Armorclass of Mythic Two-handed Guys


Advice


I was looking around all the goodies mythic characters can pick up and i found absolutely no way someone with a Two-Handed fighting style and low Dex can increase his AC.

Arcane Casters can get Enduring Armor for 3+Tier AC, compared to Mage Armor for 4 AC early or Bracers of Armor +8 Late Late, so a net gain of up to 5 AC in the end, while starting slow

Armor Master can really increase the AC of everyone with High Dex that can use Armor (Max Dex builds can reach +16 or higher Dex with Mithral Breastplates that add another 6+enhancement bonus)

Dualwielders can add their highest weapons enhancement bonus to their shieldbonus. Thats +5AC in the end or +7 with a bane weapon (hello mythic bane)

The only thing that really applies is Armored Might for up to +4 AC in the end, but you have to be a Guardian to take it, and thats not really what the high strength two-handed guy wants to do, is it?

Anyone has any ideas, what the two-handed guys can do? Considering Monsters will hit harder with a higher accuracy in a mythic setting i feel like the typical frontliner with his two-handed weapon will be feeling really lackluster in the higher levels of play. This wont become a problem in our kampaign for at least a year, but im really curious right now ;)


Champion should have Armor Master as well. Besides that, a 2-handed fighter should be doing enough damage he shouldn't need armor. Let's assume a 16th level fighter, +3 greatsword, 24 str, power attack and mythic power attack, vital strike and mythic vital strike. Forget all the other feats. Mythic power attack gives you a bonus 3 damage instead of 2 per penalty, at 16th level this is a -5 for a +15 bonus to damage. The 2 handed fighter gets double the bonus instead of the normal times and a half, so, -5 for +30 points of damage. At the cost of one mythic power, you ignore the penalty to the power attack for a full round.

The 2-handed fighter also gets double his strength bonus on damage rolls instead of the normal times and a half. So with a 24 str, that's a +14 damage per hit. We're already at +44 damage/hit without figuring in magic bonuses, belt of strength, weapon specialization, etc. Now, let's toss in Greater Vital Strike. Vital strike allows you to make one attack at your highest bonus, and roll the damage dice twice. Bonuses from strength, magic, etc. aren't multiplied, just the weapon damage dice. Greater vital strike allows you to roll your damage dice 4 times.

Now here's the kicker. The mythic version DOES multiply the extra damage from strength, magic, etc. It still will not multiply stuff that normally isn't multiplied on a critical hit. So, let's do the math here. Assuming a hit, (2d6+44) + (2d6+44) + (2d6+44) + (2d6+44) = 8d6+176. That's a minimum of 180 points of damage without great magic items, weapon specialization, or a critical hit. If something is still standing after a hit like that, it won't be standing much longer.


hmmm, ask a question, get an answer, be confused about something else =D

How do you go to 2x strength bonus and double power attack instead of x1.5? i can't find anything to do that.

other then that armor master isn't doing alot with low dex. mythral fullplate has +3 dex, base 14 dex, +6 belt, -2 enlarge person equals +4 dex, thats 2x armor master for +1 AC ^^

i dont really want to start a discussion about the damage-output, i know its really high (heck, barbarians kann start measuring their damage output in great wyrm red dragons per round instead of damage per round). Just interested if i have completely overseen some option for them to bump AC... And now im also interessted how you increase the effective strength multiplier.


He was referring to an archetype for fighters that specializes in two hadned weapons. It gives those bonuses he mentioned.

Anyway, what class are you looking to use? That can be a determining factor in what methods you can use for defense.

The barbarians you mentioned, for example, can also rely upon beast totem to get extra natural armor, and wear up to medium armor (mithraled full plate?) easily. They could also go the route of the invulnerable rager to get a point of DR per two levels (not much use against that kind of vital strike stuff Sindalla mentioned...but against most threats it should atleast reduce damage by a percentage).

But all of that is class specific to the barbarian really. So knowing your build would help us suggest things other than the generic items and such available to just about everybody.


Firstly you can duel class for Guardian stuff.

At that level you really should have UMD score around 30 (take skill focus UMD) regardless of class. Why would you deny a fighter the option of having use of magic items when they are just soooo good? Now you can scroll Form of the Dragon III and wreck every monsters day. Not to mention mirror image and other defensive spells. Frankly your armour class isn't your problem, at that level your saves will be killing you far more often than hit point loss.

Mythic Power Attack allows x2 damage and re-read mythic Vital Strike.


If I'm not mistaken, heavy armor was made for low Dex characters for that reason. They have a low Dex, so it gives more armor. Low armor allows more Dex. As a Two-Handed fighter, you either deal a lot of damage and take a lot, or deal decent damage and take less. Combat Expertise and Shield of Swings are both decent AC bumpers, but you will sacrifice some to hit. I think you can also use a buckler at an attack penalty if I'm not mistaken. +5 buckler gives as much armor as normal breastplate when you think about it, shield focus feats would increase it a little more.


not looking to play anything, im the GM.

im just looking for mythic options, no nonmythic options.
as i stated i looked over it, found mythic options to increase armorclass for basicly everything thats not low-dex 2-handed

right now the only 2handed guy in my group is a warpriest, 2 more characters will come in the next few weeks and at least one of them will definitely be a 2handed guy, class unknown


Ah, didn't gather that from the original post. About the only AC increasing options from the Mythic classes are as you've seen them. Unless you count mythic feats, there's not really any other mythic stuff that boost AC.


finally found one thing one can do

its not really "mythic only" but vital strike is more a mythic thing then anything else
going vital strike is required, take furious focus, power attack penalty completely negated, pickup combat expertise

only works for people that can pickup the vital strike chain, but the list of mythic champs with no way of increasing AC grows shorter


Pathfinder Adventure Path Subscriber

Dodge and mythic dodge. Combat expertise and its mythic version too. And dual path as well into something that helps.

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