Is this AC too much?


Advice

Sczarni

Dealing with a Gestalt here in some level 10 custom campaign.

Is a standard AC of 36 too much? Personally I'd like to minimize chances of being hit(hoping his creatures have to roll 16-20 to hit me), but I don't want to frustrate the GM by making it a hit only on 20 or something.

Scarab Sages

AC isn't everything. Unless your CMD, Touch AC, Fort, Reflex, and Will are also that high, your GM should have ways to deal with you, especially in a gestalt game.

Sczarni

Imbicatus wrote:
AC isn't everything. Unless your CMD, Touch AC, Fort, Reflex, and Will are also that high, your GM should have ways to deal with you, especially in a gestalt game.

Aaahh. Yes, that is a very good point Imbicatus! I can always count on you to reveal the other things I should take into consideration too.

So in other words; Don't worry about it because he will soon shift the battlefield and deal with me in other ways? :P

Currently my CMD would be 34, TouchAC 27, FlatAC 27, Reflex 16, Will 17, Fortitude 12. This is of course with spending right at 61k GP for level 10.


That would be ridiculously high in published adventure. Homebrew, if you need that much beware gm shenanigans.


A high attack bonus for a CR10 creature is +18, according to this useful table. So that typical CR10 creature will only hit you on an 18. That's a very difficult to hit, but then, in a gestalt game an equal CR creature is probably just a mook that you'll have to fight in groups. A big baddie might be more like CR14, with an attack bonus of +23, hitting you on a 13 or higher (or 40& of the time). Still very solid, but not unworkable for your GM, probably.

Sczarni

soupturtle wrote:
A high attack bonus for a CR10 creature is +18, according to this useful table. So that typical CR10 creature will only hit you on an 18. That's a very difficult to hit, but then, in a gestalt game an equal CR creature is probably just a mook that you'll have to fight in groups. A big baddie might be more like CR14, with an attack bonus of +23, hitting you on a 13 or higher (or 40& of the time). Still very solid, but not unworkable for your GM, probably.

Fantastic. Thanks Soupturtle! I think that about answers the question.


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Yeah, my monk at level 9 has an amazing 36 AC. He always runs in first since it normally takes a 20 to hit him. Then all the other players can attack.


We're level 2 and my new GM threw a mob at us with +23 to hit... instantly murdered the level 1 gnome sorcerer.


Same as anything else. Invest too heavily in one particular aspect of your character's stats and mechanics...and often, especially as you level higher and higher, such spending means you have gaping holes elsewhere in their defenses, offense, mobility and/or utility.

Sczarni

Basic rule for AC if you are front line is it should be your level +20 minimum, +25 preferred. If you can't, make sure you have lots of hp or other defensive measures.

Grand Lodge

Our 12th level party has ACs in the 40's. Nothing is hitting us.

Scarab Sages

Kazumetsa Raijin wrote:


So in other words; Don't worry about it because he will soon shift the battlefield and deal with me in other ways? :P

Currently my CMD would be 34, TouchAC 27, FlatAC 27, Reflex 16, Will 17, Fortitude 12. This is of course with spending right at 61k GP for level 10.

Yeah, pretty much. That Fortitude save is an obvious hole, as is Touch AC. Fortitude/Touch spells, Nets, Alchemist Bombs, and Gunslingers will hit you. Then there is always the Magic Missile specialist.

In a straight up fight, you'll shine. Just don't expect every fight to to be straight-up. ;)


lovecheese45 wrote:
We're level 2 and my new GM threw a mob at us with +23 to hit... instantly murdered the level 1 gnome sorcerer.

You need a new GM...

Silver Crusade

lovecheese45 wrote:
We're level 2 and my new GM threw a mob at us with +23 to hit... instantly murdered the level 1 gnome sorcerer.

Assuming that was meant as a fair combat encounter you might want to have a talk with the GM. That is absurdly unbalanced.


Well since you said it is for a gestalt campaign, I suspect it would be fine.

I am assuming also a non standard point build :)


pauljathome wrote:
lovecheese45 wrote:
We're level 2 and my new GM threw a mob at us with +23 to hit... instantly murdered the level 1 gnome sorcerer.
Assuming that was meant as a fair combat encounter you might want to have a talk with the GM. That is absurdly unbalanced.

Holy cow, if he was running off a module or scenario maybe he was looking at the wrong tier??. Several scenarios are for 1-2, 3-4 and even 6-7 sometimes so it was possible he used a 6-7 statblock when he should've gone w/ the 1-2.

Bad mistake to make if you're a GM though.

Silver Crusade

Of the many possibilities, I'd rank 'GM made a mistake' as less likely than most. Perhaps the GM had an encounter they were not supposed to fight, warned them, and someone ignored the warning. Perhaps someone with +3 attack bonus used a Truestrike spell.

I'm not saying that's actually what happened, just that there are many possible interpretations.


Magda I also thought true strike. Weird.


As a DM I tend to get annoyed when my players try and break the system, its possible obviously. I tell them that a general guideline for a good AC is level +20. If a player at level 10 in a standard game has 46 AC I tend to start heavily modifying and right now I have one of those in one of my games. I don't run/play gestalt, its not my play style.

I don't derive much fun from invincible characters smashing everything in their path. I'd rather tell the player "You win the adventure, now make something less broken" or swap systems. Just my opinion.


I've seen worse

I've got a 9th level Cavalier right now who can push her AC past 40 if she tries and that's in Medium armor


@Greylurker - Bring on the combat maneuvers, the skill challenges, and the touch attacks!

My big issue is when running a "canned" adventure going to far off of cannon. I like to spend my time working in extra plot and rp, not tweaking monsters and combats. Just not my thing.


It is a minor point, but the OP stated the PC had an AC of 36, not 46. That said, it is a lot easier to have "unbeatable" AC than CMD. Either way, they both get beat by a nat 20, and the really nasty foes only need 1 or 2 hits to ruin your day.

Scarab Sages

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

My solution for High AC PCs is to ignore that character and target the mage.


The high AC PC sometimes IS the mage.


Kazumetsa Raijin wrote:

Dealing with a Gestalt here in some level 10 custom campaign.

Is a standard AC of 36 too much? Personally I'd like to minimize chances of being hit(hoping his creatures have to roll 16-20 to hit me), but I don't want to frustrate the GM by making it a hit only on 20 or something.

You also have to ask yourself, what else you got going for you. If you can't do damage or lack other options, since you invested everything in AC items then it'S not good.

I'd think since it's gestalt however you should be fine.


A couple of advanced burning skeletons might give that guy a bad day. They have a fire aura and explode when killed, and it's unblockable if you don't have fire resistance. (Save vs half for exploding). Basically, if you just stand around and trust in high numbers to protect you, enemies can use abilites to ignore or lower those numbers.

There's always a way to beat the stats, so just remember that the first line of offense and defense is good tactics.

Sczarni

bfobar wrote:

A couple of advanced burning skeletons might give that guy a bad day. They have a fire aura and explode when killed, and it's unblockable if you don't have fire resistance. (Save vs half for exploding). Basically, if you just stand around and trust in high numbers to protect you, enemies can use abilites to ignore or lower those numbers.

There's always a way to beat the stats, so just remember that the first line of offense and defense is good tactics.

Funny you say that, because I would have FR 20(vuln to cold though!) haha.

I3igAl wrote:

You also have to ask yourself, what else you got going for you. If you can't do damage or lack other options, since you invested everything in AC items then it'S not good.

I'd think since it's gestalt however you should be fine.

Nah, it's just a nice bi-product. I've got 4 attacks at +18/18/13/13 in a full attack and snake fang giving me an extra 9 attacks at +16. 1d10 Unarmed damage and 22 static damage. Can go Air elemental to catch fliers if need be. My bases should be as covered as they can be...


Monk Druid again? mine is working out extreamly well, depending on how i roll my Sense Motive i can go all the way up to a 41 AC


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I developed a level 8 PFS melee character with an AC of 20, and she is something of a glass cannon at this point. I was wondering myself what kind of AC was considered GOOD.

My instinct is to have layers of protection. I like to enjoy a miss chance, a high AC, a DR, and Fast Healing, or as much of that as I can, anyway.

That glass-cannon character has Scent, Blind Fighting, and an Eversmoking Bottle. The idea is that she will enjoy total concealment against everyone who uses their eyes, and that would be a lot of enjoyment. The problem was that none of the other players were had work-while-invisible methods, and they all got pissed whenever I opened the bottle.

Scarab Sages

Scott Wilhelm wrote:


That glass-cannon character has Scent, Blind Fighting, and an Eversmoking Bottle. The idea is that she will enjoy total concealment against everyone who uses their eyes, and that would be a lot of enjoyment. The problem was that none of the other players were had work-while-invisible methods, and they all got pissed whenever I opened the bottle.

Yeah, that kind of tactic is good for home games when your party knows your tactics beforehand. Ifrit/scent smokers, mist assassins, and deeper darkness moonlight stalkers cause more harm to the party than good if everyone isn't prepared for it.

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