Barbarian AC

Post/Author/DateTimePost
#1

wraithstrike

May 24, 2009 23:48:15
I am running a campaign with one of my players playing a barbarian(THW-style). Using a core barbarian what would be some good suggestion to boost his AC. Right now the player is level 5 with an AC of about 17. All WotC books are permitted for the purposes of AC. Anything from the Dungeons and Dragons magazines is judged on a case by case basis.


P.S. He might go into the bear warrior PRC, but other than that he plans to go straight barbarian.
#2

pyro_azer

May 25, 2009 0:09:03
do you know his complete build?

Races and stats can influence this.
#3

wraithstrike

May 25, 2009 1:14:33
do you know his complete build?

Races and stats can influence this.

Maybe not exact but close

Half-Orc
Str-16
Dex-14
Con-19
Int-10
Wis-12
Cha-8
#4

cru

May 25, 2009 1:38:35
Using core items,
an investment of 21k can give you 24 AC
an investment of 49k can give you 29 AC
an investment of 97k can give you 34 AC

mithral breastplate_ +3 = 8 AC, 13k (+7k) [-5k]
animated hvy shield +2 = 4 AC, 16k (+9k) [-7k]
amulet of nat.armor +2 = 2 AC, 8k (+10k) [-6k]
ring of deflection__ +2 = 2 AC, 8k (+10k) [-6k]
gloves of dexterity_ +2 = 1 AC, 4k (+12k) [-4k]
Total cost of all these items: 49k, (97k) [21k]
Total AC with these items 29 AC, (34 AC) [24 AC]

(value in these parentheses shows the extra cost for extra +1 enhancement)
[value in these parentheses shows the savings for one less enhancement]
#5

jgumbyrx

May 25, 2009 2:04:17
unless his heart is set on Bear Warrior, I'd say go Primeval, instead -- IMHO, strictly better than BW (gets to keep many of the stat boosts while not in alt. form). even though the PrC is in Frostburn, some of the available forms are non-arctic (dire lions rock!!!).
#6

runestar

May 25, 2009 8:04:21
On the flip side, you may wish to instead just ignore his AC. Focus on as many ways on dumping his AC for some benefit as you can - it really makes no difference if his AC is 10 or -20 if the foe is still going to hit him on a 2 or higher. Then maybe focus on non-AC forms of defense such as miss chances or maneuvers like wall of blades.
#7

lormador

May 25, 2009 9:34:07
There a couple of angles to work here. The first: Mithril Full Plate is a Core item. Craft one today, for 3500gp and a year of downtime! The OP otherwise did a splendid job of breaking down how to efficiently exchange gold for AC points.

Disposable items and/or a clever buff here and there can help, too. Consider that in most fights the barbarian will be able to just rage and ride his high HP until the battle is over, killing the other dudes before getting he's cut down himself. The glass cannon approach, in other words. The disposable items, Potion of Barkskin/Shield of Faith/Protection from Evil, are for those planned fights which one knows will be lengthy.

The second angle is related, and it's the cleric level. The War domain could soften the BA hit, and not only would Mr. Barb get to cast some of those buffs (better variety and cheaper to boot), but he could use wands and increase his Will save all in a single level. Plus, pack a few healing spells to lighten the load.

Finally, the big guns: Cloak of Displacement (or potion if pressed). Spell Storing Weapon with a Vampiric Touch inside. That second one will also help being down the other guy before he hits back: there are utility uses too.
#8

aelryinth

May 25, 2009 11:27:38
There a couple of angles to work here. The first: Mithril Full Plate is a Core item. Craft one today, for 3500gp and a year of downtime! The OP otherwise did a splendid job of breaking down how to efficiently exchange gold for AC points.

Disposable items and/or a clever buff here and there can help, too. Consider that in most fights the barbarian will be able to just rage and ride his high HP until the battle is over, killing the other dudes before getting he's cut down himself. The glass cannon approach, in other words. The disposable items, Potion of Barkskin/Shield of Faith/Protection from Evil, are for those planned fights which one knows will be lengthy.

The second angle is related, and it's the cleric level. The War domain could soften the BA hit, and not only would Mr. Barb get to cast some of those buffs (better variety and cheaper to boot), but he could use wands and increase his Will save all in a single level. Plus, pack a few healing spells to lighten the load.

Finally, the big guns: Cloak of Displacement (or potion if pressed). Spell Storing Weapon with a Vampiric Touch inside. That second one will also help being down the other guy before he hits back: there are utility uses too.

The crafting rules don't explicitly say that the cost of special materials increases the time required to make an item...they just increase the cost. Likewise, there's nothing that says the cost of being masterwork increases the time...it's just a higher check DC, and the gold is added on after you figure out normal time/duration, because you've got a higher quality item...that's it.

Ergo, a mithral or adamantium suit of armor can be made as quickly as any other armor, it's just going to cost you a lot more to have it done.

Remember, masterwork refers to the skill with which it's made...it can be made out of the same materials as any other item, it's just Made Better. Likewise, it's fairly obvious that the amount of 'material' going into a mithral or adamantine suit is almost superfluous...what you are paying for is the skill neccessary to shape the metal.

==Aelryinth
#9

lormador

May 25, 2009 17:59:57
From the SRD, selections from the Craft skill:

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.

The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished.

The rules do not state that one is free to subtract the cost added by superior materials. They simply state that the time required to craft the item is a function of price, DC, and check result. Without a specific, stated exception to the given calculation method, I see no reason to assert that the variable "special materials" affecting "item price" should be removed from the calculation.

I'm certainly not going to defend the Crafting rules as 'good' when, according to them, it takes a full team of dwarven artisans more than a week to craft a pit trap. But when it comes time to craft that Mithril Full Plate, I've found DMs get pretty sticky about it.

On the other hand, the cost of a Fabricate? 450gp. On top of the 3500gp for the raw materials.... Mithril Full Plate should be as hard to get as a Gather Info check sufficiently good to find an armor-crafting wizard.
#10

wraithstrike

May 25, 2009 23:12:28
On the flip side, you may wish to instead just ignore his AC. Focus on as many ways on dumping his AC for some benefit as you can - it really makes no difference if his AC is 10 or -20 if the foe is still going to hit him on a 2 or higher. Then maybe focus on non-AC forms of defense such as miss chances or maneuvers like wall of blades.

I am trying to make it so he isn't power attacked every fight. I know as the DM I can choose not to power attack, but I really hate the idea of having to hold back, plus it keeps the cleric busy with healing, which does not seem like a lot of fun. Eventually I will start to suggest concealing items when they get enough money.
#11

jameswilliamogle

May 26, 2009 0:17:12
Cloak of Displacement (major or minor) / Ring of Blinking
Animated Shield + Animated Defending weapon
Gloves of Arrow Snatching (maybe)

The best bang for the buck items have been mentioned.

In addition -
Luck Blade (fully used - reroll saves)
Vest of Resistance (CArcane)
#12

jgumbyrx

May 26, 2009 0:18:58
here's an idea -- well, as long as you don't mind burning some feats:
Roll with it:
Prerequistie: Con 20, Toughness
Benefit: You gain damage reduction 2/-. This applies in addition to any damage reduction that you have from other sources. Damage reduction cannot reduce damage you take to less than 0.
Special: You may take this feat multiple times

just an idea.