What is the highest AC that a PC can get by class?

You didn't ask for a viable character, or even a legal one, you asked for the highest AC possible. When the post was made he very clearly stated that all 18's immediately disqualifies the "character" from any actual play. It was merely an exercise in doing exactly what the thread's title is. Seeing what the highest possible AC is that can be achieved. I don't know why the arbitrary ban on psionics is up there, but at least the post gives you a starting point and a lot of ideas.

You might consider a different thread if you are looking for a character with super ac that you can play.

One of your comments though is aggravating to me however. Please do not dismiss the Sultans of Smack thread with such scorn. If you do not like it, that is your prerogative and you are welcome to it. The number of errors present in it have all been corrected in the original posts from which the smacks came as every smack needs refinement. I apologize that I could not incorporate all these changes in my transcription, but I felt that was too much effort. But I assure you, every error you find does have a correction, and if you can see it for you to bother you, you can probably see and make the adjustment for yourself as you go.

In any case, a lot of people, myself included put a LOT of hard work and creativity into those posts.

It is very easy to take shots at someone else's work, especially the first drafts of it when they are delving into new territory. Please, when you set out to do something similar, do not deride the first attempts so.

Sorry for taking up your time or being off topic here. Just trying to do Smackdown Productions credit.

NOTE & CLARIFICATION: Understanding the ease at which textual messages can be misinterpreted do to the lack of tone, inflection, and body language that would normally be associated with such communication, I would like to emphasize that this post is in no way meant to be disparaging or insulting. If this post is a result of my own misinterpretation of meaning, then I humbly ask you accept my apologies.
 
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Whoa Nellie...

Not Poopin on the smackdowns, there is some good stuff in there.

The only thing I can say is it lacks order. There are no baselines to go from.

What one guy can do with all max score and a few million gold is not what someone else can do with a 32 point buy and 760k gold.

I am not the only person on the board that would like to see more smacks, but with a little more structure to them...

Something that has a very definite set of rules, like maybe nothing but what is in the SRD, since everyone can get there...

Many people have all the class books or at least have a group that does, so they could come into play next, but since not everyone plays OA PSI or FR...

Maybe there could be additional "classes" to add other material like:

OA for an eastern slant...
PSI for a Psionic slant...
FR for a Forgotten Realms slant...

Just my thoughts on the subject...

I have another post here
http://www.enworld.org/messageboards/showthread.php?s=&threadid=7994
 
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BTW I was wondering how your AC guys was going to be able to use a 7th level cleric scroll? or a Potion that is 7th level?

I guess AC man could find the Alchie Prc for the potion or could chance it with casting a scroll that is higher level than his cleric levels would allow (unless this is only for use magic device...haven't looked it up...)

It's little quirks like this...

I read somewhere in there, can find it now, was ages ago...

I will use empower spell on dispel magic...Can't use empower spell on dispel magic (and prob on any other caster level dependant check)...

Nothing too much but, it can change the outcome of the battles...


And like I said in the post just before this...

The smacker might not use 2 million gold, but they are going with abnormal player races and templates to get there, which is fine for NPC or monster based campaigns and such...

Most campaigns (Living Campaigns as an example) limit what you can do to reasonable combos. I can be just as fun to duke it out with characters from other people if they are all using a reference, cuz you gotta look for the extra bits and pieces to get to the top...

Ok, rambling off...
 

*shrug*

Here's an actual character of mine from the Living Greyhawk campaign:

5th level Dwarven fighter with a 14 Dex, plus Dodge and Mobility.

Current armor: +1 Plate, +1 large shield, Ring of Protection +1.

AC: 24 (+1 from Dex, +9 from plate, +3 from shield, +1 from ring)

Against 1 opponent: 25

When moving: 29

When moving and fighting a giant: 33

At 6th level he will be picking up Exptertise and Power Attack.

With Expertise, he can pump his AC to 29 against everyone, 30 against a single opponent, 34 when moving, 38 against a giant.

At 7th level he will multiclass to wizard and stay there for 5 or 6 levels. At level 9 he will take the Still Spell feat, at level 11 he will take Craft Wand.

By casting Still Shield and using a Wand of haste, he will be able to achieve an AC of 40 against everyone in one direction, 41 against a single opponent, 45 when moving, and 49 against a single giant.

At level 12 He takes the Endurance feat and at level 13 he switches to Dwarven Defender. When taking his Defensive Stance he gains another +4 AC (of course this means he can't use mobility, but now he can get his +4 to AC while taking a full attack action).

He also gains a class bonus to AC (+3 at 20th level). All this grants him a 53 AC when fighting a giant at 20th level (49 when fighting anything else), plus any upgrades to his equipment. (I doubt he will still be using +1 armor and shield at 20th level).

I can easily see him having a +5 Plate and +5 shield by then, which would put his AC into the 57 range, 61 against giants. If you assume a his Ring of protection increases and/or he get's an amulet of natural armor, his AC climbs to 60, 64 against giants.

If he gets a few more defensive magic items, or fights defensively it can climb even higher, but that depens on the cash available.
 
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Nice...

Something like i was saying...

Everything was reasonable, even though the character idea was to get a good AC (this min/max) the character has not gone over the edge to get there...
 

Another Duelist Type

ASSUMING:

16 Str = 11 Str + 4 Belt of Giant's Strength + 1 Level

12 Con

28 Dex = 16 Dex + 6 Gloves of Dex + 4 Manual of Quickness in Action + 2 Level

28 Int = 16 Int + 6 Headband of Int. + 4 Tome of Clear Thought + 2 Level

11 Wis

10 Cha

Fighter 5/Wizard (Transmuter) 5/Duelist 10

Forbidden School: Evocation

Hit Die: 5d10 + 12, 5d4 + 10, 10d10 + 20; (hp 127)

AC: 79 = 10 + 9 (Dex) + 9 (Int) + 5 (Natural Armor) + 8 (Bracers of Armor) + 3 (Fight Defensive with 5 ranks of Tumble) + 10 (Elaborate Parry) + 5 (Ring of Protection) + 2 (Off-Hand Parry Feat) + 1 (Dodge Feat) + 1 (Luckstone) + 7 (Shield Spell) + 5 (Defending Dagger) + 4 Haste

Add in Blur for an extra 20% miss chance on the shots that DO get through.

SAVING THROWS (F/R/W): +9/+18/+8

BAB: 18 (BAB) + 9 (Dex, Weapon Finesse: Rapier) + 5 (weapon enhancement) + 1 (Weapon Focus: Rapier) + 1 (Ioun Stone) - 4 (Fighting Defensive):
+29/+24/+19/+14 Attack w/Rapier. Critical Threat Range is from 12-20.

Average Damage: 1d6 (weapon) + 3d6 (Precise Strike) + 2d6 (Elemental) + 5 (weapon) + 2 (STR) + 2 (Weapon Specialization) = 27 damage.

Average Critical Hit: 2d6 (weapon) + 3d6 (Precise Strike) + 2d6 (Elemental) + 2d10 (Burst) + 10 (weapon) + 4 (STR) + 4 (Weapon Specialization) = 49 damage.

Equipment:
Amulet of Natural Armor (+5): 50,000gp
Bracers of Armor (+8): 64,000gp
Ring of Protection (+5): 50,000gp
Gloves of Dexterity (+6): 36,000gp
Headband of Intellect (+6): 36,000gp
Belt of Giant's Strength (+4): 16,000gp
+5 Flaming Burst, Frost Burst Rapier: 162,320gp
+5 Defending Dagger: 72,302gp
Pale Green Ioun Stone: 20,000gp
Manual of Quickness in Action (+4): 110,000gp
Tome of Clear Thought (+4): 110,000gp
Scabbard of Keen Edges: 15,000gp
---------------
TOTAL: 741,622gp

Feats (in alphabetical rather than chronological order):
Ambidexterity
Dodge
Improved Critical: Rapier
Improved Initiative
Mobility
Off-Hand Parry
Two-Weapon Fighting
Weapon Finesse: Rapier
Weapon Focus: Rapier
Weapon Specialization: Rapier

Wizard Spells:
Mage Armor
Expeditious Retreat
Shield
Spider Climb
Cat's Grace
True Strike
Blur
Endurance
Vampiric Touch
Haste

----------------

A few notes: This character is definitely min-maxed for AC, but he is a decent all-around character. Saving throws can be bumped up by swapping out the Belt of Giant Strength (+4) for a Cloak of Resistance (+5). The attack rating is pretty good as it stands.

By the endpoint of his career, the duelist will hardly use most of his spells -- items have replaced them. Still, if any/all of his items are lost, he has a very respectable AC. (At level 20, if he has his spellbook and two non-magical piercing weapons, his AC will be 54-55 depending on how good the Cat's Grace spell comes out.)

At very low levels, mage armor and fighter hit dice make for a decent survivor. Then toss in shield for an unarmored fighter that can really avoid punishment.

Move into Duelist at level 9 to really begin your career. By level 10, the fighter/wizard isn't doing too badly, though his hitpoints are still a bit low. Elaborate Parry, at character level 15, is where this character really comes into his own.

Take the last wizard level at 19 to pick up haste and a form of short-term healing.
 

Looks like the duelist is going to be the all around AC guy no matter what you do with it (as long as your ARE planning for a really high AC)

All that is really needed now is a really good way to get a defence against magic...

But, I guess you cant have the supreme AC and SR ??

Could you build a foresaker into a duelist and have them be as versitile as this one? Maybe this would take care of the need for a vest of resistance + 5 :)
 

And on top of all the AC (insert stupid number here). As a mage you can cast all manner of other good funk on yourself.

Mirror Image, blur, blink, improved invisibility. . . ect. ect. ect.

Plan things out a little as a mage & you never need to take damage, ever!

I ran a short campaign where the party took part in a war against a mage nation. They (the party) were hack & slash heavy & thought they could take out the world with sweat & steel. Heh, heh, heh! They didn't get to see 80% of their attackers, & the other 20% never showed themselves clearly, & they could hit almost none of them. We never speak of that party any more, & magic is now very respected & feared in my campaigns.:D
 

Forsaker/Duelist

This is actually EASIER, since this fellow doesn't have to worry about what to do with his money. He just buys Adamantine weapons and calls it a day.

He would be well advised to carry a lot of alchemical items to help himself out in a pinch, though...

NOTE: This is an uber-munchkin character. Anyone trying to make it in a game should be slapped around. :)

---------------------

ASSUMING (Another 32 Pt. Char):

10 STR

21 CON = 14 Con + 6 (Ability Bonus) + 1 (Level)

24 DEX = 16 Dex + 4 (Ability Bonus) + 2 (Level)

18 INT = 16 Int + 2 (Level)

10 WIS

10 CHA

Human Fighter 2/Monk 1/Duelist 7/Forsaker 10

Hit Die: 3d8 + 15, 7d10 + 35, 10d12 + 50; (hp 207)

AC: 40 = 10 + 7 (Dex) + 4 (Int) + 5 (Natural Armor) + 3 (Fight Defensive with 5 ranks of Tumble) + 10 (Elaborate Parry) + 1 (Dodge Feat)

SAVING THROWS (F/R/W): +19/+17/+11

BAB: 19 (BAB) + 7 (Dex, Weapon Finesse: Rapier) + 2 (weapon enhancement) + 1 (Weapon Focus: Rapier) - 4 (Fighting Defensive):
+25/+20/+15/+10 Attack w/Rapier. Critical Threat Range is from 15-20.

Average Damage: 1d6 (weapon) + 2d6 (Precise Strike) + 2 Adamantite = 11 damage.

SPECIAL QUALITIES:
DR: 11/+5
SR: 20
Fast Healing (50)
Slippery Mind
Tough Defense
Natural Weapons
Imp. Unarmed Attack
Evasion
Stunning Attack 1/day

Feats (in alphabetical rather than chronological order):
Ambidexterity
Dodge
Mobility
Great Fortitude
Lightning Reflexes
Iron Will
Weapon Finesse: Rapier
Weapon Focus: Rapier
Improved Critical: Rapier

----------------

A few notes: This is one of the more munchkin characters I've ever created. :)

Fighter for the feats, monk for evasion, then immediately into Forsaker at level 4.

After 4 levels of Forsaker, move into the Duelist to get up to the point of Elaborate Parry as quickly as possible.

Then finish out your levels as a Forsaker to complete the character.

Not as much of an AC master, not nearly as much damage per hit, but this character is probably a lot better at survival when it comes to magic.
 

Which one do you think would win? The Wizard or the Forsaker?

Tough call from here, the forakser would have a hard time hitting the Wiz, but the Wizard would have a hard time hurting the Forsaker...

What would a Forsaker do with 760K gold? even a full complement of adamatine weapons and armor would only be a fraction of that... maybe a nice place to settle down, free from the likes of magic?
 

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