is AC still useful at high levels


Advice


level 6 ill have AC of 25-36 depending on a few easy spells and such. at level 20 if i had very good gear, id have up to 70AC tho more likely 60.

from what ive seen most enemies even above CR20 still wont hit me unless its a critical. but ive also seen a lot of people say AC is pointless


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It's not so much that AC is pointless, but it's very expensive and at higher levels buys you less and less. If your AC is 60 but your best save is a +10, you might as well change your character class to "mind-controlled burning frog."


Yes, it helps against crits if it is high enough.

For most characters, the stacking rules make it difficult to plausibly get ACs that high and still be good at their primary role.

After all, if you're not good at an offensive role, why would the enemy waste time targeting you? He can just take you down last.

A certain kind of campaign and player can make the most of that, but in most situations, the GM will eventually figure out that the invincible PC isn't dealing enough damage to be a priority kill.


Pathfinder Rulebook Subscriber

It's useful, but not necessarily the most important defense. Failed saves can cripple you instantly, hp damage wont.

Also, there's no point to AC past a certain point. If a 19 misses you, it doesn't matter if it missed by one or forty.


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Orfamay Quest wrote:
It's not so much that AC is pointless, but it's very expensive and at higher levels buys you less and less. If your AC is 60 but your best save is a +10, you might as well change your character class to "mind-controlled burning frog."

The nice part about playing a MCBF is that they are effectively immune to mind-affecting spells, fire, and polymorph-into-frog type effects.


well im gonna have good saves, as im a monk druid gestalt. plus id probably invest in a cloak of resistance. plus ill have a but ton of resistance against mind control.

+12 base, if its magical, + 4 (steel soul, im a dwarf) if its from a fey +2 (druid) if its compulsion its another +4 i think...etc.

as for my attack, i have 18STR and i can wild shape into huge creatures and give myself bulls strength. thats 28STR at level 6. at level 20 if i managed a good belt it would be 36STR...thats all my +hit tho. so my offense definitly wont be as good.

its basically a ape shaman multiclassed into brawler(better hit, damage, hp, bab) and MoMS+sacred mountain+qinggong.


w01fe01 wrote:

well im gonna have good saves, as im a monk druid gestalt. plus id probably invest in a cloak of resistance. plus ill have a but ton of resistance against mind control.

+12 base, if its magical, + 4 (steel soul, im a dwarf) if its from a fey +2 (druid) if its compulsion its another +4 i think...etc.

as for my attack, i have 18STR and i can wild shape into huge creatures and give myself bulls strength. thats 28STR at level 6. at level 20 if i managed a good belt it would be 36STR...thats all my +hit tho. so my offense definitly wont be as good.

its basically a ape shaman multiclassed into brawler(better hit, damage, hp, bab) and MoMS+sacred mountain+qinggong.

Depending on the adventure's objective, being the guy who always survives to run away can be great.

For instance, if there's a magic MacGuffin the bad guy is after, your character should hold it. If a totally brutal boss shows up and he can't hit you, your crazy mobile AC build can lure him wherever you need, which spares your party and allows for tactical opportunities.

The problem is, that's a defensive maneuver. When it comes to offensive plot arcs (e.g. taking the MacGuffin from the bad guy), be prepared to twiddle thy thumbs a lot.

Grand Lodge

If you're bringing Gestalt into the equation than you're no longer playing Pathfinder, you're playing some kind of hybrid game that includes non-Pathfinder rules, and this question more properly belongs in the homebrew forum.

Now, I'd like to see your AC buildup drawn entirely from Pathfinder rules. I warrant that would change the picture considerably.


w01fe01 wrote:
well im gonna have good saves, as im a monk druid gestalt. plus id probably invest in a cloak of resistance. plus ill have a but ton of resistance against mind control.

Yes, but what can't you do? A balor's best attack is a +31, which means that any AC above 51 is equally effective against it. So whatever twinkie you used to raise your AC from a 55 to a 65 is effectively wasted. Could you have done anything else with that money/feat/spell slot/class ability choice?


ill post my ac build up in a bit. have to help transport some thing to a diff house.


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LazarX wrote:

If you're bringing Gestalt into the equation than you're no longer playing Pathfinder, you're playing some kind of hybrid game that includes non-Pathfinder rules, and this question more properly belongs in the homebrew forum.

Now, I'd like to see your AC buildup drawn entirely from Pathfinder rules. I warrant that would change the picture considerably.

Easy, Laz. It's not like this PFS or something. People can advise on it here, let's not get all purist.

He didn't ask "is this legal RAW", he asked "is this any good, given these assumptions?"


High AC is nice.

You gon' git' grappled.

Grand Lodge

Evil Lincoln wrote:
LazarX wrote:

If you're bringing Gestalt into the equation than you're no longer playing Pathfinder, you're playing some kind of hybrid game that includes non-Pathfinder rules, and this question more properly belongs in the homebrew forum.

Now, I'd like to see your AC buildup drawn entirely from Pathfinder rules. I warrant that would change the picture considerably.

Easy, Laz. It's not like this PFS or something. People can advise on it here, let's not get all purist.

He didn't ask "is this legal RAW", he asked "is this any good, given these assumptions?"

I think there are too many people that assume that Gestalt is part of the Pathfinder mechanics or is balanced with it. Pathfinder changes severely the impact of Gestalt because the base classes are considerably more powerful than they were in 3.5, where PrC's ruled the day. In fact 3.5's advisory on the Gestalt was that DM's should forbid PrCs with it. With Pathfinder, the situation on Gestalt has almost entirely flip-flopped, making some truly broken combinations possible.


If I'm ever inclined to run a game for gestalt characters, I think I would have to overpower my monsters, too. Like having the gestalt PCs fight balors with class levels (and maybe gestalt class levels) just to maintain balance.

Which means, maybe having an AC of 60 would still allow my super monsters to steamroll this character.

Or maybe not. I don't ever use gestalts.

All I'm saying is, it seems hard to advise on whether AC is useful in a game where the PCs and presumably the monsters and NPCs are all using non-Pathfinder rules and homebrew customization to generate unpredicable results.

If you want to be as unhittable as possible, then invest into AC. It's worth it but only if you're the guy who gets attacked in melee a lot AND only if you are a real threat that your enemies must keep attacking you to try to take you down. If you can't manage those conditions, invest in other things instead.


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DM_Blake wrote:


If you want to be as unhittable as possible, then invest into AC. It's worth it but only if you're the guy who gets attacked in melee a lot AND only if you are a real threat that your enemies must keep attacking you to try to take you down. If you can't manage those conditions, invest in other things instead.

Well, even under those conditions, unless you can be confident that enemies will be trying to hit you with things instead of grapple you, enspell you, blast the area around you, or use other forms of crowd control effects on you, you still tend to hit a point of diminishing returns fairly quickly.

---

I also think that you (and LazarX) may be overestimating the effectiveness of gestalt in terms of making overpowering characters. Gestalt characters are more powerful, yes. But this is not because they're capable of overwhelming force, but more typically because they have fewer weaknesses and more versatility.

E.g. a gestalt Fighter/X will still only have a +20 BAB at level 20. He'll still only have a +12 base Fort save. What he will lack is the typical cripplingly weak Will saves, and he'll have the option to do other things (such as casting spells) while preserving the ability to hit things with other things.

Similarly, a gestalt Wizard/X will still only be able to cast level-appropriate spells. He just won't run out of spells as often because he'll have other options available to him, either more spells or an effective weapon.

Grand Lodge

What I'm saying is that Gestalt is more powerful under Pathfinder than it would have been under 3.5 because the parts used to build it are stronger now then then. So evaluating the use of the mechanic needs to take that into account.

Scarab Sages

A very highly optimized character can achieve a high AC, high saves and still deal significant damage.

It is not easy. I takes a good amount of system mastery. It can be done.


70 AC and all saves 30+ is achievable as synthesist dipping paladin and maybe monk.


Orfamay Quest wrote:
w01fe01 wrote:
well im gonna have good saves, as im a monk druid gestalt. plus id probably invest in a cloak of resistance. plus ill have a but ton of resistance against mind control.
Yes, but what can't you do? A balor's best attack is a +31, which means that any AC above 51 is equally effective against it.

Unless it buffs, gets the drop on you, or some other circumstance.

I have found that AC generally does not scale as well as attack bonus, to the higher the level the more you will get hit. However you will still get hit less often, threat confirms will fail more often, etc.


IME, Not Getting Full Attack'ed is the right up there next to not getting mind-controlled.


LazarX wrote:
I think there are too many people that assume that Gestalt is part of the Pathfinder mechanics or is balanced with it. Pathfinder changes severely the impact of Gestalt because the base classes are considerably more powerful than they were in 3.5, where PrC's ruled the day. In fact 3.5's advisory on the Gestalt was that DM's should forbid PrCs with it. With Pathfinder, the situation on Gestalt has almost entirely flip-flopped, making some truly broken combinations possible.

I've never heard anyone make the case that Gestalt was "balanced" in any edition of the game. Even the original presentation notes that it's best for parties that are way small or underpowered for whatever reason.

I think it's safe to assume that anyone asking for a ruling on gestalt play understands this. I recommend going easy on the OP here, because he may not be the vanguard of this army of gestalt-assumers you are fighting. :)

And again, he wasn't asking about the validity of his build, he was asking whether it would perform under certain AC assumptions!


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ok, sorry for the wait.

first, im well aware pathfinder isnt balanced with gestalt in mind, but our playgroup has gotten very good at eyeing up things nad balancing accordingly. also the DM tends to gestalt the enemies as well. making it more realistic.

as for my AC breakdown, at level 6

10base
2 bastion stance
4 crane style
2 dex
4 wis
1 monk ac bonus
1 ring
1 amulet (gets replaced if i use barkskin)
1 robe

robe is deflection, amulet is natural, ring is armor

thats 26 AC, i can increase that by 2 with barkskin, and by 4 by using a piont of ki (so obviously not permanent) thats 32 AC at my highest, i could go a bit higher if i used total defense.

at 20 the 70 AC assumes unrealistically good gear, lets do the numbers

10 base
4 bastion stance
4 crane style
4 dex
4 wis
5 monk ac bonus
8 bracers
5 ring of protection
3 barkskin (+5 if i used a wand)
- 2 (huge size penalty for wild shape)
+6 (bonus natural ac from wild shape)
+1 dodge
+1 ironhide (im a dwarf)

+3 from headband of wisdom
+3 from the super unrealistically expensive belt of +6 STR, DEX, CON

+4 ki

im at 65 right now, i dont have the paper in front of me where i figured out 70. i apologize. this is of course not sustainable. sustainable would be

56 is sustainable if i dont count barkskin or ki.

and of course i could go higher still with cats grace.


Pathfinder Adventure, Rulebook Subscriber

+5 fullplate is AC +14, max dex AC of +2, barkskin max NA of +5, dodge feat +1, ring protection +5, ioun stone +1 (insight), jingasa of fortunate soldier +1 luck, +5 tower shield (+9), +1 dodge from haste.

That is AC of 49. I sure you can find a few misc spells to boost this a little higher, so a 55AC is not completely unreasonable. Just off the top of my head


Pathfinder Adventure, Rulebook Subscriber

+5 fullplate is AC +14, max dex AC of +2, barkskin max NA of +5, dodge feat +1, ring protection +5, ioun stone +1 (insight), jingasa of fortunate soldier +1 luck, +5 tower shield (+9), +1 dodge from haste.

That is AC of 49. I sure you can find a few misc spells to boost this a little higher, so a 55AC is not completely unreasonable.


assuming i lose the +3 from the belt and just take a belt of STR, thats still 53.

as for my saving throws

12 at 20

monks get +2 to enchantment spells and effects

druids get +4 vs spells and spell like abilities of the fey

+4 vs spells and spell like abilities from steel soul (again, im a dwarf)

+2 vs compulsion effects from birthsign trait (for flavor more then anything)

bastion stance at level 16+ means i dont move even from mind affecting abilities

+5 from cloak of resistance

so 17 vs all

21 vs spells

19 vs compulsion effects

19 vs enchantment spells and effects

25 vs spells and spell like abilities of the fey (steel soul+ druid ability)

and for fun if its a spell like ability of the fey that affects my mind and is a compulsion. 29

plus as a monk i get 30 SR (group houseruled to turn it off as a free action)

i get 4 DR/- with sacred mountain, 10 dr/evil or /good with planar wild shape when i transform, and 15 energy resistance to certain types with the appropriate celestial/fiendish transformation.

my biggest issue would be grapples easily...which is why ive put points into escape artist :P


LazarX wrote:
I think there are too many people that assume that Gestalt is part of the Pathfinder mechanics or is balanced with it. Pathfinder changes severely the impact of Gestalt because the base classes are considerably more powerful than they were in 3.5, where PrC's ruled the day. In fact 3.5's advisory on the Gestalt was that DM's should forbid PrCs with it. With Pathfinder, the situation on Gestalt has almost entirely flip-flopped, making some truly broken combinations possible.

A common misperception. 3.5 did not disallow prestige classes in general with Gestalt. What it DID disallow were prestige classes that advanced two or three things simultaneously since that is what Gestalt allowed you to do. Such as Eldritch Knight, Mystic Theurge, and Arcane Trickster. Other prestige classes were fine such as "Planar Shepard", "LoreMaster" and "Dwarven Defender".


When you are using wildshape it's debatable whether you get the benefit of the hardy dwarf trait, the same goes with the ironhide.

I don't know anything about styles and such so i don't know if you can use them while wildshaped or not, can you?

Dark Archive

When using wildshape I don't believe you get the armor bonus from the bracers unless you have the wild ability added on to it. Ironhide shouldn't stack with wildshape's natural armor bonus.

I don't understand how you're getting +4 ac from crane style and +4 ac from bastion stance. I just read Monk of the Sacred Mountain and bastion stance doesn't seem to say anything about giving a bonus to ac.

Scarab Sages

Wasum wrote:
70 AC and all saves 30+ is achievable as synthesist dipping paladin and maybe monk.

But the character shrivels up and dies on contact with an anti-magic field.

Dark Archive

Every character dies in an anti-magic field @ lvl 20. That's why you need a Gestalt Synthasist - Mage casting anti-magic field on themselves and waylaying the world at high levels. AMF doesn't actually dismiss Eidilons like it does real summons :).


the iron hide and steel soul thin gwith wild shape is..a good point, hadnt thought of it, i still may keep it simply cuz there will be times when i dont want to wild shape.

part of the reason im a ape shaman is so i can use style feats, as a ape can imitate the posture nad hand gestures of a human.

crane style requires fighting defensively (+2 AC, +3 with high acrobatics which i have) and grants a extra +1

sacred mountain gets +2 AC because of a later class feature, and my bad, the other +2 isnt from bastion, but the level 17 vow of silence.

edit: looking at the rules on it, id keep the hardy and iron hide abilities of my dwarf in wild shape as wild shape does not change my type, simply my form. i lose dark vision as its a supernatural ability, but i keep my other traits.


IMO, depends a lot on what you fight. If the enemy has a lot of class levels/iterative attacks, it can be very useful. Against mainly spellcasters and natural attack monsters less so.


may i ask why a natural attack monster is less so? do they use a different hit table?


w01fe01 wrote:
may i ask why a natural attack monster is less so? do they use a different hit table?

They tend to use lots of combat maneuvers: grab, constrict, trip, etc.


ah ya, pretty much my only answer to that is escape artist i guess, unless there is a spell in my druids spell list i havent thought of.


AC helps you to avoid iterative attacks... The 1st attack will hit your basically every time... but the iterative attacks still have a reasonable miss chance if you have a good AC.

That said, conventional AC becomes much less important than touch AC and extremely less important than saves. Good saves are crucial at higher levels... AC is nice, but not all that. Miss chance (such as that provided by Blink, Mirror Image, etc) is usually a better way to avoid physical attacks.


well for insight for the builds direction by level 20 Lemmy

Crane style will deflect the first attack a monster tries to hit me with a round, admittedly, only one monster, so if im facing groups i may have trouble here.

if something is really concentrating on attacking me, i also have lightning stance, assuming i can end at the spot i started i can gain 50% concealment along with my bastion stance benefits.

and turtle style will at least net me a couple points of shield AC that will count towards touch, and a -4 on crit confirms against me, not too mention mobility extra +4AC vs AoO's.

as for saves, i did the math earlier, with a cloak of resistance at level 20 my base saves will be 17 across the board. vs magical effects its 21, and vs magical compulsion effects its 25. i do not know what is considered a really good saving throw tho.

Silver Crusade

While tinkering with Herolab, I was able to squeeze a 62 AC on a Halfling Tower Shield Specialist at level 20, with primo gear(remember at level 20 you should have 880,000 in personal wealth)... this is before Combat Expertise and other bells and whistles turned on... He does blah damage for his level, but can trip darn near anything with a +32... But yes the saves are total crap and this guy would be batting for the BBEG unless he had a Wizard shielding him from compulsion...

Interesting exercise but not a character I would play.

That being said an AC in the mid to upper 40s is very doable and makes you quite unlikely to be auto hit by all but the biggest of baddies.


w01fe01 wrote:
ah ya, pretty much my only answer to that is escape artist i guess, unless there is a spell in my druids spell list i havent thought of.

Freedom of motion is the classic anti grapple spell.

The problem is that you don't have enough spell slots for everything. So we're back to: five more points of AC, or some pearls of powers?


uhm...actually now that i think about it, just would want to invest in a ring of freedom...


Yes, partly because of combat maneuvers but also because most of their attacks are at full BAB or BAB-2.

Say you encounter first an ancient gold dragon and then an infernal champion

The statistics for the infernal champion are buffed, but the dragon is unbuffed in the stats. It'll probably have at least an additonal +3 from Aid, Haste and Prayer and an additional +2 from a potion of bull's strength (not accounting for any permanent magic items it might have).

So what it comes down to is the dragon has this attack routine after buffs:
bite +41 (4d6+24/19–20), 2 claws +41 (2d8+16/19–20), 2 wings +39 (2d6+9/19–20), tail +39 (2d8+24/19–20)

while the fighter looks like this:
+3 unholy cold iron falchion +40/+35/+30/+25 (2d4+23/15–20/×3 plus 2d6 vs. good)

So with 40 AC, the character will take basically 95%/2x95%/2x95%/95% damage from the dragon, and 95%/80%/55%/30% from the fighter.
With 50 AC, the character will take 60%/2x60%/2x50%/50% from the dragon, and 50%/25%/5%/5% from the fighter.

Now, in reality I assume (I rarely play at that high level) that both attack bonuses and AC will be higher from various buffs, but it's just as an example of how monsters tend to have higher attack bonus across the attacks while those with iteratives tend to be less useful against high-AC targets.


also of course it depends on if you're usually up against one big bad monster or hordes of weenies.

AC is far more useful against 4 CR14's than a single CR18, though they are the same CR encounter.


well ill have a AC 56 at level 20 without buffing myself..., could easily get 67-70 for a little while. so id say its looking up!

Silver Crusade

Ilja wrote:

So with 40 AC, the character will take basically 95%/2x95%/2x95%/95% damage from the dragon, and 95%/80%/55%/30% from the fighter.

With 50 AC, the character will take 60%/2x60%/2x50%/50% from the dragon, and 50%/25%/5%/5% from the fighter.

Now, in reality I assume (I rarely play at that high level) that both attack bonuses and AC will be higher from various buffs, but it's just as an example of how monsters tend to have higher attack bonus across the attacks while those with iteratives tend to be less useful against high-AC targets.

Lesson learned here is "meddle not with dragons, fore you are small and crunchy and taste good with ketchup"


w01fe01 wrote:


3 barkskin (+5 if i used a wand)

How are you getting +5 from a wand

Are you making these wands yourself, as a 12 level plus druid, for 2x12x750 = 9,000 gp/18,000 gp retail, for a 50 count wand.

Most Druid bought wands are at base level = 4,5000 gp would only give a +1 to AC. (2x3x750)=4,5000

Most Ranger bought wands are at base level = 6,000 gp would only give a +1 to AC, as there caster level is equal to class level - 3. (2x4x750)=6,000

...............

At level 6, base wealth would be around 16,000. So how can you Afford to buy such high level wands.??


lol no Oliver McShade the idea of a +5 wand is only if im level 20...not level 6, i just use my barkskin spell then.


oh ok, Level 20, though you said level 6.


Oliver McShade wrote:

oh ok, Level 20, though you said level 6.

my character is currently level 6, the level 20 comments where just to see how high i could go if i ever get there.

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