AC for Sorcerer


Advice

Liberty's Edge

HELLO ALL,

FIRST TIME PLAYING A SORCERER.
I AM PUTTING SOME LAST MINUTE TOUCHS ON MY HALFLING SORCERER
I AM LOOKING AT THE AC 13 I CANT STAND IT BEING THAT LOW.
IS THERE ANY SUGGESTIONS TO FIX THIS, MY DEX IS 15?
OR AM I JUST DOOMED TO HAVE LOW A/C.

THANK YOU FOR YOUR TIME AND LOOK FORWARD TO THE REPLYS.

Silver Crusade

Fix your caps lock!

13 AC is about right for a caster at low levels. You can put on a buckler or take a chance with very light armor if you really want to risk the spell failure chance. Most creatures at 1st level are only going to have a 50/50 shot at hitting you, so it's not horrible.

Other than armor, use the environment, take cover. You can lean around a tree (corner) to cast a spell then duck back. If in the open and facing ranged weapons, duck behind one of your party members for an extra +4 AC due to "soft cover." If pursued by an enemy that is faster than you, take 5' steps to get spells off and call for help. A good sorcerer should always have a strong pal nearby to "block" for them, like protecting the quarterback in football.

You're never going to have a great AC as a caster, and you're not supposed to. Rather, you'll eventually get access to spells or items that cause misses without relying on AC (like Mirror Image, Blur, etc.)


Also: Mage Armor. For level hours a day, you get the equivalent of a chain shirt made of Force.


Casters actually can have rather decent AC's at low levels. Mage armor spell plus shield spell = 18 AC. Your Dex is +2, dodge feat (should you decide you really need it) is another +1. There's a 20 AC right there. You could see about getting a wand of shield if you don't want to use precious spell slots on it. Same with mage armor if you're so inclined. Grab ring of protection when you can as well.

Your AC won't scale real well, but it's a good start. Good luck!

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Dosgamer wrote:

Casters actually can have rather decent AC's at low levels. Mage armor spell plus shield spell = 18 AC. Your Dex is +2, dodge feat (should you decide you really need it) is another +1. There's a 20 AC right there. You could see about getting a wand of shield if you don't want to use precious spell slots on it. Same with mage armor if you're so inclined. Grab ring of protection when you can as well.

Your AC won't scale real well, but it's a good start. Good luck!

The Halfling is also getting a +1 Size bonus as well.


If you really think you need more AC you could also dip 1 level of Oracle of Lore or Nature to get one of the revelations that gives you Charisma rather than Dexterity to your AC. It also lets you use feats to pick up some of the other cool revelations (like Cha to Knowledge skills from Lore), as well as giving some more class skills.

However, the loss of a Sorceror level would be pretty painful for your casting progressions as Sorcerors are already one level behind prepared casters in the first place, so whether it's worth it would be your call.

As others have said, your AC with a full-caster will probably not keep up too well in any case unless you heavily dedicate yourself towards it to the expense of other things - a better way to avoid dying will usually be to be out of range (ex. flying), or use some of the other defensive spells (Mirror Image in particular is a true life saver).

Sovereign Court

If your a low level sorcerer remember to not waste your known spells on traps like Mage Armor and to a lesser extent Shield. They're fine on scrolls or in potion form, but they're a drain on your actual abilities until you have some high level slots. 1 hour of +4 to your AC doens't help the party do anything and your still semi-easily hit. Having a 20 AC and not actually affecting any combats or other situations is about as useful as having a pet rock in the party doing the same thing. After all your your AC doesn't really matter if your opponents are blind/stunned/prone (usually)/disarmed/on the other side of the enlarged fighter.

If you absolutely need it to be higher I've found it a lot cheaper and easier to walk around with an armored coat on and just shrug it off as a move action if you need to make some kind of skill check or desperately need to cast a spell.


peanut butter powda time wrote:

HELLO ALL,

FIRST TIME PLAYING A SORCERER.
I AM PUTTING SOME LAST MINUTE TOUCHS ON MY HALFLING SORCERER
I AM LOOKING AT THE AC 13 I CANT STAND IT BEING THAT LOW.
IS THERE ANY SUGGESTIONS TO FIX THIS, MY DEX IS 15?
OR AM I JUST DOOMED TO HAVE LOW A/C.

THANK YOU FOR YOUR TIME AND LOOK FORWARD TO THE REPLYS.

Don't get attacked.

Have your party protect you.

Rather than use your resources to give yourself a 21AC but be able to do nothing useful for your party, coordinate with them so that you can help them and they protect you.

Learn rules for cover and modifiers against missile fire (prone, etc).

-James

Silver Crusade

Thats why I play Dwarf wizards with tons of HP.

Liberty's Edge

THANK Y'ALL THAT GIVES ME LOTS OF IDEAS. HEHEHE. BUT TRUE IS THE FACT OF LOW AC FOR SPELL CASTERS. I AM JUST GOING TO HAVE TO JUST GET USED TO IT AND CHANGE UP MY TACTICS.


You want AC? Hide behind the fighter. Then his AC is yours :)

Grand Lodge

1 person marked this as a favorite.
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
peanut butter powda time wrote:
THANK Y'ALL THAT GIVES ME LOTS OF IDEAS. HEHEHE. BUT TRUE IS THE FACT OF LOW AC FOR SPELL CASTERS. I AM JUST GOING TO HAVE TO JUST GET USED TO IT AND CHANGE UP MY TACTICS.

You also need to learn to master your caps lock key. I doubt you're websurfing on a TSR80.


I really feel uneasy without mage armor and shield as a low level arcane spellcaster, 20-22 armor class at level 1 is good surviving ambushes and the aggro of monsters, but that's just me you know, feel free to play your character as any way you like.


Morgen wrote:
If your a low level sorcerer remember to not waste your known spells on traps like Mage Armor and to a lesser extent Shield. They're fine on scrolls or in potion form, but they're a drain on your actual abilities until you have some high level slots.

I find it best to just take one of them, usualy Mage Armor. That way I can have decent AC, and it can be cast on my party members as well(which shield can't) That makes it useful enough I think. Also, as a sorcerer, you can swap out spells known as you level so if you take these at low levels, you can always get rid of them later.

Dark Archive

I also usally try to run with at least one defensive spell. mage armor is good with a longer duration, useful against incorporeal attacks, and castable on others. If you know your going to fight a lot of casters however, shield negates Magic missle. wands are good ideas as 1st level ones cost 750 gp. scrolls and potions might be easier to obtain at lower levels tho.


Don't forget your skirt.

No Arcane spell failure, No ACP, fits in the armour slot as a magic item...

Just about every arcane caster should wear a skirt...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
pad300 wrote:

Don't forget your skirt.

No Arcane spell failure, No ACP, fits in the armour slot as a magic item...

Just about every arcane caster should wear a skirt...

That's a misprint, not a legal item (at least as far as PFS goes). refer to the Jacobs thread elsewhere. More importantly you're misreading the entry. It is not an armor item by itself but an addition to existing armor.


Nemitri wrote:
I really feel uneasy without mage armor and shield as a low level arcane spellcaster, 20-22 armor class at level 1 is good surviving ambushes and the aggro of monsters, but that's just me you know, feel free to play your character as any way you like.

I tend to feel really uneasy, say playing the party fighter, when the party arcanist uses up all his ability to give himself a 20-22 AC but then wants everyone else to do everything when the trouble starts.

If you're going to have all your resources to give yourself that AC, great. Then walk up and fight the monsters in hand to hand while the party fighter picks up a bow and fires behind you.

I'd rather the party wizard or sorcerer have color spray and time the castings of that spell right. After they cast then I'm perfectly fine having my fighter interpose between them and the monster that made his save.

Imho if you need mage armor/shield then get wands so you can make sure that you are still fully contributing to the party.

-James

Silver Crusade

james maissen wrote:
Nemitri wrote:
I really feel uneasy without mage armor and shield as a low level arcane spellcaster, 20-22 armor class at level 1 is good surviving ambushes and the aggro of monsters, but that's just me you know, feel free to play your character as any way you like.

I tend to feel really uneasy, say playing the party fighter, when the party arcanist uses up all his ability to give himself a 20-22 AC but then wants everyone else to do everything when the trouble starts.

If you're going to have all your resources to give yourself that AC, great. Then walk up and fight the monsters in hand to hand while the party fighter picks up a bow and fires behind you.

I'd rather the party wizard or sorcerer have color spray and time the castings of that spell right. After they cast then I'm perfectly fine having my fighter interpose between them and the monster that made his save.

Imho if you need mage armor/shield then get wands so you can make sure that you are still fully contributing to the party.

-James

\

+1
If more people played like this. It solves lots of problems.


james maissen wrote:

I tend to feel really uneasy, say playing the party fighter, when the party arcanist uses up all his ability to give himself a 20-22 AC but then wants everyone else to do everything when the trouble starts.

If you're going to have all your resources to give yourself that AC, great. Then walk up and fight the monsters in hand to hand while the party fighter picks up a bow and fires behind you.

I'd rather the party wizard or sorcerer have color spray and time the castings of that spell right. After they cast then I'm perfectly fine having my fighter interpose between them and the monster that made his save.

Imho if you need mage armor/shield then get wands so you can make sure that you are still fully contributing to the party.

-James

I agree with the sentiment overall, but I can understand the rationale for having mage armor up at least. If you do get jumped and lose initiative (or worse, get surprised) then you're a sitting duck with your 11-12 AC with no protections and low health.

If you can use potions, scrolls, or wands to cast them then all the better, but if not then using a spell slot for mage armor seems somewhat practical when the day could possibly involve dangerous travel or circumstances.


I agree that Mage Armour and Shield can be traps, particulally for sorcerers with their limited spells known. However it can depend on the party. I have a sorcerer in a party of a Druid (and AC) a Monk and an inquisitor. The animal companion and monk benefit from Mage Armour and the Druid will when he wild shapes.

As is often the case it depends on the circumstances.


Dosgamer wrote:


I agree with the sentiment overall, but I can understand the rationale for having mage armor up at least. If you do get jumped and lose initiative (or worse, get surprised) then you're a sitting duck with your 11-12 AC with no protections and low health.

If you can use potions, scrolls, or wands to cast them then all the better, but if not then using a spell slot for mage armor seems somewhat practical when the day could possibly involve dangerous travel or circumstances.

That sounds all nice.. but lets really look at it.

This 10-11 AC vs a 14-15 AC, when is this really going to be of help? The VERY low levels.

How many spells do you have here? What are you investing and for how long do you get this 'benefit'?

Stealth is a good skill for arcanists. Diviner wizards rock in that they are never surprised (amongst other things).

The main thing you want to do here is think towards the group and what you are contributing rather than how to leach off of them 'until I'm bigger' or something along those lines.

-James


LazarX wrote:
pad300 wrote:

Don't forget your skirt.

No Arcane spell failure, No ACP, fits in the armour slot as a magic item...

Just about every arcane caster should wear a skirt...

That's a misprint, not a legal item (at least as far as PFS goes). refer to the Jacobs thread elsewhere. More importantly you're misreading the entry. It is not an armor item by itself but an addition to existing armor.

1) I am not misreading the entry. The entire entries from the original source:

Campaign Setting wrote:
Armored Kilt: Popular among the Keleshite soldiers of Qadira, the armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor's armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum dex bonus by 1, and increases the armor's weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.

Meanwhile the Adventurers Armory update to the item simply says:

Adventurers Armory wrote:
Armored Kilt: When you add an armored kilt to a suit of light armor, the set counts as medium armor. Likewise, a kilt and medium armor counts as heavy armor. Adding and armored kilt to heavy armor has no effect.

This clarification does not impact the ability of the kilt to be worn as a separate piece of armor, from the original source.

2) Could you please point specifically to said thread - searching armored kilt on this board provides WAY TOO MANY hits...

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / AC for Sorcerer All Messageboards

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