AC - After buffs (Epic Mage Armor, Mage Armor, Imp Expertise, Divine Shield, Protection From Alignment, Eagle Splendor, Cats Grace)
10 - base 2 - dex(cats grace) 8 - full plate 3 - tower shield 10 - imp expertise 16 - divine shield(eagle splendor) 8 - dodge(tumble) 5 - dodge (e. mage armor) 5 - armor (e. mage armor) 5 - deflection (e. mage armor) 5 - natural (e. mage armor or shadow shield) 1 - dodge (mage armor) 2 - natural (armor skin) = 80 ac
With UMD you can use monk equipment like boots of the sun soul to further increase your ac, as well if you are on a high magic world your ac will scale accordingly. In addition you have very respectable saves because of your char modifier being added. This char has lvl 9 spells, epic spells, good saves, no xp penalty, empowered and maximized spells, good spell penetration and 80 ac on a no magic world. It's only disadvantages are low hp(like all casters) and it might not be able to pierce the spell resistance of a pure monk totally focused on spell resistance.
Edited By evo_dragon on 05/30/04 21:29
Another drawback would be lower DCs on spells because the Charisma isn't as high as most other Sorceror builds.
Still, pretty good. Since you're counting buffs in, why not add in 4AC from Haste?
why rogue?...
monk would be better... evasion...
~ Lock. _________________ "Life builds you up just to tear you down." - 3rd Strike
both rogue and monk gives evasion, albeit they both do at lvl 2.
Quote: Posted 06/01/04 15:30:38 (GMT) -- Agent of greater will
both rogue and monk gives evasion, albeit they both do at lvl 2.
Monk gets evasion at level 1
Rogue gets evasion at level 2
Edit: Though taking Monk with Wisdom at 8 would drop the AC by 1
I did it just for the UMD, but it doesn't really affect the build whether you choose rogue or monk. With monk you will definetly have a lot of skill points left, so I would suggest either investing in hide/move silently or reducing int and str by one and pumping con up 2.
In another thread I had it pointed out to me that I would lose my 20 dodge bonus when casting spells since it is considered flat footed when casting. Can anyone confirm this? That would definetly hurt, but the ac would still be useful in many circumstances.
I've been playing around with various high-AC templates (I posted one awhile ago). Assuming that you can buff your DEX to at least 12, and you have +12 of CHA buffs/items, AC is calculated as:
However, when caught flat-footed, you lose the following AC bonuses: Dodge: 20 DEX: 1 Tumble: 8 Total AC loss: 29 Net AC when flat-footed: 48
So, the only way to retain that AC in combat is to attack your opponent in melee. As soon as you use spells, AC drops 29.
Also, you can use Interposing Hand to gain an effetcive +10 AC vs. any individual attacker.
I just checked this today, but feel free to cross-check my results.
Edited By MajorJuggler on 06/30/04 21:04
Ya that seems pretty much it. Since dodge bonus is negated when flat footed it kinda makes the char useless unless walking away from a fight.
I've asked this question many places without getting an answer, but if I was to get uncanny dodge with the rogue levels would that retain dodge bonus as well as dex bonus to ac?
Quote: Posted 05/30/04 21:26:48 (GMT) -- evo_dragon 10 - base 2 - dex(cats grace) 8 - full plate 3 - tower shield 10 - imp expertise 16 - divine shield(eagle splendor) 8 - dodge(tumble) 5 - dodge (e. mage armor) 5 - armor (e. mage armor) 5 - deflection (e. mage armor) 5 - natural (e. mage armor or shadow shield) 1 - dodge (mage armor) 2 - natural (armor skin) = 80 ac
Something doesn't look like it adds up correctly there. Basically everything up to and including thre tumble bonus looks ok, but after that things look akward. Epic mage armor is a straight up +20 deflection bonus. No doubt you will still have a very high AC, but I don''t think you are going to make it to 80.
Otherwise a nice CHA build.
Making a mage using DC spells is automatic death. Nuff said. Unless you plan on killing n00bs. Go direct dmg. I.E. Ice Storm, Finger of Death...
Feats to drop pre-Epic: Spell Pen G. Spell Pen Expertise Imp Expertise
Feats I'd get pre-Epic: Toughness @ level 1 Improved Initiative Exotic Weapon (Looks cool wielding D.Axe) Power Attack
Feats to drop Epic: Power Attack Epic Spell Pen
Feats I'd get Epic: Great Cha I Great Cha II ***This'll net you +1 AC and a couple spell slots*** or Great Con I Great Con II
These would be a better choice imho. And Going 37 sorc/2 paly/1 monk.
Edited By Ryouko_ on 07/01/04 10:20
Quote: Posted 07/01/04 10:19:46 (GMT) -- Ryouko_
Making a mage using DC spells is automatic death. Nuff said. Unless you plan on killing n00bs. Go direct dmg. I.E. Ice Storm, Finger of Death...
Feats to drop pre-Epic: Spell Pen G. Spell Pen Expertise Imp Expertise
Feats I'd get pre-Epic: Toughness @ level 1 Improved Initiative Exotic Weapon (Looks cool wielding D.Axe) Power Attack
Feats to drop Epic: Power Attack Epic Spell Pen
Feats I'd get Epic: Great Cha I Great Cha II ***This'll net you +1 AC and a couple spell slots*** or Great Con I Great Con II
These would be a better choice imho. And Going 37 sorc/2 paly/1 monk.
The point of the build is high ac....
Once you cast a spell while in Expertise, it will disable, leaving you with -10 ac. Not worth it.
What if I make the feats like this:
Feats 1 Toughness, Combat Casting 3 Spell Penetration 6 Greater Spell Penetration 9 Empowered Spell 12 Maximized Spell 15 Still Spell 18 Pwer Attack 21 Divine Shield 24 Auto Still Spell 1, Auto Still Spell 2 27 Auto Still Spell 3, Imp Comb Casting 30 Epic Spell: HellBall, Epic Spell: Mage Armor 33 Epic Spell: Greater Ruin, Epic Warding 36 Epic Spell Penetration, Epic Skill Focus: Concentration* 39 Armor Skin
(Removed Expertise and Improved Expertise) Check out lvl 38-39... Those 2 paladin lvls are now useless since I took Divine Shield at lvl 21. So, are they really useless and should I take 38 Sorc/ 1 Pally / 1 Rogue? Thanks,
-XerionX
@ Ryouko & XerionX
Uhm...don't you need Turn Undead for Divine Shield (and Divine Might)? Which would mean being atleast a lvl 3 paladin...
First of all, taking 3 rogue levels will grant you uncanny dodge I which makes all the dodge ac stay. Second of all you are not flatfooted while casting, you just need to be quick to cast the first spell so you can add the others to the list, as long as you have a list of spells on the way you are not flatfooted.
However I am not positive that you aren't flatfooted the little period of time between casting spells, but if you are the improved combat casting feature will make that problem go away, I'm playing a high magic server with a 38 sorceror/1 monk/1 paladin and If I carefully watch attackrolls when they hit or not hit I can easely see that my dodge ac is retained while I keep casting until everything is dead.
Uhm...don't you need Turn Undead for Divine Shield (and Divine Might)? Which would mean being atleast a lvl 3 paladin...
That's the comment I was going to make as well. You have to have the Turn Undead ability which is obtained after your 3rd level of Paladin. You could opt for Cleric and then you would only need 2 Cleric levels for Divine Shield.
Quote: Posted 05/18/06 13:21:01 (GMT) -- Strajfen
First of all, taking 3 rogue levels will grant you uncanny dodge I which makes all the dodge ac stay
...
No it doesn't. UD lets you keep DEX AC, not Dodge. There's no real need for UD in this build.
Divine Shield instead requires TU and therefore 3 lvls of Paladin at least.
BTW, the build's two years old, don't expect the OP to answer
Cheers, Kail _________________ To hear the sound of Freedom, many gave their lives They fought for you and me Those memories will always live inside us, and now it's our time to be free
Edited By Kail Pendragon on 05/18/06 16:42
The build takes PAL 3 at level 39, where he picks up Divine Shield. No problems. _________________ Where I'm playing now: World of Greyhawk.
Quote: Posted 07/09/04 11:02:24 (GMT) -- XerionX
What if I make the feats like this:
Feats 1 Toughness, Combat Casting 3 Spell Penetration 6 Greater Spell Penetration 9 Empowered Spell 12 Maximized Spell 15 Still Spell 18 Pwer Attack 21 Divine Shield 24 Auto Still Spell 1, Auto Still Spell 2 27 Auto Still Spell 3, Imp Comb Casting 30 Epic Spell: HellBall, Epic Spell: Mage Armor 33 Epic Spell: Greater Ruin, Epic Warding 36 Epic Spell Penetration, Epic Skill Focus: Concentration* 39 Armor Skin
(Removed Expertise and Improved Expertise) Check out lvl 38-39... Those 2 paladin lvls are now useless since I took Divine Shield at lvl 21 So, are they really useless and should I take 38 Sorc/ 1 Pally / 1 Rogue? Thanks,
-XerionX
I think they were commenting this statement, CD.
Cheers, Kail _________________ To hear the sound of Freedom, many gave their lives They fought for you and me Those memories will always live inside us, and now it's our time to be free
Ooooh, yes. I missed that. Thankee sai! _________________ Where I'm playing now: World of Greyhawk.