Highest AC

Rystil Arden said:
I would personally never allow that, though--by RAW those are guidelines, not rules.
:lol:

As a DM, I always work with my players if they want to create custom magic items. That said, the rules for creating custom magic items are core, no two ways about it. "Core" doesn't mean "not subject to DM interpretation".
 

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Plane Sailing said:
Barkskin spell - improves any existing natural armour bonus by up to +4 (or is it +5?)

Bardic inspire Heroics - +4

Cool, thanks. (Though he needs outside help for those two, or at least a potion for the barkskin).
 


Nail said:
As a DM, I always work with my players if they want to create custom magic items. That said, the rules for creating custom magic items are core, no two ways about it. "Core" doesn't mean "not subject to DM interpretation".
Well, I DO see "two ways about it."

Nonmagical psionics are also "core", since they're included in the DMG under "Variant Rules" just as is the option "New Magic Items." It's not "core." Same would be true for weapon equivalencies, softer critical hits, critical fumbles, ALL of DMG Chapter 6 (including the PrCs as noted in the sidebar on p.171), and a few more things. "New Magic Items" is a VARIANT rule. Without that rule in use, the "core" items are the ones listed in the DMG. At least, I feel that's a valid enough interpretation that there really are "two ways about it."
 

Nail said:
:lol:

As a DM, I always work with my players if they want to create custom magic items. That said, the rules for creating custom magic items are core, no two ways about it. "Core" doesn't mean "not subject to DM interpretation".
But it says that they are guidelines. You can't in good conscience use them priced at 2000xbonus squared, just like you couldn't use an all-the-time-use-activated-True-Strike item priced at 2000 GP in a thread about the highest attack bonus.

If I allowed those bonuses that aren't found in the DMG, I would price them so that they wouldn't be competitive to purchase until you were done with all the normal items, say 40000xbonus squared.
 


Nail said:
How are guidelines printed in the DMG not core rules?
Because they aren't rules. They are guidelines. Some of the items creatable using those guidelines would break the game at any price--the guidelines themselves warn not to just craft items using them willy-nilly but to work with your GM to come up with something that works for your game. A game could be within the core rules without houseruling even if a GM disallowed all the unusual armour bonus types.
 

Nail said:
As a DM, I always work with my players if they want to create custom magic items. That said, the rules for creating custom magic items are core, no two ways about it. "Core" doesn't mean "not subject to DM interpretation".
Yes, the guidelines are core. But actually allowing PCs to do so is a variant option (pg.214). It's a mystery wrapped in an enigma shrouded in a Cloak of Elvenkind also providing Resistance +5 :)
 


a million bajillion AC

Um, infinite AC is pretty easy to accomplish.

Dwarven druid x / deepwarden 2
use the spell enhance wildshape (or get the feat that does the same)
and use call lightning or any other method of getting electricity damage. (a pin enchanted with shocking attribute for 1damage +1 bonus +electricity)

Every electrical attack against you, you gain 1d4 con. Every 2 con, your AC goes up by 1. You could use your full array of attacks with the pin, doing 6 damage a round to your self, but gaining 3d4con, for an average of 7.5con/round, or 3ac and 60hp/per round. in one hour of attacking yourself, you should be at +450con, for +225AC and 4500hp, more if you have haste. Attack yourself 1 time per hour to keep the decay at bay.
 

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