In BG1 the highest AC ones would only show up after you've gotten more powerful HoweverI would choose as racial enemy a monster with damage resistance, such as skeleton warriors! In BG2 dragons have the highest AC's. Yep, gets only one! In BG1 Spiders or ettercaps, are a solid choice for favored enemy. Spiders were always a popular choice for favored enemies in the first game, with Dragons or Demons being popular in the second.
Spiders get an armor bonus vs. I would say demons or undead in BG2. There's only six or seven dragons in total for the whole BG saga. Doesn't seem worth it. I see mention of Drizzt, which made me think that Drizzt isn't a monster, but you are if you kill him.
Therefore the monster with the lowest AC in the game would be me with Games Baldur's Gate: Enhanced Edition. Icewind Dale: Enhanced Edition. Baldur's Gate: Siege of Dragonspear. Planescape: Torment: Enhanced Edition. Neverwinter Nights: Enhanced Edition. Baldur's Gate: Enhanced Edition. Howdy, Stranger! It looks like you're new here. If you want to get involved, click one of these buttons!
Sign In Register. Categories Within the game, this translates to most Armour Classes being in the range of 10 to When a monster or character goes outside those ranges, you generally can assume there are magical items or spells involved, or the monster is special in some way. In the Basic Rulesthe best Armour Class is 19, held by an adult dragon. Nothing in those documents gets better. Making Armour Class into the target number was one of the things the 3E designers got absolutely right. With Bounded Accuracy in place, this has several implications to how Armour Class is calculated.Car body kits near me
Drawing on the terminology of previous editions, you have a Base Armour Class which then has several Armour Class Modifiers applied to it before you get the final result. In 4E, you also gained a bonus to it equal to half your level. This is not how it works in 5E. Instead, Armour, Spells or Special Abilities provide you with a Base Armour Class, which is then modified by a very limited number of sources.
If your character has several ways of calculating their base armour class, you only use one method. Meanwhile, there are several ways of further modifying your Armour Class. A few examples of these. They have three ways of calculating their base AC, but can only choose one. However, they can benefit from as many other bonuses to AC as they like. Multiple copies of the same spell do not stack!
Well, you can in limited circumstances. The second is attunement. The rules state that a character may have a maximum of three items attuned to them, so you are limited in that sense as well.Alfonso bedoya soria
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Assuming you are level 20, and have access to any magic item, how high can you get AC permanently or for a set duration? Extra clarification: Time and magic items are limited to practical use. Think of it as a game plan for a campaign with a very generous DM. I think most characters with the choice would choose the Staff of Power. The Defender is not in effect during any round you do not attack, including a surprise round or a round in which you Disengage or Dodge, and going max AC leaves no bonus for the attack roll.
Armour Class in Dungeons & Dragons 5E
Because this doesn't rely on crazy stats, it can be achieved at a fairly low level. We have a choice between a Heavy and a Medium Armor build. Using the Medium Armor build obviates the need for Heavy Armor Proficiency which would require a feat or 1st level in Fighter or Paladin. I have assumed that ability scores max out at 20 unless a class feature says otherwise. If abilities go above 20, where do they stop?
I have chosen to disregard two possible ways in which characters can get ability scores over In either case, we no longer need Barbarian 20 for CON Highest the-stars-aligned AC becomes I think this violates the spirit of the question however.
This is treated separately in calculations. These spells should stack. From Ethan's suggestion: the Magic Initiate Feat could supply the Shield Spell once per day and avoid having to use a scroll in combat.
The effects of different spells add together while the durations of those spells overlap. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.minMAX Mondays - Max Damage AND AC at Level One
Basic Rules p. If the Barbarian multi-classes, subtract 1 from his Constitution bonus; we'll assume a manual of Bodily Health 22 Con. He could take 1 level in Wizard and cast the Shield spell. Is there a hard cap on ability scores, once the magical manuals that allow a PC to raise an ability score above 20 are made available to player characters? DMG p.Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources.
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Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. Before anyone says it, I did look in the DMG. The table listed there is, as far as I'm concerned, completely useless if one's starting from a certain CR. The hit points column puts down a range of hit points that's way above the range I see in actual monsters of the listed CR in the MM.
CR 1 has its hit point range asbut not a single monster I'm seeing has hit points in that range. So how do I determine hit points? What are the rules for it? How does CR correlate to hit points if the table doesn't list that?
This can also be raised up to whatever maximum of levels you need, and the hit dice can also be whatever makes sense.
The highest monster in the MM is the Tarrasque with 30d20 hit points, and 30 Constitution. The longer the combat, the harder it is for the adventurers to fight. Say that given all attacks hit calculating AC is outside the scope of this questionyour adventurer party deal a given amount of damage a round on average in total.
You would multiply said given amount of damage by how long you want the encounter to last in rounds based on your party's total hit points and how many hit points of damage your monster deals on average given it hits. If you want to even more accurately do this, calculate the probability both the party and the monster hit their attacks given their average AC.
As for the last part of your question Rather, it is a combination of features of the monster including hit points, AC etc. For example, a monster could be fairly weak by first looking at just its AC, hitpoints and damage, but it could have other features which make it very difficult to fight.
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Home Questions Tags Users Unanswered. How do you determine hit points in 5e for custom monsters? Ask Question. Asked 3 years, 9 months ago. Active 3 years, 9 months ago. Viewed 14k times. MisterGunpowder MisterGunpowder 3 3 gold badges 6 6 silver badges 10 10 bronze badges. But now you're asking where the rules are. You have a good point about the hit point range, and I think there's a good question here, but there is no secret "other rules" for this.
Doubting its utility seems natural after comparing it to a few randomly selected monsters, not a matter of merely not liking it.Jump to: navigationsearch. Gargantuan fiend neutral evil Adamantine Obliterator 29 40 ft. Gargantuan construct neutral Adult Prismatic Dragon 29 40 ft.
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Highest AC Monster?
Well the Bladesinger as presented in The Swordcoast Adventures Guide hit me as a class that you could make the most annoying build ever. The key to the 4e build was to get a really high AC and then have rerolls in case you are hit. The value of rerolls on very high AC increases exponentially the higher your AC, for example. That is 20 times as hard to hit. The Blade singer can achieve the highest AC in the game barring magic items and also has access to several other AC increasing or damage decreasing reactions.
The most obvious are Shield spell and Absorb Elements. Both of these are great because they are reactive so you can save them for when you are actually hit. This character is annoying because it can laugh in the face of danger and wade right into the enemy with little fear of being hurt.
If the enemy decides to focus on you, simply use shield the first time you are hit, you might say that this is a waste of a spell, but not really, those enemies would have attacked someone else and you are in essence reducing incoming damage significantly with just a lvl 1 reactive spell.
If you aren't attacked, then you are still a full fledged Wizard that people are afraid to attack. Mage armor will be taken and will last 8 hours, at lvl 2 putting your AC at 19 16 Int and Dex and increasing as your increase your Int and Dex increase up to Shield puts them up to Magic items can increase this further, but in this edition they can not be expected. Blur does seal the deal, but I am not a fan of it not being a reactive spell, if you use this you are actively taking away a spell slot for defense.
My preference would be to be a variant human I know that the book only allows Elves, so this is a variant that the DM would have to approve and take the Lucky feat. Otherwise a character would have to wait till lvl 16, or maybe as sooner if you want to postpone max AC. The bonus is that your melee attack isn't bad and an option, but for the most part the strength of this build is that you are a full Wizard and can use the other spells that you want to take.
This thread will be added to and turned into a real build, but I thought I would at least start it up. Please give your options and ideas to make this build better.
Last edited: May 6, Blue Ravenous Bugblatter Beast of Traal.
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