
Ironballs |
one of the player sin my party has suddenly discovered the many different types of bonus: profane, resistance, alchemical, morale etc.
he tries to takes advantage of this by ordering the creation of magic items with only +1 AC bonus, of the veriouse types.
this generally cost 2,500gp per +1, which is much cheaper then taking an already +1 item and upgrading it to +2.
so theoretical, he can order the creation of 10 items with different +1 bonus types, and receive that extra +10 to AC, at relatively very low cost.
now, I prefer to stick by the rules, and to not decree that he can't use those bonus types.
but I do remeber somthing about enchantment location on the body - something like that bracers are used for dex & strength bonuses, while intelligence used on crowns, boots for dodge AC bonus, etc - and that any other 'not standard' location for the magical type cost extra.
I looked for that rules but couldn't find it...
anyone knows were is it written?
or have any oder idea how to prevent this form of abuse from the player ?
thanks.

Odraude |

Generally speaking, stat boosting items are items that increase your main six stats. The physical ones are confined to belts (Str, Con, and Dex) while the mental ones are confined to headbands (Wis, Int, and Cha).
As for these AC bonuses, is he creating existing items, such as the Amulet of Natural Armor and Bracers of Armor? Or is he trying to make a custom item? If he is making a custom item, you have the right to control the pricing and even veto it if you feel it would be too unbalancing.
Just to let you know, some of the already existing Wondrous Items you can use to increase AC are as followed (and I may be missing some):
- Amulet of Natural Armor (Natural Armor Bonus)
- Ring of Protection (Deflection Bonus)
- Bracers of Armor (Normal Armor Bonus; Does not stack with other normal armor bonuses)
I can't really find any items that give any of the other bonuses at the moment, but those are the big three AC items in the game.

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what we always did was not make the creation of these magical items so readily accessible. if he can't make it himself then it is up to you of when he can find someone who can. and if you feel so inclined you can say they are an exotic item which costs more, or even just bring it into the story if he really wants one. once an evil quest has been accomplished he can be rewarded with a profane bonus item. good quest with divine, etc. the only way he can kinda go around you as the dm is if he or someone in the party is creating them but then that takes time which you can attempt to limit. but beware, this doesn't only apply to ac bonus. they could also do the same thing to ability bonuses. they will run out of magical slots eventually but they put the equations in the back of the book so you could create your own magical items within reason.
hopefully this helps a little. if not, try posting in the advice section.

Ironballs |
To my knowledge, anything under that custom list is automatically "subject to DM approval". It is meant to be a rough guideline, not something that the players have ready access to. There's a reason it has "estimate" in the title.
can you supply a link with that statement?
reading your reply gave me an idean.
while the following AC types: deflection, natural, dodge, armor, shield - are common and can be magical crafted on items, the other type will be decalred exotics and will require some special reagent - like "a tear drop from a holy child" for crafting a profane bonus type item, or maybe "a blood of a seer who saw her own death" - for insight bonus items etc....

blahpers |

Not all items adhere to these formulas. First and foremost, these few formulas aren't enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staves follow the formulas closely, and other items require at least some judgment calls.
Emphasis mine.
It is up to the GM to decide how much an item costs to create based upon its actual worth.
Note that slotted items do prevent the wearer from using other items in those slots, so this isn't quite as overpowered as one might think. When they start making unslotted, untyped items for 5000gp per plus, then it might be worth reining it in a bit.
Part of the calculation should probably include how easy it is to disable the item. If it's sitting in place sight, it's simple enough to sunder. If they demand that the item is made of adamantine or otherwise hard to destroy, it's worth more; factor the utility into the cost.