stringburka wrote:
cranewings wrote:
The only stuff that is going to miss because of a mage armor is going to be little enough to die from a lightning bolt. Ogres don't have that hard a time hitting AC 18, and unless you rolled stats and rolled them great, you probably aren't walking around with an 18 dex.
Can Mage Armor stack with stuff like Dragons Natural Armor? I've always allowed it but I've always thought it was pretty abusive.
Melee DPR vs AC 12 and 18 respectively for three ogres:
AC 12 - 3 * 16 * 0.8 + (16 * 0.8 * 0.05) = 40.32
AC 18 - 3 * 16 * 0.5 + (16 * 0.5 * 0.05) = 24.4
That's a HUGE difference. And lightning bolt will on an average deal (17.5*.09)/30=52.% (assuming DC 19) of an ogres hit points - and that's against several lower-level foes which is the situation in which blasts are their strongest. The chance to take out an average-HP ogre with a CL5 lightning bolt is 1/8640 - if we assume that the "disabled" condition is enough to count it out of the fight. Hold person is a far better choice in that case, but will still only affect a single target, and will only be useful for that single fight - GMA lasts for five hours, which should be at least two or three encounters if you have a long adventuring day (and could in many cases be the WHOLE adventuring day, seeing to published adventure paths).
EDIT: That said, I wouldn't prepare GMA on a regular basis with a 5th level wizard, unless an animal companion or monk or the like is doing much of the fighting and we're in a lot of confined spaces where they can keep monsters away from me. When I've reached 9th or 10th level though, it would be very much a standard spell while hold person, lightning bolt, and many other spells would be long forgotten.
See... my thing is, mage armor gives a +4 AC, gma gives a +6, that's only a bonus of .5/level from when you get mage armor to when you get gma. That seems horribly underpowered for a third level spell, and it might save you What, 6 damage, in your example above?
Now lets take a look at damage spells.
First level you can take burning hands. The closest spell to that at third level is fireball. Burning hands is 1d4/level, fireball is 1d6/level, so you're gaining 1d2/level with fireball. It also is 360 degrees and has a long range, compared to a 15' arc in front of you with burning hands. Fireball will also be harder to save against by two points.
If I had a choice between the two spells, something that only gives me +2 AC over what I could get with a level 1 spell would lose out on a spell That gave me range, aoe, harder DC, and 1d2/level more damage over what I could have done with a level 1 spell.