Bracers of armor with armor abilities [Archive] - Wizards Community

Post/Author/DateTimePost
High Octane

07-28-05, 02:16 AM
In Arms and Equipment, Bracers of armor could be made with armor special abilities, just like any armor.

However Arms and Equipment is 3.0, and its unclear if the armor abilities that cost a flat rate such as "slick" or "Shadow" can be added.

Can bracers be enchanted that way in 3.5 and can flat rate abilities be added if so?

If so you could easily manage a +5 on hide, move silently, and escape artist for your character on the bracers slot using +1 bracers adding the shadow slick and silent moves ability for only 12,250 gold, which is a good deal for rogues since they rarely use their bracers slot.
SamiPeikko

07-28-05, 07:05 AM
In our 3.0 campaign wizard and fighter both have +1 bracers of Deathwarding in addition to their armor.

Also if I were playing rogue again I would prefer to maximize DEX and that means that in the long run +8 Bracers of Armor are much preferable to any armor, becose there is no cap on DEX bonus to AC.
That said Bracers of Archery was one of my halfling rogue's most usefull items: +2 to hit can be really important in hitting with those ranged sneak attacks.
tarkin

07-28-05, 11:09 AM
I allow it, but keep the +10 cap.

I.E. You can't have +8 bracers with +5 powers, just a total of +3.

This makes up for the fact that you have no Dex penalty.
Harliquinn

07-28-05, 01:30 PM
We typically allow it in our campaigns as well. A good rule of thumb is to keep the +10 total for those things that are limited like that otherwise. These include Armor bonuses, Resistance bonuses, Deflection bonuses, Ability score bonuses. Skill checks probably can be exempted from this, as long as you pay the increased price for stacking magical effects.

For instance (ignoring slot affinities for now), you could make Bracers of Armor +5, Climbing +5, Resistance +5. The Armor and Resistance add to +10 (maximum) while the skill bonus isn't counted. You couldn't make Bracers of Armor +5, Resistance +5, Protection +5, however, since those bonuses are +15. You would pay the 1.5x cost for similar abilities on the same item (or 2.0x cost for dissimilar abilities) and affinity costs if your DM uses those.

As a rule, I would limit any item to at most 2 different skill increases that are similar (climbing and jumping, bluff and diplomacy, search and disable device, etc).
Dęгơs

07-28-05, 02:30 PM
i dont know where you got the information o n bracers, but they haven't changed in 3.5 from 3.0. In the A&EG, it states you can have up to a +13 effective bonus on the bracers (up to +8 AC and up to +5 equivalent abiliies). so you can have bracers of +8 AC and heavy fort. it also says that you can add any ability to bracers that have a specific cost (like slick or shadow) for the same cost.
High Octane

07-28-05, 08:17 PM
Arms and Equipment is 3.0
Tyler Do'Urden

07-29-05, 04:06 AM
I played a monk in a 3.5 game that had +3 slick, shadow bracers of armor of silent moves, or whatever order you wanna arrange that crap in.

There's no reason not to allow the flat price abilities on bracers of armor aside from an obnoxious DM.
High Octane

07-29-05, 10:28 AM
The thing is, I was thinking about making an Arcane Trickster and it would be nice to have +5 on 3 key rogue skills on his bracers, and he only has to get +1 bracers to be able to put them on, then he can just cast mage armor.

I could get the abilities from other items for cheaper, but putting it on the bracers opens up your other areas. Gooood deal.
Tyler Do'Urden

07-29-05, 04:22 PM
The thing is, I was thinking about making an Arcane Trickster and it would be nice to have +5 on 3 key rogue skills on his bracers, and he only has to get +1 bracers to be able to put them on, then he can just cast mage armor.

I could get the abilities from other items for cheaper, but putting it on the bracers opens up your other areas. Gooood deal.

Yeah, but you could do that with anything. That's what body affinities were made for; you can put any ability on any item, but it costs half again as much if it's in a weird place. Consider the suppository of epic power +10 (I made it a while ago as a joke). Incredibly expensive item that gives a +10 bonus on attacks, damage, AC, all saves, and all skill checks, and you're not supposed to swallow it.

Say you wanted to make a slotless item that gave you a +5 competence to Disable Device, Open Lock, and Search, like a "lucky pocket watch" or something. It'd run you about 11,250 gp. For flavor, you might want to make it an enchanted set of thieves' tools that grant bonuses by being in your possession.
MegamanX919

08-02-05, 11:54 PM
In Arms and Equipment, the bracers enhancement bonus can go up to +8. But with special abilities, the total enhancement can go up to +13 ( bracers + 8 with an ability valued at +5, such as heavy fortification). The market prices for bracers of armor with an effective bonus higher than +8 are as follows: 81,000gp (+9), 100,000gp (+10), 121,000gp (+11), 144,000gp (+12), 169,000gp (+13). In the case of an armor ability with a flat gp price, you use the gp price instead of an enhancement price. I pretty much copyed this straight from the book. I hoped this help.
Drakos

08-03-05, 06:58 PM
A good rule of thumb is that according to Wizards "If it wasn't updated in 3.5e then the 3.0e rule is still valid."