You'll heal 1d8 subdual and lethal damage per successful hit while you're manifesting Improved Biofeedback. Total PP expenditure: 14 per day up to 12th level, or 9 PP per day after 12th if you have Extend Power.

Greg
 

Im In Anditches group :)

Basically the group consists of the following :-

Deep Wood Sniper(half celestial) - anditch (Taygar)
Bow Initiate - Me (Mandrake)
Cleric - A fellow player (Zandaria)
Cohort - Minatour (close combat)
Sorcerer(half celestial) - (Liander)
Wizard(half Dragon) - (Galadrien)
Minatour(frenzied bezerker + Barbarian) - (Gnashrak)

The lowest ac is the cleric at 24
the highest is gnashrak and galamour at 29 (the cohort)

The general damage of the two bowmen when we get flanking is about 25ish per shot at 4 shots a round

The damage of the 2 minatours is if using there axes can be anything from 25 to 150+ per round

Unfortunatly our dm likes using close combat reliant bad guys that often only has 1 or 2 targets to smack the hell out of.

As you can see anditches predicament he wants a fighter next and currently were losing fighters like flies (cleric doesnt like healing) and ac monsters are cancelled out at higher levels (check the monster manuals and the other evil dm grinning books out there. ie book of vile darkness and tomb of horrors) so ive even thought about trying damage monsters but they stil get downed in like 3 rounds and ac monsters do last alot longer but with 6-14 hill giants around 1 person do you honestly expect anyone at lvl 14 to survive especially seeing theve all been dmed

well thats the info all please respond with your thoughts
 

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