Gestalt Wizard AC


Advice


So I'm in a gestalt solo campaign. Character is a combination Instructor Wizard, Reincarnated Druid, and Zen Archer Monk (plus 1 level Empyreal Sorcerer). I'm looking for which ITEMS will give the best boost to AC. No mithral buckler because of Druid. No Haramaki because of Druid AC bonuses. So Amulet Natural Armor, Ring of Protection, Bracers of Armor, Belt of Dexterity, Robe of the Archmage. But there are rings that better serve me; Bracers of Archery might better serve me as Zen Archer; Robe is expensive (so later levels). Wands of Mage's Armor, Shield and Protection spells. What am I missing? What might be better choices?


How about a Darkwood buckler? Would that work?


Monks lose AC bonus, fast movement and Flurry of Blows while using Armor and shields.


headband of wisdom monk robes, you can combine magic items together at a 50% increase in cost for the added effects(you should always start with the more expensive one)


I didn't know about combining magic items because I haven't done much item creation before. Thank you for showing me that.


That said, you really aren't supposed to do "cross slot" items. Broadly speaking, each slot is geared towards a certain type of effect, and some are deliberately more valuable than others in order to force characters to make real decisions about the gear they'll equip. If you were - for example - to combine a headband with the effect of some robes, the very minimum restriction is that you should not be able to wear any other magical items for the robe's slot (think of it as magical interference from the first item). That'll help keep things balanced for your character, which is important even in solo games.


I would agree with that. But I could combine Bracers of Archery with custom Bracers of Armor; Cloak of Resistance with Cloak of Displacement; Amulets of Natural Armor with Might Fists; Ring of Protection with Sustenance; and other options that I haven't looked at yet.


Yes. Combining multiple effects into one item is a part of the Core crafting rules, and quite useful if you have money to spend on it. XD There are a lot of interesting items that aren't necessarily worth a slot all by themselves, but can be crafted in as an extra effect at a relatively low cost once you've gotten a few levels under you.

(I'm actually kind of surprised that we don't have an "official" Amulet of Mighty Fists + Natural Armor yet. It seems like something a lot of Monk-type characters would really love...)


its stated that the attribute increasing items str/dex/con and int/wis/cha must stay in the headband and belt slots all other effects may be allowed to move to different slots. plus i was more thinking combining the robes he already has with monk robes and the bracers of armor with bracers of archery


I believe the full appropriate text here is as follows:

Spoiler:
Altering Existing Magic Items

The standard rules don’t allow item creation feats to alter the physical nature of an item, its default size, its shape, or its magical properties. For example, there is no mechanism for using crafting feats to change a steel + 1 longsword into an adamantine + 1 longsword , a Large + 1 chain shirt into a Medium + 1 chain shirt , boots of speed into an amulet of speed , or a + 1 unholy longsword into a + 1 flaming shock longsword. Many GMs might decide that these kinds of transformations are impossible, beyond the scope of mortals, or not as cost-efficient as crafting a new item from scratch. Others might allow these sorts of transformations for free or a small surcharge. Keep in mind the following warnings.

Not all Item Slots Have Equal Value: This is true, even though it isn’t expressed monetarily in the rules.

Some item slots are very common and are shared by many useful items (boots, belts, rings, and amulets in particular), while some slots are used by only a few items (such as body, chest, and eyes). Allowing a character to alter or craft an item for one of these underused slots is allowing the character to bypass built-in choices between popular items.

Some Abilities Are Assigned to Certain Slots: Some of the magic items in the standard rules are deliberately assigned to specific magic item slots for balance purposes, so that you have to make hard choices about what items to wear. In particular, the magic belts and circlets that give enhancement bonuses to ability scores are in this category—characters who want to enhance multiple physical or mental ability scores must pay extra for combination items like a belt of physical might or headband of mental prowess.

If there is a trend of all items of a particular type using a particular slot (such as items that grant physical ability score bonuses being belts or items that grant movement bonuses being boots), GMs should be hesitant to allow you to move those abilities to other slots; otherwise, they ignore these deliberate restrictions by cheaply spreading out these items over unused slots.

Classes Value Some Slots More Than Others: This is a combination of the two previous warnings. Because most belts enhance physical abilities, wizards rarely have need for standard belt items. This means a wizard can change an item that’s useful to wizards into a belt and not have to worry about a future slot conflict by discovering a wizardly magic belt in a treasure hoard. Likewise, fighters have little use for most standard head items, so altering an existing fighter item to use the head slot means it has little risk of competition from found head slot items. GMs should consider carefully before allowing you to bypass these intentional, built-in item slot restrictions.

Respect Each Crafting Feat’s Niche: You might be tempted to create rings that have charges like wands, or bracers with multiple charge-based effects like staves. A GM allowing this makes Craft Wondrous Item and Forge Ring even more versatile and powerful, and devalues Craft Staff and Craft Wand because those two feats can create only charged items.

Before allowing such an item, consider whether the reverse idea would be appropriate—if someone with Craft Wand can’t make a wand of protection +1 that grants a deflection bonus like a ring of protection +1 , and if someone with Craft Staff can’t make a handy haverstaff that stores items like a handy haversack, then Craft Wondrous Item and Forge Ring shouldn’t be able to poach item types from the other feats.

GMs who wish to allow some of these sorts of alterations should consider using the original item as a talismanic component for the final item.

Any item can *theoretically* be changed to a different slot, but as a general rule of thumb, they shouldn't be without an additional limit of some kind to retain balance.

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