It gains you +1 ac because you get +1 ac for every 5 lvls of epic rdd. This is not stated in the manual.
cool. thanks for the tip. I was not aware of that bonus ac.
It gains you +1 ac because you get +1 ac for every 5 lvls of epic rdd. This is not stated in the manual.
Really? Interesting. Another unpublished gem. Thanks for the tip. One of my favorite characters has been Cleric 28/Bard 2/RDD 10 but maybe I'll look at your suggestion.
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The AC bonus from rdd also makes for better monk/bard/rdd,pally/bard/rdd. It would be recommended to take 15 rdd for the extra AC and 1 epic feat(epic prowess as my personal favorite).
e.i 18monk/2bard(for song)/20rdd
How would you guys play this char thru 20th level ?(don't think i'll get much past that in this planned campaign) It's a PvM, RPing campaign.
Instead of taking the 1st bard lvl at 21, I would wait to 22 so I can take my tumble to 25. That will get you an extra point of AC for the remainder of the build until you make 40. _________________ Click Here
sorry- what i meant was starting at level 1
would like a cleric- heavy build; rdd for benefits and rpomg reasons- min bard thanks
I play this character as a buffing fighter. Cast empowered bull's strength, empowered endurance, empowered eagle's spendour, barkskin, extended shield of faith, protection from elements, negative energy protection, improved invisibility, death ward, darkfire, greater magic weapon, magic vestiment (twice one for shield one for armor), spell resistance, and true seeing after each rest.
before battle cast bless, prayer, aid, battletide, divine power and divine favor. Use your divine might ability too. Then go in and beat people up. Recast divine favor and divine might as necessary.
of couse as you level you won't have all the spells. Most important are darkfire, since it increases your damage considerably. barkskin, shield of faith and magic vestiment are important to raise your ac considerably. You can free up some equipment using these spells. barkskin frees up a +5 natural armor amulet. shield of faith a +5 deflection ring or cloak. and magic vestiment gives you +5 armor and shield. divine favor adds 5 ab and 5 damage. divine power gives +5 ab and gives an extra attack at full ab. i always try to keep divine favor, divine might and divine power active when fighting.
Also remember that if you're playing the OC or SOA (not hordes), you won't have access to the dwarven waraxe. Choose another weapon (bastard sword) to use instead.
ac 10 base 4 rdd 8 tumble -1 dex 2 armor skin 8 fullplate 3 tower shield 5 magic vestiment on armor 5 magic vestiment on shield 5 shield of faith 5 barkskin 4 undeath's eternal foe 8 divine shield (cha 26 with emp eagle's spendour) --------------- 66
Does undeath's eternal foe really increase AC?
Quote: Caster Level(s): Cleric 9 Innate Level: 9 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Medium Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No
All allies in the area of effect will receive the following bonuses: immunity to negative damage, immunity to level/energy drain, immunity to ability score decreases, immunity to poisons, and immunity to diseases.
It's not mentioned in the description, I haven't noticed it when casting the spell as well.
Also, wouldn't it be worth to go for devastating critical for this character? It would be very beneficial for a character with such high str.
It does increase the ac by 4. The even cooler part is that if you cast 3 undeaths eternal foe, the ac-bonuses stack, so that you'll be given 12 extra ac for the duration of the 3 spells...
Re: dev crit
This char was designed to be played on a server with dev crit disabled.
If you were to go for dev crit, you'd need to spend 4 feats (cleave, great cleave, overwhelming crit, and dev crit) on top of what you already have.
I'd suggest dropping silent spell (lose lvl 9 mass heals), divine shield (takes away charges from divine might) and two great strength feats for these four.
Also choose martial weapon prof instead of exotic so you can use a good crit range weapon like rapier or scimitar.
I'd also consider dropping the cha down to 8 to start and focus entirely on str to help raise the dc on dev crit as high as possible, although it's a totally different build if you make those changes.
Re: playing from lvl 1.
I forgot to mention this in my previous post. Use defensive casting mode once you get to level 12-13 or so. This will prevent attacks of opportunity when you're casting. With defensive casting mode active you'll be able to recast divine favor/power in battle, heal yourself, etc... This is especially important when you're surrounded by enemies, since if you cast there will be lots of AoOs. When playing I keep either power attack or defensive casting mode active at all times.
If the character is a cleric, I recomend keeping silent spell. Lvl 6 AND 7 harms are very nice. I would drop empowered spell first. _________________ Click Here
Even if you are playing on a world with dissabled dev crit, cleave and great cleave (even overwhelming crit for that matter) are excellent, almost necessary feats for a melee char IMO.