Index of attack/defense boosters?

CapnZapp

Legend
Is there anywhere a complete list of items and feats that impact attacks and defenses?

When we were discussing Weapon/Implement Expertise it occurred to me that if I am to hand out those bonuses needed by the math I need control over where these things have snuck in, so I won't be surprised by the PCs getting them without me really having taken them into account.

So, I'll start and you can fill me in...

Edit: I'm updating this list as people's additions come in:

Attacks (plus your weapon/implement):
* Weapon/Implement Expertise (PHB2, page 190) ... +1 to +3 bonus
Number of feat slots freed: 1 (or 2 if you're a class who needs two weapons and/or implements)

AC (plus your armor, including masterwork):
* Armor Specialization (PHB1, page 202) ... +1 bonus
Number of feat slots freed: 1

Fort/Ref/Will (plus your neck item):
* Paragon/Robust Defenses (PHB2, pages 191 and 194) ... +1 to +2 bonus
* Epic Fortitude/Reflexes/Will (PHB2, page 194) ... +4 bonus
* Belt of Vim/Boots of Quickness/Circlet of Indomitability/ (AV, pages 164, 126, and 139) ... +1 to +3 bonus
Number of feat slots freed: 4
Number of item slots freed: 3

...more?
 
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Fort/Ref/Will (plus your neck item):
* Great Fortitude/Lightning Reflexes/Iron Will (PHB1, pages 202-) ... +2 bonus
* Belt of Vim/Boots of Quickness/Circlet of Indomitability/ (AV, pages 164, 126, and 139) ... +1 to +3 bonus
* Paragon Defenses (PHB2, page 191) ... +1 bonus to each defense
* Robust Defenses (PHB2, page 194) ... +2 bonus to each defense
* Epic Fortitude/Epic Reflexes/Epic Will (PHB2, page 194) ... +4 bonus
 

Do you want conditional bonuses? That could quickly become a large list. Some conditional bonuses rarely come into play, but some are fairly trivial to benefit from reliably.
 

* Paragon Defenses (PHB2, page 191) ... +1 bonus to each defense
* Robust Defenses (PHB2, page 194) ... +2 bonus to each defense
* Epic Fortitude/Epic Reflexes/Epic Will (PHB2, page 194) ... +4 bonus
Thanks. However, Paragon/Robust defenses give feat bonuses and thus doesn't stack with Great Fortitude/Lightning Reflexes/Iron Will.

Of course, the new feats are strictly better than the old ones, so I'll use "Robust Defenses" as my new poster boy. (Any epic character who's taken any of the three PHB1 feats will want to retrain them asap) Again thanks.

Epic Fortitude/Reflexes/Will on the other hand, give untyped bonuses and so is a true new, third, source for our list.
 

Do you want conditional bonuses? That could quickly become a large list. Some conditional bonuses rarely come into play, but some are fairly trivial to benefit from reliably.
I don't have an easy answer to that.

You're right, making it a long list defeats the purpose. But if you have an item/feat/power that more or less constantly applies, feel free to reference it and we'll discuss! :)

Of course, this assumes it stacks with most other bonuses. For instance, I would guess power bonuses seldom are worth including, simply because even if you get a permanent power bonus all that is doing is neutering a lot of your encounter and daily powers. (This makes it a much less pressing concern from our math standpoint, I wager)
 

Certain masterworks allow a tradeoff of an extra point of AC in exchange for various defence boosts (Reflex in leather, Will in chain and cloth, Fortitude in hids and scale). These are considered armor bonuses.

Most items give item bonuses, so anything other than neck slot is generally going to avoid stacking with other items. For example there are some armors that give item bonuses to non-AC defenses when bloodied. Similarly there are armors that give item bonuses to AC (sometimes while bloodied). One that doesn't give an item bonus is meliorating that increases the enhancement at each milestone.

There are feats to improve specific attacks (grab and bull rush). There is also hellfire blood which is another corner case.

Shield Specialization fits with Armor Spec (it boosts AC, but it also boosts Reflex). Of course, of note, Armor Spec (outside of plate) all have secondary effects in addition to boosting AC, such as eliminating skill penalties or movement penalties.
 

Hellfireblood can apply very frequently or all the time with a flaming weapon. But it's only for one race out of 19.

Nible Blade will apply frequently enough for a rogue to be considered a static bonus. But it's only for one class out of 17.

Warforged Tactics is another bonus that will very frequently apply for most melee characters. But it's only for one race out of 19.
 



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