Conflicted on what armor to wear.


Advice

Dark Archive

So I have created a cross-class character at level 11. Now I'm looking at having a between a +7 to +9 Dex modifier that I can apply to my AC, depending on item purchases. The problem is that I also have Heavy Armor Proficiency and I'm trying to figure out if I should go with Mithral Fullplate for a net +12 AC and a higher Flat Footed AC or with a lighter Darkleaf Cloth Armor to make use of my Dex and have a really high Touch AC.

Obviously any armor I choose will be magically enhanced. I will most likely have other sources of AC as well, Amulet of NA, Deflection bonus maybe a Buckler with enhancements. But for the sake of argument I'm focusing on the armor and stat bonus.

It would seem to me that the highest standard bonus would be the Full Plate, but only by a point or 2. The lighter armor will also let me move at a base speed of 30. touch vs. flatfooted is another point to consider. I just don't know!

Grand Lodge

Do you have an idea of how much you are willing to spend on armor?

With a Dex mod that high, you might want to consider Celestial Armor, +9 bonus, and +8 max from Dex, along with Fly once a day.


It's your choice.

Mithral Full Plate = 9 AC + 3 Dex, -3 ACP, 20 ft. movement
Mithral Breastplate = 6 AC + 5 Dex, -1 ACP, 30 ft. movement
Darkleaf Leather = 2 AC + 8 Dex, -0 ACP, 30 ft. movement

Compared to Mithral Full Plate:
Mithral Breastplate: -1 AC, -3 flatfooted AC, +2 touch AC, +2 ACP, +10 movement
Darkleaf Leather Armor: -2 AC, -7 flatfooted AC, +5 touch AC, +3 ACP, +10 movement

Dark Archive

The idea of Specific Armor really appeals to me. Although I don't feel I've read enough of the required material to know what is all out there.

The Celestial Armor is nice, although I would be willing to take a price cut to drop the Fly effect if need be. :P Maybe I should take a couple crafting feats and skills in order to bring in some of my starting gear at cost rather than retail. Starting gold is a limited resource after all...

Grand Lodge

Per the PRD, starting wealth for an 11th level PC should be 82,000 gp. Celestial Armor goes a bit above 1/4 of that amount, the recommended armor cost, again per teh PRD, but not by that much.

20,500 vs 22,000...

If your GM allows it, there is an old 3.5 version, Celestial Plate Armor, but that was in one of the 3.5 APs around here, and a bit more expensive.


So, you may have fun reading this thread and its predecessor.


Another thing to keep in mind is flat-footed AC. Does your character have Uncanny Dodge? If not, I would go with the Full Plate.


celestial armor


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Todd 3465 wrote:
So I have created a cross-class character at level 11. Now I'm looking at having a between a +7 to +9 Dex modifier that I can apply to my AC, depending on item purchases. The problem is that I also have Heavy Armor Proficiency and I'm trying to figure out if I should go with Mithral Fullplate for a net +12 AC and a higher Flat Footed AC or with a lighter Darkleaf Cloth Armor to make use of my Dex and have a really high Touch AC.

Is one of the classes fighter or does the character have another way to gain Armor Training?

If so, then go with mithral tatami-do (+7 armor, +5 max Dex; +6 max Dex and move at 30 ft with Armor Training 1*). It's even slightly cheaper than full plate at 10,000 gp instead of 10,500gp.

*- add a sash of the war champion (4,000 gp) to increase to +7 max Dex


You could also try the mithral breastplate, and add an armored kilt. Would give the same total ac as the mithral fullplate, and be a cheaper option.

Dark Archive

Thanks everyone. I think I will go with the Celestial Armor.

Although I feel I should have explained the build more. The build is Half-Elven Paladin 2, Oracle 9 Mystery: Lunar Curse: Undecided.

Half-Elf Alternate racial trait; Dual Minded.

Paladin; Standard no archetypes
Favored class bonus (2) +1/2 a point to Lay-on-Hands (Elf)

Oracle; Lunar Mystery, Curse undecided.
Favored Class Additional Spell Know. (Human)
Revelations: Prophetic Armor, Eye of the Moon, Moonbeam

Feats:
1. Combat Casting
3. Improved Initiative
5. Metamagic Feat (undecided)
7. Spell Penetration
9. Item Creation feat, Wondrous or Arms and Armor or Wand
11.Greater Spell Penetration or Extra Revelation (Touch of the Moon)

Stats: Str. 12, Dex. 10, Con. 14, Int. 10, Wis. 10, Cha. 27

Not sure what direction to go for a 'Weapon' yet. I see this character as playing battlefield control, buffer and debuffer rather than a damage dealer.


My personal opinion would be to ditch the paladin levels. At level 14 you can get bestow grace of the paladin to give you that save bonus. Granted, it's 3 levels off, but then you get back 2 spellcasting levels in a character that's a non-combatant.

You can take irrepressible trait to shore up the will save against mind affecting spells and effects. The paladin divine grace won't stack with prophetic armor on reflex saves.

Combat casting - I personally think this is a weak choice as you will have a +19 concentration check.

I would suggest primal companion revelation, as an animal companion is strong.

Also, you could consider the Ancient Lorekeeper archtype to get some wizard spells on your list, especially considering I think Lunar has weak spells.

Dark Archive

I agree completely that Primal Companion is very strong. In general animal companions are a powerful mechanic, but personally I don't usually take them. Just to save some action economy around the table. Although if the party is ever struggling I could grab it as my next revelation.

I think you are right about Combat Casting, I hadn't considered just how high my concentration checks would be. I'm unaccustomed to building higher level characters. My casters generally take the feat at lower levels and I just hadn't thought about it enough.

Ancient Lorekeeper is interesting. I do like that I would get to select my own bonus spells, and off of the Wizard list is a big deal. However I don't like the Skills trade off (mostly just Perception). But it is definitely something to keep in mind.

Finally, why wouldn't Divine Grace and Prophetic Armor stack on Reflex saves? In one instance the Charisma bonus is replacing my Dex, bonus becoming the key stat modifier, and in the other it's getting added as an additional bonus to all saves.


In the core rulebook FAQ:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?
No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

posted October 2014 | back to top

So really you would get large pluses to will and fortitude saves. You can mitigate the will save with irrepressible. You have to ask is having that large bonus to fortitude saves worth 2 caster levels.

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