BobVosh
2010-04-26, 06:34 AM
Basically one of my DMs, who due to various reasons I can't really quit from his game, has gotten to the point where playing in his game is just a question of how early do you die in this session.
I made an AA archer with a 44 AC, 19/23/12 saves, and 165 HP. Level 17.
Levels: Ranger 1, Wizard 5, Eldritch Knight 3, Arcane Archer 8. Comes to wizard CL 13, BAB 14. I figured it would be a decent gish.
Standard Buffs:
1/day item of shapechange, usually Elemental Body IV, or Giant form II.
Anticipate Teleportation
Iron Guard
Blink, Greater
Haste
Overland Flight
Resistance Superior
Stoneskin
Mirror Images
Shield
Obviously I cast the 13 hour ones early, and the rest are in whatever buff rounds we get. I do have a quicken rod:lesser which helps.
What spells are left in the Spell compendium in order to expand my survivability? If there really isn't anyway to get around this, what could I make in order to be quite survivable? I'm thinking some kinda strange build off of a low level good/neutral (no evil in the campaign) undead, pump my charisma, go with 2 paladin, X sorc, X dragon disciple. Since undead now add charisma to HP, charisma to saves, charisma as deflection vs what I'm smiting it should make it pretty good.
Other than that I just can't help but feel doing this will cause the DM to go to even more extreme lengths. However I can't help but feel that with those buffs I should be able to live through one round vs the mobs.
Defensive items:
+8 bracers of armor, with mod fortification (dropped, probably is an epic item, isn't it?) Glove of arrow snaring (couldn't afford much more, no glove slot anyway) Ring of deflection, 4 Amulet of natural armor, 5 Ring of Evasion Cloak of +10 escape artist Helm of adaptation (1.5x cost for amulet of adaptation
So AC is as follows: 10+8(bracers)+4(shield)+9 dex-2 (size)+9 natural+4 deflection+1 haste
Meh, looks like 43. AC=class level + 26. HP is close to 10/level, not amazing but certainly not bad. Enough miss chances to choke an easily startled donkey.
Most things we fight seem to have true seeing, ghost touch, and obsidian weapons.
Mainly just a rant, but anything to make me harder to hit would be nice. As to what is open: Completes, PHBII, PF. Possibly more if I specifically ask.
Whats banned: orb spells and celerity. Thats mainly it.
I made an AA archer with a 44 AC, 19/23/12 saves, and 165 HP. Level 17.
Levels: Ranger 1, Wizard 5, Eldritch Knight 3, Arcane Archer 8. Comes to wizard CL 13, BAB 14. I figured it would be a decent gish.
Standard Buffs:
1/day item of shapechange, usually Elemental Body IV, or Giant form II.
Anticipate Teleportation
Iron Guard
Blink, Greater
Haste
Overland Flight
Resistance Superior
Stoneskin
Mirror Images
Shield
Obviously I cast the 13 hour ones early, and the rest are in whatever buff rounds we get. I do have a quicken rod:lesser which helps.
What spells are left in the Spell compendium in order to expand my survivability? If there really isn't anyway to get around this, what could I make in order to be quite survivable? I'm thinking some kinda strange build off of a low level good/neutral (no evil in the campaign) undead, pump my charisma, go with 2 paladin, X sorc, X dragon disciple. Since undead now add charisma to HP, charisma to saves, charisma as deflection vs what I'm smiting it should make it pretty good.
Other than that I just can't help but feel doing this will cause the DM to go to even more extreme lengths. However I can't help but feel that with those buffs I should be able to live through one round vs the mobs.
Defensive items:
+8 bracers of armor, with mod fortification (dropped, probably is an epic item, isn't it?) Glove of arrow snaring (couldn't afford much more, no glove slot anyway) Ring of deflection, 4 Amulet of natural armor, 5 Ring of Evasion Cloak of +10 escape artist Helm of adaptation (1.5x cost for amulet of adaptation
So AC is as follows: 10+8(bracers)+4(shield)+9 dex-2 (size)+9 natural+4 deflection+1 haste
Meh, looks like 43. AC=class level + 26. HP is close to 10/level, not amazing but certainly not bad. Enough miss chances to choke an easily startled donkey.
Most things we fight seem to have true seeing, ghost touch, and obsidian weapons.
Mainly just a rant, but anything to make me harder to hit would be nice. As to what is open: Completes, PHBII, PF. Possibly more if I specifically ask.
Whats banned: orb spells and celerity. Thats mainly it.