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Magic Items that increase AC and Defenses?

Mercurius

Legend
Are there any? If not, what level would you assign to it? (Given that magic armor or amulets of projection go up 5 levels per plus).

I'm thinking a +1 item would be 3rd level, +2 8th level, +3 13th, etc.
 

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4e is built upon not having multiple magical defense boosters to the same defense in different slots. Adding them will screw up the maths and is a probably a bad idea.

Magic armour boosts your AC, magic neck-slot items boost your other defenses, and a few other factors (such as certain masterwork armours) will provide extra little boosts here and there to round things out. It's a delicate balance, and not one that should get anything extra layered on top of it.
 

Um, yes, they're magic armor and neck slot items. :P

Besides those? Plenty of things that grant conditional bonuses, but it sounds like you want a constant one. There are a few different items that grant a +1 bonus per tier to a specific defense - belt of vim, etc. (so the +3 Fort one is level 28). The other thing that comes to mind is the Defensive Staff.
 

Some belt grant a bonus to Fortitude, some boots to reflex and some head to will. The bonus is usually around +1 per tier. Apart from that, I can only think about the staff of defense as said above.

Apart from that, special material for armor can give bigger or different bonus (+For on plate for exemple).
 

Let me clarify: I'm asking about magic items that increase all four defenses (AC, Ref, For, Will) at the same time. MarkB's explanation helped me see why that might not be a good idea.
 

If ALL your players want this, it might be better to do some kind of rules fix - there has been much discussion about the brokeness of the 4E math here, specially NADs.
 


If I have diferent itens that give bonuses to the same kind of defense, do they stack?

They do if they're a different sort of bonus, like "item" and untyped, or both untyped. If they are the same type, say both item bonuses, then you use the highest.
 

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