Is it possible to go higher than 58 AC core / apg?


Advice


Been messing around with HeroLab can't seem to get any higher than 58 AC , more an exercise in knowlege than an actual character concept but as it is a halfing full plate shield fighter I sure I could work a concept into it pretty easily ;)

58AC Halfing:

UNNAMED HERO CR 19
Male Halfling Fighter 20
NN Small Humanoid (Halfling)
Init +7; Senses Perception +23
--------------------
DEFENSE
--------------------
AC 58, touch 30, flat-footed 44 (+14 armor, +9 shield, +7 Dex, +1 size, +5 natural, +5 deflection, +7 dodge)
hp 313 (20d10+140)
Fort +18, Ref +13, Will +8
Defensive Abilities Bravery +5, Underfoot; DR 5/—; Resist Underfoot
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +5 Adamantine Falcata +32/+27/+22/+17 (1d6+19/19-20/x3) and
Gauntlet (from Armor) +21/+16/+11/+6 (1d2+6/20/x2) and
Shield, Heavy Steel +21/+16/+11/+6 (1d3+6/20/x2) and
Unarmed Strike +21/+16/+11/+6 (1d2+6/20/x2)
Ranged +5 Sling Staff, Halfling +33/+28/+23/+18 (1d6+11/20/x3)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Bows, Weapon Training: Flails, Weapon Training: Hammers
--------------------
STATISTICS
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Str 16/22, Dex 18/24, Con 16/22, Int 13, Wis 13, Cha 9
Base Atk +20; CMB +25; CMD 58
Feats Combat Expertise +/-6, Combat Reflexes (8 AoO/round), Disruptive, Dodge, Greater Shield Focus, Greater Shield Specialization: Heavy Shield (1/day), Greater Weapon Focus: Falcata, Greater Weapon Specialization: Falcata, Lucky Halfling (1/day), Lunge, Missile Shield, Power Attack -6/+12, Ray Shield, Saving Shield, Shield Focus, Shield Specialization: Heavy Shield, Spellbreaker, Toughness +20, Weapon Focus: Falcata, Weapon Specialization: Falcata, Well-Prepared: Survival
Traits Indomitable Faith
Skills Acrobatics +15, Climb +16, Fly +9, Perception +23, Ride +15, Stealth +11, Survival +24
Languages Common, Gnome, Halfling
SQ Armor Mastery (Ex), Armor Training 4 (Ex), Fearless, Warslinger, Weapon Mastery: Shield, Heavy (Ex)
Combat Gear +5 Mithral Full Plate, +5 Mithral Shield, Heavy Steel, +5 Sling Staff, Halfling, +5 Adamantine Falcata; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Ring of Protection, +5
--------------------
SPECIAL ABILITIES
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Armor Mastery (Ex) DR 5/- while wearing armor
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Bravery +5 (Ex) +5 Will save vs. Fear
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) You may make up to 8 attacks of apportunity per round, and may make them while flat-footed.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Disruptive +4 DC to cast defensively for those you threaten.
Fearless +2 morale bonus vs Fear saves.
Greater Shield Specialization: Heavy Shield (1/day) +2 AC vs. critical confirmations, negate 1 critical/day.
Lucky Halfling (1/day) 1/day, roll a saving throw for an ally along with them. They may use either result.
Lunge -2 to AC for +5' reach
Missile Shield 1/round, when hit by a ranged weapon, take no damage.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Ray Shield 1/round, when hit by a ranged touch attack (even magical), take no damage.
Saving Shield As an immediate action, add a +2 shield bonus to an adjacent ally's AC.
Shield Focus +1 Shield AC
Shield Specialization: Heavy Shield You have mastered the use of one type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.

Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Weapon Mastery: Shield, Heavy (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training: Blades, Heavy +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Bows +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows
Weapon Training: Flails +2 (Ex) +2 Attack, Damage, CMB, CMD with Flails
Weapon Training: Hammers +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
Well-Prepared: Survival DC 10+ gp cost check and you "happen" to have the desired item on your person.

Created With Hero Lab? - try it for free at http://www.wolflair.com!

Now before anyone jumps into X, Y, Z could defeat this build or this build would be useless in a group etc keep in mind at the moment this is purely an exercise in Max AC which I would then look at importing part of into a real build.

So yeah the questions stands is there a way to do better than 58 AC with this or any other pathfinder classes.

One final thing, it has to be AC that is "aways on" and by that I mean it needs to apply to any and all attacks made to you during an encounter. e.g. Low Profile feat that grants +1AC from ranged attacks doesn't count in the above 58 AC becuase its not a bonus vs all attacks.
Although the source of the AC may be temporary e.g. a shield spell.


Phasics wrote:

Been messing around with HeroLab can't seem to get any higher than 58 AC , more an exercise in knowlege than an actual character concept but as it is a halfing full plate shield fighter I sure I could work a concept into it pretty easily ;)

** spoiler omitted **...

Here you go


wraithstrike wrote:
Phasics wrote:

Been messing around with HeroLab can't seem to get any higher than 58 AC , more an exercise in knowlege than an actual character concept but as it is a halfing full plate shield fighter I sure I could work a concept into it pretty easily ;)

** spoiler omitted **...

Here you go

heh perhaps I should have said best AC you can have while still acutally wearing armor ;)


Phasics wrote:
wraithstrike wrote:
Phasics wrote:

Been messing around with HeroLab can't seem to get any higher than 58 AC , more an exercise in knowlege than an actual character concept but as it is a halfing full plate shield fighter I sure I could work a concept into it pretty easily ;)

** spoiler omitted **...

Here you go
heh perhaps I should have said best AC you can have while still acutally wearing armor ;)

A fighter/duelist should be able to add intelligence.

The holy vindicater adds his channeling dice to his AC until the gets hit by an attack roll.

If you want AC all day long the duelist should help you reach 60.

IIRC there is a way to get natural armor for dwarves, but don't quote me on that. If so then the natural armor feat from the bestiary would also help.


Phasics wrote:

Been messing around with HeroLab can't seem to get any higher than 58 AC , more an exercise in knowlege than an actual character concept but as it is a halfing full plate shield fighter I sure I could work a concept into it pretty easily ;)

** spoiler omitted **...

The insight bonus from an ioun stone, and the defending property on a weapon is not listed on your build, which I am somehow just noticing.

Putting spikes on the shield would take care of the defending weapon.


For better armored AC try(and it works):

Fighter 8/Sorc 2/Dragon Disciple 7/Stalwart Defender 1... the rest 2 levels give only situational bonuses to AC (as far as I can think of), so they can be whatever you wish (For example Fighter 10/Sorc 2/DD 7/SD 1).

Sczarni

Riku Riekkinen wrote:

For better armored AC try(and it works):

Fighter 8/Sorc 2/Dragon Disciple 7/Stalwart Defender 1... the rest 2 levels give only situational bonuses to AC (as far as I can think of), so they can be whatever you wish (For example Fighter 10/Sorc 2/DD 7/SD 1).

What race/Base stats are you using?


I shudder to think that a GM would allow something with such a ridiculous AC as 58 or 79 in the other build for any character. Expecially if it requires a Tarrasque to roll a 20 to hit or any other mega monster baddie for that matter. But then that's me and by no means indicative of anyone else.


Daniel Gunther 346 wrote:
I shudder to think that a GM would allow something with such a ridiculous AC as 58 or 79 in the other build for any character. Expecially if it requires a Tarrasque to roll a 20 to hit or any other mega monster baddie for that matter. But then that's me and by no means indicative of anyone else.

While 79 AC is rather ridiculous, I could no reason to disallow any of it. None of that AC is from stinky sources, in fact, nearly all of it comes from sources that everybody uses, just not all at once.

Also, that halfing monk gets something like a +20 to hit while fighting defensively. Rather abysmal for a 20th level melee character who should be rocking a +30 to +40, but then, that's not the focus of this character. It's a trade off.


you can also fight defensively at the same time as using combat expertise, so if you have 10 tanks of acrobatics I think, that is another +3 to ac.

duelists also get increased benefit from fighting defensively in their 7th lvl though that would require an armorless build.

I know eidolon's can get impressively high ac since their natural armor bonus can go up to 36 and then you can add a lot of these other tricks into their build.

I think stalwart defender would be a good prc to go into if you want to boost your ac more. 4 more dodge over 10 lvls, +2 dodge while in defensive stance.


Daniel Gunther 346 wrote:
I shudder to think that a GM would allow something with such a ridiculous AC as 58 or 79 in the other build for any character. Expecially if it requires a Tarrasque to roll a 20 to hit or any other mega monster baddie for that matter. But then that's me and by no means indicative of anyone else.

These characters are just to see how far one can get in AC which is fun but not practical. They would not survive in an actual adventure. They don't deal damage (-> strategy: just don't care about them, kill his allies first and then crush him) and AC is only one form of defense (kill them via rays or AoE or mind effecting stuff or bluff down their AC or use combat maneuvers or use some other effects)

The best defense is offense and if you really want to go on defense, play a paladin, his defenses are well-rounded.


As long as we're going this far, something useful the monk/duelist would be great for, is commanding a sphere of annihilation around with a talisman of the sphere.

Hes got high INT, good movement, and is very hard to stop.

Dark Archive

AC 79 isn't even that impressive anymore. With all the Pathfinder supplements, a much higher value should be possible (although it's kind of useless to squeeze out more points when you already are only hit on a 20). At this point, additional offense is much more beneficial that additional defense.


Phasics wrote:

Been messing around with HeroLab can't seem to get any higher than 58 AC , more an exercise in knowlege than an actual character concept but as it is a halfing full plate shield fighter I sure I could work a concept into it pretty easily ;)

** spoiler omitted **...

My suggestion would be a monk/druid/duelist with wild armor that has maxed INT/WIS/DEX using combat expertise, fighting defensively while wild shaped into a tiny creature.

Think that should greatly exceed your numbers here.

Again not being useful but as this was stated as an exercise.

-James


well problem with duelist is he can only wear light armor, and he is also limited to his armor's max dex bonus when adding his int and dex to ac.

So even with wild mithral breast plate +5, he can only get a +10 armor bonus and then a total of +5 from dex/int. At most +15+being tiny will only net you 2 more ac. I have doubts that this would actually boost your armor class much.


thepuregamer wrote:

well problem with duelist is he can only wear light armor, and he is also limited to his armor's max dex bonus when adding his int and dex to ac.

So even with wild mithral breast plate +5, he can only get a +10 armor bonus and then a total of +5 from dex/int. At most +15+being tiny will only net you 2 more ac. I have doubts that this would actually boost your armor class much.

When the armor is melded he's no longer wearing any armor right?

Consider this, you wouldn't apply an armor check penalty for melded armor that wasn't providing any bonus.. all wild does is allow him to retain the armor bonus when it's melded. It doesn't make the armor not meld.

-James


james maissen wrote:
thepuregamer wrote:

well problem with duelist is he can only wear light armor, and he is also limited to his armor's max dex bonus when adding his int and dex to ac.

So even with wild mithral breast plate +5, he can only get a +10 armor bonus and then a total of +5 from dex/int. At most +15+being tiny will only net you 2 more ac. I have doubts that this would actually boost your armor class much.

When the armor is melded he's no longer wearing any armor right?

Consider this, you wouldn't apply an armor check penalty for melded armor that wasn't providing any bonus.. all wild does is allow him to retain the armor bonus when it's melded. It doesn't make the armor not meld.

-James

I have not seen anywhere in polymorph that he is no longer considered wearing the armor just because it melds. Polymorph just states that his armor melds and he no longers gets a bonus from it.


thepuregamer wrote:


I have not seen anywhere in polymorph that he is no longer considered wearing the armor just because it melds. Polymorph just states that his armor melds and he no longers gets a bonus from it.

I always took that from melded myself... but let's run with this..

So a wizard is in metal armor and gets polymorphed.

Does he:

1. Suffer encumbrance from the weight of the armor?
2. Suffer ACP?
3. Suffer Arcane spell failure from it?
4. Suffer a bonus on the enemy wizard trying to touch him with shocking grasp?
5. Reduction in speed based on the type of armor?

-James


I just do not see how melding equals disappear.

1. yes, armor doesn't cease to exist or go somewhere else.
2. melding states only that armor and shield "bonuses" from melded equipment cease to function.
3. same as 2
4. the armor didn't disappear, just melded into his form so I don't see why not.
5. same as 2

Spoiler:

Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function)

now what this means is that other than the armor/shield bonuses, other constant effects continue to function. Even without wild, shouldn't your fortification or invulnerability still function? Both the pros and the cons stick around and the polymorph rules tell you what changes when your gear melds(you lose armor and shield bonuses).

The wild enhancement only mentions retaining your armor and shield bonuses because that was the only thing that melding changed when you wildshaped.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

My fighter gets a similarly high AC (65) and can, well, can actually kill things.

Seregon, human fighter juggernaut

Switch out his ring of regeneration for a ring of freedom of movement, and he can solo the Tarrasque in melee pretty much automatically.

All I did was emphasize defense in his items and give him the racial heritage (dwarf) and ironhide feats. I then selected Improved Natural Armor with his remaining general feats while relying on his fighter bonus feats to still be a real contender on the offensive front.


thepuregamer wrote:

I just do not see how melding equals disappear.

So the party wizard polymorphs the party fighter into something as a disguise, you're telling me his platemail and the like is still normally visable and distinguishable?

What does it look like when the form couldn't come close to wearing the armor?

Doesn't seem to make sense.

What does 'meld' mean to you then?

As to 'why wild says what it says' honestly, I don't think that the wording has changed, so things that changed with Paizo's pathfinder polymorph being the reason for the 3rd ed wording seems VERY farsighted on WotC's behalf doesn't it?

-James


Ravingdork wrote:

My fighter gets a similarly high AC (65) and can, well, can actually kill things.

Seregon, human fighter juggernaut

Switch out his ring of regeneration for a ring of freedom of movement, and he can solo the Tarrasque in melee pretty much automatically.

All I did was emphasize defense in his items and give him the racial heritage (dwarf) and ironhide feats. I then selected Improved Natural Armor with his remaining general feats while relying on his fighter bonus feats to still be a real contender on the offensive front.

You took improved natural armor 9 times. That is more than a bit wasteful.

You basically turned all your fighter bonus feats into armor class.

Also you either go with a +33 and your 60 ac or you go with a +40 and 51 ac. I somehow don't think you are actually going to solo a tarrasque. And against DR 15/epic and regeneration 40 I think you are in over your head.

Also, while tarrasque is listed at +37 to hit, I am personally confused by how they obtain that number. It has 30 HD and fast bab progression. So it should have 30 bab and a +15 str mod to hit putting it clearly at +45 for all of its attacks since none of them appear to be secondary since they all have the same +15 to damage.


james maissen wrote:
thepuregamer wrote:

I just do not see how melding equals disappear.

So the party wizard polymorphs the party fighter into something as a disguise, you're telling me his platemail and the like is still normally visable and distinguishable?

What does it look like when the form couldn't come close to wearing the armor?

Doesn't seem to make sense.

What does 'meld' mean to you then?

As to 'why wild says what it says' honestly, I don't think that the wording has changed, so things that changed with Paizo's pathfinder polymorph being the reason for the 3rd ed wording seems VERY farsighted on WotC's behalf doesn't it?

-James

Look, you want me to say that all the negative consequences of a sub-optimal choice cease to exist because they seem unfairly weak? Well a caster who wears armor without solving his arcane spell failure problem is already making a mistake. You want him to be able to circumvent this issue without any expenditure on his part then I think that is the real problem.

Meld does specifically what it says it does. I think it is more ridiculous that you want to find a way to wear armor without being limited by max dex bonus, arcane spell failure, needing proficiency, armor check penalty, or encumbrance. That doesn't make sense and the rules do not account for any of those changes.


To turn this on its head, what is the highest primary attack bonus a 20th level character can have?

+20 BAB
+13 Strength (20 at level 1, +5 level, +5 inherent, +6 enhancement)
+5 weapon enhancement (not including bane weapons)
+2 greater weapon focus feat
+4 fighter weapon training (technically you could include favored enemy or smite evil bonuses here instead of fighter weapon training, but those are monster-specific)
+2 flanking?
-------
+46, what else is there?

Just curious. Thanks!


thepuregamer wrote:


Also, while tarrasque is listed at +37 to hit, I am personally confused by how they obtain that number. It has 30 HD and fast bab progression. So it should have 30 bab and a +15 str mod to hit putting it clearly at +45 for all of its attacks since none of them appear to be secondary since they all have the same +15 to damage.

Size malus?


well ranger(guides) can get +10 against 7 targets each day.

Fighter's can push their weapon training up to 6 with dueling gloves.

I think its the furious enhancement that increases your weapons enhancement by 2 while you are raging.

With a teamwork feat, flanking can be pushed up to 4.

+1 competence bonus from ioun stones.

Otherwise, buffs are all that remain. bardic song, heroism, haste, divine power, giant form 2, and a few others boost attack bonus.


Ksorkrax wrote:
thepuregamer wrote:


Also, while tarrasque is listed at +37 to hit, I am personally confused by how they obtain that number. It has 30 HD and fast bab progression. So it should have 30 bab and a +15 str mod to hit putting it clearly at +45 for all of its attacks since none of them appear to be secondary since they all have the same +15 to damage.
Size malus?

ah there we go. I forgot the -8 size penalty.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
thepuregamer wrote:
You took improved natural armor 9 times. That is more than a bit wasteful.

That's a strictly a matter of opinion. I find that this character plays great! The fighter bonus feats alone are enough to become a combat machine.

thepuregamer wrote:
You basically turned all your fighter bonus feats into armor class.

Actually, I turned all my general feats into armor class. I used the fighter bonus feats on combat feats (of which improved natural armor is not).

thepuregamer wrote:
I somehow don't think you are actually going to solo a tarrasque.

The math has already been done by others and it was shown that, provided he could survive the Tarrasque's grapple attempts, he would solo the Tarrasque "more often than not."

Note that I don't mean to kill the beast (that would require wish or some such), just to win the encounter by beating it at it's own game (that is, to beat the crap out of it in melee and survive).


Daniel Gunther 346 wrote:
I shudder to think that a GM would allow something with such a ridiculous AC as 58 or 79 in the other build for any character. Expecially if it requires a Tarrasque to roll a 20 to hit or any other mega monster baddie for that matter. But then that's me and by no means indicative of anyone else.

My fighter has an AC of 60 in a real game. Just think WWDD(What would a dragon do).


I can't access the fighter you posted raving, but I'm curious, hows his touch ac look?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tarantula wrote:
I can't access the fighter you posted raving, but I'm curious, hows his touch ac look?

AC 60, touch 22, flat-footed 53 (+14 armor, +5 deflection, +7 Dex, +15 natural, +9 shield)

The above does NOT include his +5 defending weapon. So hit touch AC can be anywhere from 22 to 27. I could easily have given up one instance of Improved Natural Armor in exchange for Dodge, but I opted not to.


Dosgamer wrote:

To turn this on its head, what is the highest primary attack bonus a 20th level character can have?

+20 BAB
+13 Strength (20 at level 1, +5 level, +5 inherent, +6 enhancement)
+5 weapon enhancement (not including bane weapons)
+2 greater weapon focus feat
+4 fighter weapon training (technically you could include favored enemy or smite evil bonuses here instead of fighter weapon training, but those are monster-specific)
+2 flanking?
-------
+46, what else is there?

Just curious. Thanks!

Weapon master ends up getting to +5, so with dueling gloves, that becomes +7.

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