"Other bonus" to AC [Archive] - Wizards Community

Post/Author/DateTimePost
Nitneuq Onitnarat

01-23-05, 07:53 AM
In the SRD it gives sacred, profane, luck and insight as examples of an "other bonus", but what others are there? I've noticed that the more bonus' you use the lower the price (eg. bracers of +100 armor = 100000000gp (100million), but a belt which adds 17 to armor, 17 to shield, 8 to natural armor, 8 to deflection, 7 sacred, 7 profane, and allows you to add up to 8 STR modifier to AC, 7 each of CON, WIS, INT, and CHA to AC still gives plus 100 to AC but only costs (about) 17250000 (17+1/4 million). This could be made cheaper still, but the character I made it for was a paragon so i couldn't add any luck or insight bonus'). Are their any other miscellaneous bonus's that can be added?

so far I know of:

Armor, (not special, costs 1000*bonus squared.)
Natural Armor, (not special, costs 2000*bonus squared.)
Shield, (not special, costs 1000*bonus squared.)
Deflection, (not special, costs 2000*bonus squared.)
Sacred, (Special, costs 2500*bonus squared.)
Profane, (Special, costs 2500*bonus squared.)
a section of STR to AC (Special, costs 2500*bonus squared.)
a section of CON to AC (Special, costs 2500*bonus squared.)
a section of WIS to AC (Special, costs 2500*bonus squared.)
a section of INT to AC (Special, costs 2500*bonus squared.)
a section of CHA to AC (Special, costs 2500*bonus squared.)

I realize that an item like this would stack with almost nothing else, but even if you had to take out the "Section of WIS to AC" because your a monk or the Armor and Shield because you already carry a shield and wear armor it would still be cheaper.

If anyone knows any other bonus' (preferably ones used in official wizards stuff), I would really appreciate them.

Thanks in advance.

edit: the actual stats for that item are as follows (I made a spreadsheet where i can just put in the AC I want and which modifiers it should be gained from):

Armour: 17.24
Sheild: 17.24
Natural Armour: 8.62
Deflection: 8.62
Sacred: 6.89
Profane: 6.89
STR: 6.89
CON: 6.89
WIS: 6.89
INT: 6.89
CHA: 6.89
Cost: 17241379.31gp
steventirey1985

01-23-05, 12:40 PM
all that i know of:

armor
deflection
dodge
enhancement
insight
luck
natural
profane
sacred
shield
size
Someone

01-23-05, 01:11 PM
You have to be careful, not all bonuses can put anywhere. For example, armor enhancement bonuses can only be put on physical armor. Bracers of armor, on the other hand, can grant an armor bonus without physical armor. But you can't put an armor enhancement bonus on bracers of armor.

Another one is that the only thing that can grant a shield bonus is a shield, or at least something you block with. A ring of force shield is a good example of something that grants a shield-like bonus to AC that isn't a physical shield.

Adding Str, Con, or some other stat to AC would only work if you could find a class that has that ability. The reason the monk's belt grants Wis to AC is because its duplicating the monk ability. Though you could probably make a "duelist's belt" that grants Int to AC.

Yes, it can be more efficient to have several small bonuses of stacking types than one big one. But where are you placing all these items? You can only equip so many items, and several of those are likely to incurr the extra cost for not being location/ bonus assosiated. The same goes for multiple powers on the same item, it will cost more than just the sum of the costs of the powers.
strenoth

01-23-05, 01:19 PM
there is also a 'divine' Armor class bonus, but I don;t know of any being but deities who get it. :) (all deities have a divine bonus equal to their Divine Rank)
Nitneuq Onitnarat

01-23-05, 03:58 PM
lets say the item is a full body, skin tight suit (like a super hero would wear)


All of the "Section of stat to AC" bits, (no slot affinity)
Profane and Sacred (no Affinity)
The armor bonus
Luck and insight have no slot affiliations I'm aware of.
possibly shield (you can block/deflect blows with the arms, but then again the same can be said of plate armor)
Deflection (no affinity)
Dodge, as such a light suit as this one could conceivably allow greater movement.
So with the possible (well alright probable) exclusion of shield, all the bonus' could be added to one item.

armor
deflection
dodge
enhancement
insight
luck
natural
profane
sacred
shield
sizeI missed enchantment and dodge, I'm a little unsure whether enchantment is a bonus in its own right (rather than a +3 enchantment bonus to natural armor etc). I'm surprised I hadn't thought of dodge, though.
edit - I'm not sure if you can have a size modifier without actualy changing the size, which I'd rahter not do, also, does anyone know the pricing for a miss chance? having all this plus a 10-30% MC would really kick buttock.
Patrick Draken-Korin

01-23-05, 04:26 PM
the following is the rules for bonuses (that i use, not 100% based on the rules of the core books)

Bonus types: if a creature has bonuses granted from 2 or more separate sources and each bonus type is the same then those bonuses usually don’t stack (aren’t cumulative), there are 23 bonus types (3 are original creations)

Bonus types: Ability Scores/ AC/ Attacks/ Checks/ Damage/ Initiative/ Saves/ Speed

Alchemical: n/ n/ n/ Y/ n/ Y/ Y/ n
Anarchy*: n/ Y/ Y/ Y/ Y/ n/ Y/ n
Armor: n/ Y/ n/ n/ n/ n/ n/ n
Awareness*: n/ Y/ Y/ Y/ Y/ Y/Y/ n
Circumstance: n/ n/ n/ Y/ Y/ n/ Y/ n
Competence: n/ n/ Y/ Y/ Y/ Y/Y/ n
Deflection: n/ Y/ n/ n/ n/ n/ Y/ n
Destiny*: n/ Y/ Y/ Y/ Y/ n/ Y/ n
Divine: n/ Y/ Y/ Y/ Y/ Y/Y/ n
Dodge: n/ Y/ n/ n/ n/ n/ Y/ n
Enhancement: n/ ?/ Y/ Y/ Y/ n/ n/ Y
Inherent: Y/ n/ n/ n/ n/ n/ n/ n
Insight: n/ Y/ Y/ Y/ Y/ Y/ Y/ n
Luck: n/ Y/ Y/ Y/ Y/ Y/ Y/ n
Morale: n/ Y/ Y/ Y/ Y/ n/ Y/ n
Natural Armor: n/ Y/ n/ n/ n/ n/ n/ n
Profane: n/ Y/ Y/ Y/ Y/ n/ Y/ n
Racial: Y/ n/ Y/ Y/ Y/ Y/ Y/ NA
Resistance: n/ n/ n/ n/ n/ n/ Y/ n
Sacred: n/ Y/ Y/ Y/ Y/ n/ Y/ n
Shield: n/ Y/ n/ n/ n/ n/ n/ n
Size: n/ ?/ Y/ Y/ Y/ n/ n/ n
Synergy: n/ Y/ Y/ Y/ n/ Y/ Y/n

Alchemical: granted by a chemical compound, temporary, may or may not require the compound to be taken before hand, on occasion applied as a penalty, can’t be granted by any magical/psionic effect
Anarchy: granted by the forces or chaos and disorder (accidentally trip and swing to the left just as the enemy dodges to the left, often magical/psionic in nature), on occasion applied as a penalty, a creature can’t have an anarchy bonus and a destiny bonus at the same time (they don’t stack)- forces of chaos in the multiverse
Armor: granted by a suit of armor worn (or by a magical/psionic effect), can be enhanced beyond base value (masterwork armor only) through the use of magic/psionics
Awareness: granted by a superior “other-sense” (blindsight, blindsense, tremor sense, scent, etc)
Circumstance: a circumstance modifier will stack with other applicable circumstance modifiers if the different modifiers don’t originate from the same circumstance (a climbing kit and a clawed climbing gloves), applies to damage or saves rarely, can’t be granted by any magical/psionic effect (unless it is the effect that creates a situation that warrants a circumstance bonus indirectly)
Competence: granted by a magical/psionic effect that increases actual ability towards the task involved, on occasion applied as a penalty
Deflection: granted by an effect that makes attacks veer off or avoid the target (this may be magical/psionic or come from a natural skill/ability), on occasion applied as a penalty
Destiny: granted by the force of inevitability or fate (swing to the right but the weapon jerks sideways into the path of the enemy as the enemy dodges to the left, often magical/psionic in nature), on occasion applied as a penalty, a creature can’t have an destiny bonus and a anarchy bonus at the same time (they don’t stack)- forces of law in the multiverse
Divine: granted by a creature’s Divine Rank (only deities can benefit from a divine bonus), can’t be granted by any magical/psionic effect (unless that effect confers a divine rank), all divine modifiers stack
Dodge: granted by a skill/ability that allows the creature to get out of the way of an attack faster (often through racial instinct or specialized training, rarely because of a magical/psionic effect), all dodge modifiers stack
Enhancement: a bonus applied to another attribute (speed, attack, damage, checks) directly, can be applied to AC through another bonus type (increasing that bonus further: armor, natural armor, shield), can be applied to certain special abilities (hardness, etc), on occasion applied as a penalty
Inherent: a bonus to an ability score (permanent), a non-deity can’t benefit from an inherent ability bonus greater than +5, a deity (creature with a divine rank of 0 or higher) can benefit from a maximum inherent ability bonus equal to 5+ 1/2 it’s divine rank, inherent ability bonuses can only be granted by special magical/psionic effects (e.g. a wish spell), on occasion applied as a penalty
Insight: granted by a precognitive ability (foresight) that shows clues of the future
Luck: granted by the force of luck, on occasion applied as a penalty
Morale: granted by self-confidence/courage/hope/determination, on occasion applied as a penalty
Natural Armor: granted by a thick hide or scale or a thick layer of fur, can be enhanced beyond base value through the use of magic/psionics
Profane: granted by an evil force (often magical/psionic in nature), on occasion applied as a penalty, a creature can’t have an profane bonus and a sacred bonus at the same time (they don’t stack)- forces of evil in the multiverse
Racial: a bonus granted by a creature’s natural shape (a racial bonus is permanent an can’t be altered unless the creature’s base shape is altered), speed isn’t altered by a racial bonus due to the fact that there isn’t any base speed value that all creature’s must acknowledge, on occasion applied as a penalty, natural armor is effectively a racial AC bonus (but isn’t counted as a racial bonus), can’t be granted by any magical/psionic effect (unless the effect changes the creatures shape), all racial modifiers stack
Resistance: granted by a magical/psionic effect to ward a creature from harm, on occasion applied as a penalty
Sacred: granted by a force of good (often magical/psionic in nature), on occasion applied as a penalty, a creature can’t have an sacred bonus and a profane bonus at the same time (they don’t stack)- forces of good in the multiverse
Shield: by a shield carried (or by a magical/psionic effect), can be enhanced beyond base value (masterwork shield only) through the use of magic/psionics
Size: when a creature’s size changes then it gains a size bonus/penalty to AC and attacks and might gain a size bonus to strength/dexterity/constitution/natural armor/damage (depending on what changed the creature’s size)
Synergy: a synergy bonus is granted by having sufficient ranks in a skill, synergy bonuses apply mostly to other skills, can’t be granted by any magical/psionic effect, all synergy modifiers stack