Most cost efficient way to increase AC in PFS


Advice


1 person marked this as a favorite.

As a cleric. Specifically a dwarven forgemaster who has access to full plate.

Presently this is what he has.

31 AC
10 Base
+11 Armor +2 full plate
+5 Shield +2 Heavy Steel Shield + Shield Focus
+2 Luck Jingasa of the fortunate warrior and fate's favored
+1 Dex
+1 Natural Enchancement Amulet of natural armor
+1 Natural armor bonus Iron Hide feat

Situational
+1 Trait Expert Duelist
+2 Deflection Magic circle vs evil
+2 Circumstance Sky Sentinel dwarven alternative racial trait
+2 Untyped Blessing of fervor
+1 Untyped Haste

I have 7000 gold and will probably be getting 7000 more soon. I'd like to know what would be the best ways to increase my ac (or significantly improve the character) I'd love to stay firmly in unhittable (20 only) if possible with Expert Duelist and MCvsEvil active.

Grand Lodge

You should pick up the Dusty Rose Prism Ioun Stone next. 5k gp for a +1 insight bonus to AC.

Also, here's a post that's handy for figuring out what to buy next.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Well, a ring of protection is the obvious one, but of course that won't stack with your magic circle.

A dusty rose prism ioun stone gives a +1 insight bonus for 5000 gp, which is slightly better than upgrading armor or shield for the same cost, since it should apply to touch AC as well.

You can also consider the defending bone spell from Inner Sea Gods and... something else, I don't remember. It gives you DR 5/bludgeoning for 1 hr/level.

Grand Lodge

RainyDayNinja wrote:
You can also consider the defending bone spell from Inner Sea Gods and... something else, I don't remember. It gives you DR 5/bludgeoning for 1 hr/level.

Gods and Magic.

RPG Superstar 2012 Top 4

2 people marked this as a favorite.

This may be helpful:
Magical AC bonus by fame


Take the Dodge feat if you don't have it yet. The ironbeard spell (perfect for a dwarf cleric) provides a +1 armor bonus that stacks with any existing armor. Not sure of your caster level, but consider shield of deflection. At 6th level, it gives a deflection bonus of +3, which will supersede magic circle vs evil. Also check out magic vestment. At 8th level, you can cast it twice, once on your armor and once on your shield for a +2 enhancement bonus to each that you don't have to pay for. And the haste spell gives a +1 dodge bonus to AC, not untyped.

Shadow Lodge

20+lvl, give or take one, is usually enough ac so that enemies need to roll 10 or more with their iteratives. Primary attacks still hit fairly often, but that's acceptable. Past +2 anything you'll start to get diminishing returns. Something needs to give(saves, weapons, consumables), since having a budget for status effect removals and raises is vital.

That said, being unhittable is a different kind of goal, which you might have already failed by virtue of neglecting Dexterity. See if there are any spells that grant a sacred bonus to ac, invest in a mithral fullplate and buy a dexterity ioun stone or a belt, upgrade your amulet and hope for the best.

Dark Archive

What level are you?

What is the purpose of your high AC?

Do you want to be able to walk through threatened squares and cast without concern for Attacks of Opportunity?

Are you looking to tank (in which case you need to be a sufficient threat to your enemies)?

Do you want to provide a flank for your melee buddies?

You won't be able to do all of these things, as our use of a heavy shield makes it very impractical for you to wield a weapon and cast spells at the same time. I light shield would specifically allow you to do this (switching your weapon to your shield hand as a free action - and back - while you are casting), but at the cost of 1 AC.


Argus The Slayer wrote:

What level are you?

What is the purpose of your high AC?

Do you want to be able to walk through threatened squares and cast without concern for Attacks of Opportunity?

Are you looking to tank (in which case you need to be a sufficient threat to your enemies)?

Do you want to provide a flank for your melee buddies?

You won't be able to do all of these things, as our use of a heavy shield makes it very impractical for you to wield a weapon and cast spells at the same time. I light shield would specifically allow you to do this (switching your weapon to your shield hand as a free action - and back - while you are casting), but at the cost of 1 AC.

1) 7th level

2) Be unhittable outside of 20s.

3) Yes

4) Yes

5) Yes

6) Weapon chord+birthmark allows for both. 1 AC is worth 6,000-10,000 gold.

Grand Lodge

Start saving for a cloak of minor displacement.

Miss chance will layer your defenses.

Also for future reference. Dodge is so much better then shield focus on Amy character. All dodge bonuses stack. As well as dodge not being dependent on a shield.


Dodge requires Dex of 13 with his +1 dex modifier he's likely sporting a 12...


1 person marked this as a favorite.

At level 7 Shied of Faith will give you +3 deflection against everything as opposed to Magic Circles +2 only against evil opponents.

Grand Lodge

Fighting Defensively with Dodge, Crane Style, Wing, and Osyluth Guile, along with 3 ranks in acrobatics are nice ways to increase your in combat AC, it can really provide a jump, particularly with a decent Cha if you channel.


andreww wrote:
At level 7 Shied of Faith will give you +3 deflection against everything as opposed to Magic Circles +2 only against evil opponents.

It also lasts minutes per level and not over an hour like circle.

Quote:


Fighting Defensively with Dodge, Crane Style, Wing, and Osyluth Guile, along with 3 ranks in acrobatics are nice ways to increase your in combat AC, it can really provide a jump, particularly with a decent Cha if you channel.

I can't use dodge or crane style or anything else requiring dodge. I have 12 dex.

Quote:
Start saving for a cloak of minor displacement.

This is a small fortune. For that price I can increase my AC by between 3 and 4 which represents an assurance I'll only be hit on a 20.

Silver Crusade

Undone wrote:
andreww wrote:
At level 7 Shied of Faith will give you +3 deflection against everything as opposed to Magic Circles +2 only against evil opponents.

It also lasts minutes per level and not over an hour like circle./QUOTE]

It's also a 1st level spell and I'm sure you have more than enough 1st-level slots to throw one up before each combat.


andreww wrote:
At level 7 Shied of Faith will give you +3 deflection against everything as opposed to Magic Circles +2 only against evil opponents.

It also lasts minutes per level and not over an hour like circle./QUOTE]

It's also a 1st level spell and I'm sure you have more than enough 1st-level slots to throw one up before each combat.

But I don't have enough standard actions to waste the first turn of combat casting shield of faith. I still prep it once for that odd moment where you can prebuff but you don't always get that option.


9k gets you mithral full plate and 4k gets you +2 dex. This would also allow the dodge feat.

At level 12 magic vestment and PoP will will grant you +3 on both your armor and shield


Mathius wrote:

9k gets you mithral full plate and 4k gets you +2 dex. This would also allow the dodge feat.

At level 12 magic vestment and PoP will will grant you +3 on both your armor and shield

13,000 gold to get 1 AC.

Silver Crusade

Undone wrote:
Mathius wrote:

9k gets you mithral full plate and 4k gets you +2 dex. This would also allow the dodge feat.

At level 12 magic vestment and PoP will will grant you +3 on both your armor and shield

13,000 gold to get 1 AC.

2 AC. 1 from the extra Dex and 1 from the Dodge feat.

Also, likely unnecessary, but buy a lesser extend metamagic rod and that magic vestment now lasts all day, so it only takes 1 casting.


What about a strand of prayer beads to increase the caster level of all your all day buffs (likely GMW*1 and MV*2) by 4. Costs something like 30000k but would be worth it.

Grand Lodge

Honestly To qualify for dodge without taking your belt slot you can get a
Snakeskin Tunic Will keep your belt slot free for a STR or CON belt so you decide to get one.

What it would also do is raise your Dex by another +1 for both AC and reflex. It will qualify you for the Feat Dodge. So basically you spend *k on +2 AC and +1 reflex without taking your belt slot.

Quote:
This is a small fortune. For that price I can increase my AC by between 3 and 4 which represents an assurance I'll only be hit on a 20.

24k is expensive. It is less than the cost of a +4 weapon however.

Secondly I will reiterate that Layered defenses is Mathematically, Mechanically, and Theoretically better then a single high AC. The reason?

Touch AC is effected by blur...a 20% miss chance on touch attacks means they have a 1 in 5 shot of completely missing you on ay kind of attack including touch and Flat-footed ACs. You might have a 38 AC but your
Touch AC typically is at 10-14 which any noodly arm wizard can hit with a ray spell. As well as their familiars able to deliver touch attacks on you.

I've been playing pathfinder for years and would rather have an AC of 30 with a miss chance (Blur, Mirror Image, ext ext) and a little damage reduction (defending Bone, Stone skin, Resinous Skin, ext ext) then just have an AC of 40.

Its a little late now but I am a super huge cleric player. One of my favorite traits other then fates favored is: Transmuter
There is a ton of Transmutation buffs I can think off the top of my head. Magic weapon greater, Magic vestment, Animal Buffs, Iron beard, Align Weapon, weapon of Awe. Just to name a Few. Making a self buff Melee cleric can benefit a lot from that trait as well as fate's favored allowing your buffs to last a few minutes longer. Especially when paired with a Extend Rod. Doubling 1 animal buff duration is also a really good ability. This can save you money on a belt or headband.

Sovereign Court

Undone wrote:
Argus The Slayer wrote:

What level are you?

What is the purpose of your high AC?

Do you want to be able to walk through threatened squares and cast without concern for Attacks of Opportunity?

Are you looking to tank (in which case you need to be a sufficient threat to your enemies)?

Do you want to provide a flank for your melee buddies?

You won't be able to do all of these things, as our use of a heavy shield makes it very impractical for you to wield a weapon and cast spells at the same time. I light shield would specifically allow you to do this (switching your weapon to your shield hand as a free action - and back - while you are casting), but at the cost of 1 AC.

1) 7th level

2) Be unhittable outside of 20s.

3) Yes

4) Yes

5) Yes

6) Weapon chord+birthmark allows for both. 1 AC is worth 6,000-10,000 gold.

The gloves of storing is a great way to have a free hand available for casting in sword-n-board configuration. It costs 10,000 however and if you're happy with the weapon cord, it'd be a luxury.

I do question your thinking behind the question in the OP. It's one thing to be so unhittable that the NPCs need 20s to hit you. It's quite another to be that unhittable and still have the NPCs trying it anyway. Afterall, what's the point of being unhittable if they're not even attacking you?

Even the stupidest NPCs (so long as they're smarter than Int: - ) will quit attacking and missing you when other people are HURTING them badly. If you attain unhittableness, you'll still have to attain the capability to do something for that unhittableness to not be meaningless. I sincerely doubt you can be all three: unhittable, dealing credible melee damage, doing credible casting. You'll assuredly have to focus on two, at best.


Fruian Thistlefoot wrote:

Honestly To qualify for dodge without taking your belt slot you can get a

Snakeskin Tunic Will keep your belt slot free for a STR or CON belt so you decide to get one.

Its a little late now but I am a super huge cleric player. One of my favorite traits other then fates favored is: Transmuter
There is a ton of Transmutation buffs I can think off the top of my head. Magic weapon greater, Magic vestment, Animal Buffs, Iron beard, Align Weapon, weapon of Awe. Just to name a Few. Making a self buff Melee cleric can benefit a lot from that trait as well as fate's favored allowing your buffs to last a few minutes longer. Especially when paired with a Extend Rod. Doubling 1 animal Iron beard, Align Weapon, weapon of Awe. Just to name a Few. Making a self buff Melee cleric can benefit a lot from that trait as well as fate's favored allowing your buffs to last a few minutes longer. Especially when paired with a Extend Rod. Doubling 1 animal buff duration is also a really good ability. This can save you money on a belt or headband.

My touch AC is conditionally over 20. There is no way my dwarf can qualify for dodge and I'm not interested in trying. This is a PFS character.

As for making the dwarf a priority target my plan was just to take sacred summons and spam hound/lanturn archons. Answer me or answer the ever growing army of LAZORZ and angel dogs. I don't care much about being a melee threat and am considering retraining my power attack so that I primarily focus on casting since with PA I'm doing a pathetic 1d8+10 at level 7.

Grand Lodge

Quote:

I do question your thinking behind the question in the OP. It's one thing to be so unhittable that the NPCs need 20s to hit you. It's quite another to be that unhittable and still have the NPCs trying it anyway. Afterall, what's the point of being unhittable if they're not even attacking you?

Even the stupidest NPCs (so long as they're smarter than Int: - ) will quit attacking and missing you when other people are HURTING them badly. If you attain unhittableness, you'll still have to attain the capability to do something for that unhittableness to not be meaningless. I sincerely doubt you can be all three: unhittable, dealing credible melee damage, doing credible casting. You'll assuredly have to focus on two, at best.

+1 on that.

Grand Lodge

Quote:

My touch AC is conditionally over 20. There is no way my dwarf can qualify for dodge and I'm not interested in trying. This is a PFS character.

As for making the dwarf a priority target my plan was just to take sacred summons and spam hound/lanturn archons. Answer me or answer the ever growing army of LAZORZ and angel dogs. I don't care much about being a melee threat and am considering retraining my power attack so that I primarily focus on casting since with PA I'm doing a pathetic 1d8+10 at level 7.

You should always plan out your PFS character so you do not waste gold, prestige, feats, and skills.

It looks like your wanting way too much in the armor department when your focusing on summoning. If your going to focus on summoning with a decent AC you should be looking to put all your feats towards Summoning and not on: Iron hide, shield focus, power attack. Those 3 feats alone should be Spell focus-conjuration, Augmented summoning, Superior summoning, followed swiftly with Sacred summons.

You shouldn't have to hunt much in the way of AC other then:
+1 Mithral armor (enhance with Magic Vestment) -12k for Full plate
+1 Mithral Heavy Shield- 2,020g
3rd Level pearl of Power- 9k (recasts Magic Vestment on Shield)
Jingasa of the fortunate Solider- 5k
Total price= 28,000g for a scaling AC with level

Spells you can cast to help mitigate damage or Cancel attacks:
Defending bone (DR), Grace (no movement provoked AoO), Sanctuary (your summons are attacking not you), Resist energy,

Spells to enhance your AC further if need arises:
Protection from evil or Shield of Faith, Blessing of Fervor


Fruian Thistlefoot wrote:
Quote:

My touch AC is conditionally over 20. There is no way my dwarf can qualify for dodge and I'm not interested in trying. This is a PFS character.

As for making the dwarf a priority target my plan was just to take sacred summons and spam hound/lanturn archons. Answer me or answer the ever growing army of LAZORZ and angel dogs. I don't care much about being a melee threat and am considering retraining my power attack so that I primarily focus on casting since with PA I'm doing a pathetic 1d8+10 at level 7.

You should always plan out your PFS character so you do not waste gold, prestige, feats, and skills.

It looks like your wanting way too much in the armor department when your focusing on summoning. If your going to focus on summoning with a decent AC you should be looking to put all your feats towards Summoning and not on: Iron hide, shield focus, power attack. Those 3 feats alone should be Spell focus-conjuration, Augmented summoning, Superior summoning, followed swiftly with Sacred summons.

You shouldn't have to hunt much in the way of AC other then:
+1 Mithral armor (enhance with Magic Vestment) -12k for Full plate
+1 Mithral Heavy Shield- 2,020g
3rd Level pearl of Power- 9k (recasts Magic Vestment on Shield)
Jingasa of the fortunate Solider- 5k
Total price= 28,000g for a scaling AC with level

Spells you can cast to help mitigate damage or Cancel attacks:
Defending bone (DR), Grace (no movement provoked AoO), Sanctuary (your summons are attacking not you), Resist energy,

Spells to enhance your AC further if need arises:
Protection from evil or Shield of Faith, Blessing of Fervor

I did plan him out I've just found that even with high levels so paranoia I can't do pre buffs to make him usable in melee at all. His melee attacks suck and nothing is going to fix that.

Superior summons is powerful but the absolute incarnation of "This is unfun". I agree I should have gone SF/Aug summons but I didn't because I figured I could still have respectable melee. I underestimated my gold income and as a result need to change slightly. As my deity is torag I can take sacred summons and summon good monster to still be useful. A full caster (I did only start with a pitiful 16 wisdom but I have a + 2 wis item and put my stat point in it) is worth having armor on at the very least.

Grand Lodge

Most the buffs I listed last minutes per level...and the Magic vestment is all day.

You dont need high levels of paranoia you just need to play and buff when your expecting to see combat...like at the front door of a dungeon.

Buy a lesser rod of extend and you can have over 14 minutes of buffs running....good for the first half.


Fruian Thistlefoot wrote:

Most the buffs I listed last minutes per level...and the Magic vestment is all day.

You dont need high levels of paranoia you just need to play and buff when your expecting to see combat...like at the front door of a dungeon.

Buy a lesser rod of extend and you can have over 14 minutes of buffs running....good for the first half.

My GM's are not so nice. If you buff open a door and there's nothing there and want to do something simple like search the room it takes too long and minutes buffs are gone. Prebuffing is almost never possible for less than 10/level buffs.

Sovereign Court

Undone wrote:
Fruian Thistlefoot wrote:

Most the buffs I listed last minutes per level...and the Magic vestment is all day.

You dont need high levels of paranoia you just need to play and buff when your expecting to see combat...like at the front door of a dungeon.

Buy a lesser rod of extend and you can have over 14 minutes of buffs running....good for the first half.

My GM's are not so nice. If you buff open a door and there's nothing there and want to do something simple like search the room it takes too long and minutes buffs are gone. Prebuffing is almost never possible for less than 10/level buffs.

I'd be inclined to agree with your GMs. (I doubt I'm one of them.. I don't recognize your handle)

Searching anything more than a bare room devoid of any objects and with smooth walls will take a Long Time.

As a player, I think that if you do short term buffs, open a door, and see nothing inside.. you should rush with some haste to the next door and repeat before the buffs wear off. You can come back to search later.


deusvult wrote:
Undone wrote:
Fruian Thistlefoot wrote:

Most the buffs I listed last minutes per level...and the Magic vestment is all day.

You dont need high levels of paranoia you just need to play and buff when your expecting to see combat...like at the front door of a dungeon.

Buy a lesser rod of extend and you can have over 14 minutes of buffs running....good for the first half.

My GM's are not so nice. If you buff open a door and there's nothing there and want to do something simple like search the room it takes too long and minutes buffs are gone. Prebuffing is almost never possible for less than 10/level buffs.

I'd be inclined to agree with your GMs. (I doubt I'm one of them.. I don't recognize your handle)

Searching anything more than a bare room devoid of any objects and with smooth walls will take a Long Time.

As a player, I think that if you do short term buffs, open a door, and see nothing inside.. you should rush with some haste to the next door and repeat before the buffs wear off. You can come back to search later.

Tried that. We lose gold off the end sheet for finishing and not finding everything since the adventure is "Over" when you finish the last encounter.

I'm considering picking up a dazing rod (lesser) if possible. I'm looking for good 3rd level spells but can't find many. I was thinking dazing spiritual weapons, burst of radiance's, and dazing sun metal weapons.

Silver Crusade

Undone wrote:
deusvult wrote:
Undone wrote:
Fruian Thistlefoot wrote:

Most the buffs I listed last minutes per level...and the Magic vestment is all day.

You dont need high levels of paranoia you just need to play and buff when your expecting to see combat...like at the front door of a dungeon.

Buy a lesser rod of extend and you can have over 14 minutes of buffs running....good for the first half.

My GM's are not so nice. If you buff open a door and there's nothing there and want to do something simple like search the room it takes too long and minutes buffs are gone. Prebuffing is almost never possible for less than 10/level buffs.

I'd be inclined to agree with your GMs. (I doubt I'm one of them.. I don't recognize your handle)

Searching anything more than a bare room devoid of any objects and with smooth walls will take a Long Time.

As a player, I think that if you do short term buffs, open a door, and see nothing inside.. you should rush with some haste to the next door and repeat before the buffs wear off. You can come back to search later.

Tried that. We lose gold off the end sheet for finishing and not finding everything since the adventure is "Over" when you finish the last encounter.

I'm considering picking up a dazing rod (lesser) if possible. I'm looking for good 3rd level spells but can't find many. I was thinking dazing spiritual weapons, burst of radiance's, and dazing sun metal weapons.

If you note to the GM that you're going to go back and search the rooms after accomplishing your goal, and there's nothing stopping you, and nothing time sensitive, he cannot dock you the gold for doing so. Technically the adventure doesn't end until you report back to the VC that sent you on the mission, which most GMs just handwave away and give the wrap-up shpiel.

Sovereign Court

Yeah, what Bigdaddyjug said.

If (real world) time runs out on the game slot before you get the chance to properly search a room, that's one thing.

But it's utter BS for a GM to say the scenario is "now over" just because you killed the last NPC. It's egregious enough, that if you you think the gold you missed is worth jumping through some hoops, you can complain to the local VC/VL and potentially get your chronicle corrected.


deusvult wrote:

Yeah, what Bigdaddyjug said.

If (real world) time runs out on the game slot before you get the chance to properly search a room, that's one thing.

But it's utter BS for a GM to say the scenario is "now over" just because you killed the last NPC. It's egregious enough, that if you you think the gold you missed is worth jumping through some hoops, you can complain to the local VC/VL and potentially get your chronicle corrected.

It's not a big deal to me. It's more frustrating because it means I cannot melee ever because my min/level buffs that make me capable of meleeing at a reasonable rate are not usable for real combat (lead blades, crusaiders edge, and more.).

My current plans are either

1) Focus on summoning

2) Pick up broken mc OP rod of lesser dazing spell so I can CC stuff. Dazing spiritual weapons are a good way to contribute but I can't find a single level 3 spell which does damage for dazing.

Scarab Sages

Fruian Thistlefoot wrote:


Its a little late now but I am a super huge cleric player. One of my favorite traits other then fates favored is: Transmuter
There is a ton of Transmutation buffs I can think off the top of my head. Magic weapon greater, Magic vestment, Animal Buffs, Iron beard, Align Weapon, weapon of Awe. Just to name a Few. Making a self buff Melee cleric can benefit a lot from that trait as well as fate's favored allowing your buffs to last a few minutes longer. Especially when paired with a Extend Rod. Doubling 1 animal...

Holy hell, that is a powerful trait. That's better than a lot of feats.

Grand Lodge

Quote:
Holy hell, that is a powerful trait. That's better than a lot of feats.

Yeah it is. As a support cleric you can use it on Eagles splendor. +2 channels a day...that is extra channel. And will also increase your Diplomacy and Turn/command DC.

On a melee cleric it really helps so you can buy that +6 str belt and use it for Bears endurance to mimic a belt of health. The +1 CL boosts Enlarge person times as well as many other buffs. +1 CL on transmutation is worth a lot when considering increased CL costs lots of $$$$.

On a Transmutation wizard...well it is just freaking Gravy and is basically a feat and a half for them.

Quote:

My current plans are either

1) Focus on summoning

2) Pick up broken mc OP rod of lesser dazing spell so I can CC stuff. Dazing spiritual weapons are a good way to contribute but I can't find a single level 3 spell which does damage for dazing.

Do it as that is what you should have been doing in the first place.

I've said it for over a year now and on several of the forums here. Your basically wasting a cleric if you build them for Melee or for Channeling. Its just so sub par on the power scale of what you COULD be doing with your turns.

Silver Crusade

My cleric build I am putting together for PFS is 18 Wis and 16 Cha. Enough Wis to make those spiritual weapons pretty easy to hit with! but enough Cha that I can throw out a few healing or undead harming if necessary. All of my other spells will be party buffing spells.

Also took the luck domain for Bit of Luck and the travel domain for easy getting around.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
Imbicatus wrote:
Fruian Thistlefoot wrote:


Its a little late now but I am a super huge cleric player. One of my favorite traits other then fates favored is: Transmuter
There is a ton of Transmutation buffs I can think off the top of my head. Magic weapon greater, Magic vestment, Animal Buffs, Iron beard, Align Weapon, weapon of Awe. Just to name a Few. Making a self buff Melee cleric can benefit a lot from that trait as well as fate's favored allowing your buffs to last a few minutes longer. Especially when paired with a Extend Rod. Doubling 1 animal...

Holy hell, that is a powerful trait. That's better than a lot of feats.

Wow!

That trait does seem a bit much, especially considering that the feat Varisian Tattoo requires another feat and gives +1 Caster Level plus cantrip to use a limited number of times per day.

Seems it is as good as two feats.

Grand Lodge

Quote:

Wow!

That trait does seem a bit much, especially considering that the feat Varisian Tattoo requires another feat and gives +1 Caster Level plus cantrip to use a limited number of times per day.

Seems it is as good as two feats

Another way it is so strong for a Transmutation caster...mixed with tattoo (which stack) you can have nice long buffs and when you reach disintegrate your turning people to dust with such relative ease.


Well can you help improve my character?

Spoiler:

Siegfried
Dwarven Forge Master

Starting stats after racials
16 STR
12 Dex
16 Con
12 Int
16 Wis (4th bump goes here)
5 Cha

Skills, Diplomacy 7, Perception 7, Spellcraft 1, Know Planes 3, Know Rel 3

Traits: Glory of the old, Expert Duelist
Feats:
1) Iron Hide
3) Power attack
5) Shield Focus
7) Additional Traits Fate's favored, Birthmark

Items of importance
Weapon chorded +1 War ax
+2 Full plate
+2 heavy steel shield
Jingasa of the fortunate warrior
+1 natural armor amulet
+2 Wis headband
+2 Str belt
+1 Cloak of resists

~14,000 gold and up to 2 retrains (GM credits and 27 total prestige available so I keep the "This character can be raised" thing) available.

Dark Archive

Defending Bone is a Pharasma only spell and he worships Torag. He won't be able to prepare/cast it. It is otherwise an incredibly useful spell with a truly wonderful duration.

Melee clerics are good at what they do. They can wade into combat and smash face exceedingly well. Similarly, channeling clerics can wreck many faces all at once. Neither build prevents casting or even effective casting depending on what their aims are aside from their primary foci.

A pure casting cleric with a high wisdom can drop pretty potent spells with high dc's. But I have a negative energy channeling battle cleric who only has a 14 wisdom who will be dropping high level spells and having good dc's. They won't be the best but not the worst either. Finally, sometimes you want to do something other than play a variant wizard. Clerics can do just that by filling lots of roles through a surprisingly long list of builds.

Grand Lodge

Well first you can not have fates favored and birthmark. They are both faith traits. You can have 2 of the same types of traits. 2 religion traits.


Fruian Thistlefoot wrote:

Well first you can not have fates favored and birthmark. They are both faith traits. You can have 2 of the same types of traits. 2 religion traits.

Well drat I'll swap one to deft dodger. Didn't even think about that. Thought fate's favored was magic for some reason.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Most cost efficient way to increase AC in PFS All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice