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What is the highest AC that a PC can get by class?
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<blockquote data-quote="wolff96" data-source="post: 119399" data-attributes="member: 342"><p><strong>Another Duelist Type</strong></p><p></p><p>ASSUMING:</p><p></p><p>16 Str = 11 Str + 4 Belt of Giant's Strength + 1 Level</p><p></p><p>12 Con</p><p></p><p>28 Dex = 16 Dex + 6 Gloves of Dex + 4 Manual of Quickness in Action + 2 Level</p><p></p><p>28 Int = 16 Int + 6 Headband of Int. + 4 Tome of Clear Thought + 2 Level</p><p></p><p>11 Wis</p><p></p><p>10 Cha</p><p></p><p>Fighter 5/Wizard (Transmuter) 5/Duelist 10</p><p></p><p>Forbidden School: Evocation</p><p></p><p>Hit Die: 5d10 + 12, 5d4 + 10, 10d10 + 20; (hp 127)</p><p></p><p>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 </p><p></p><p>Add in Blur for an extra 20% miss chance on the shots that DO get through. </p><p></p><p>SAVING THROWS (F/R/W): +9/+18/+8</p><p></p><p>BAB: 18 (BAB) + 9 (Dex, Weapon Finesse: Rapier) + 5 (weapon enhancement) + 1 (Weapon Focus: Rapier) + 1 (Ioun Stone) - 4 (Fighting Defensive): </p><p>+29/+24/+19/+14 Attack w/Rapier. Critical Threat Range is from 12-20. </p><p></p><p>Average Damage: 1d6 (weapon) + 3d6 (Precise Strike) + 2d6 (Elemental) + 5 (weapon) + 2 (STR) + 2 (Weapon Specialization) = 27 damage.</p><p></p><p>Average Critical Hit: 2d6 (weapon) + 3d6 (Precise Strike) + 2d6 (Elemental) + 2d10 (Burst) + 10 (weapon) + 4 (STR) + 4 (Weapon Specialization) = 49 damage.</p><p></p><p>Equipment: </p><p>Amulet of Natural Armor (+5): 50,000gp </p><p>Bracers of Armor (+8): 64,000gp </p><p>Ring of Protection (+5): 50,000gp </p><p>Gloves of Dexterity (+6): 36,000gp </p><p>Headband of Intellect (+6): 36,000gp </p><p>Belt of Giant's Strength (+4): 16,000gp</p><p>+5 Flaming Burst, Frost Burst Rapier: 162,320gp </p><p>+5 Defending Dagger: 72,302gp</p><p>Pale Green Ioun Stone: 20,000gp</p><p>Manual of Quickness in Action (+4): 110,000gp </p><p>Tome of Clear Thought (+4): 110,000gp </p><p>Scabbard of Keen Edges: 15,000gp</p><p>--------------- </p><p>TOTAL: 741,622gp </p><p></p><p>Feats (in alphabetical rather than chronological order): </p><p>Ambidexterity </p><p>Dodge </p><p>Improved Critical: Rapier </p><p>Improved Initiative </p><p>Mobility </p><p>Off-Hand Parry</p><p>Two-Weapon Fighting</p><p>Weapon Finesse: Rapier </p><p>Weapon Focus: Rapier </p><p>Weapon Specialization: Rapier </p><p></p><p>Wizard Spells:</p><p>Mage Armor</p><p>Expeditious Retreat</p><p>Shield</p><p>Spider Climb</p><p>Cat's Grace</p><p>True Strike</p><p>Blur</p><p>Endurance</p><p>Vampiric Touch</p><p>Haste</p><p></p><p>----------------</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Take the last wizard level at 19 to pick up haste and a form of short-term healing.</p></blockquote><p></p>
[QUOTE="wolff96, post: 119399, member: 342"] [b]Another Duelist Type[/b] 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. [/QUOTE]
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