There are other ways to boost AC; get an Amulet of Natural Armor for a Natural Armor Bonus, a Ring of Protection for a deflection Bonus and the Jingasa of the fortunate soldier for a luck bonus. The first 2 can go up to +5 each, the last is just +1, but they all stack for a total of +16 AC.
In addition, you can get spellscribed armour, which enables you to cast a spell from it, some of which can provide various bonuses to AC
avr wrote:Compared to what it was maybe. Still 5k for +1 deflection and a get out of jail (ignore death by crit/SA) isn't horrible.Gavmania wrote:... and the Jingasa of the fortunate soldier for a luck bonus. ...Not any more, it's been nerfed into the ground.
A ring of protection is 2K for +1 deflection and is more easily upgraded. Valuing the one use ever, immediate action required fortification property at 3K seems quite high.
Skylancer4 wrote:A ring of protection is 2K for +1 deflection and is more easily upgraded. Valuing the one use ever, immediate action required fortification property at 3K seems quite high.avr wrote:Compared to what it was maybe. Still 5k for +1 deflection and a get out of jail (ignore death by crit/SA) isn't horrible.Gavmania wrote:... and the Jingasa of the fortunate soldier for a luck bonus. ...Not any more, it's been nerfed into the ground.
It is still cheaper and more convenient than a raise dead...
It is one of those items that when it is useful it saves your bacon and you are glad to have had it.
I didn't say it should be at the top of your murder hobo shopping list, I said it wasn't badly priced for what it does.
To answer the question posed about what I'm trying to prove, my GM and I were discussing my character's abilities. Specifically, we were negotiating (yay for reasonable GMs. SPECIFICALLY were discussing possible options on a Bones oracle with a high dex (I didn't dex him out on purpose, it just ended up that way... stacking template bonuses do weird things sometimes) using something akin to an Armored Kilt, but no AC bonus, no dex cap, yatta yatta, on his Armor of Bones. He nixed that.
I did the math and, even with a 19 dex at L1, I'd only get two more points out of the AC from dex than I would from using an armored Kilt and a +5. And even THEN, I'd have to have a +6 dex item, a +4/5 tome, and either 4 or 5 points from level ups into my dex.
Then I wondered... can I bring that up another point or two, even situationally, using enchantments that can ONLY be put on armor (deflection, luck, etc can be put on a lot of things). Things like the Bloodthirst perk are good examples. he has claws, and a melee weapon, so that'd give me a booster most rounds. And with Weapon Finesse and natural weapons, well... useful, to say the least.
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So the problems as I see it Zarius is that you're wanting to enhance your Armor of Bones ability to give you more AC.
However, the Armor of Bones ability provides an armor bonus just like wearing regular armor would. They do not stack, by the normal rules.
You're GM also shouldn't allow them to stack, as it would give you an unfair advantage in the AC department compared to other players.
It starts out giving you +4 armor to AC and doesn't limit the amount of dex to AC you can have. It's already as good as any light armor you can start the game with. Over the course of the game you will gain 8 more points of armor (total of 12), which is more than any light or medium armor can offer you, even at a +5. And you still get to add an unlimited amount of dex. Unlike most armors.
So, it's already a really great ability and your GM would be unwise to allow you to modify it.
At minimum, the Armored Kilt DOES stack, it's literally meant to stack with non-heavy armor (though it ups the weight cat, that's not a problem with Armor of Bones), which is why he'd suggested it. The BIG thing I wanted is something long the lines of fire guard, or other defensive enchantments that you'd GET on armor. Like I said, I'd actually been trying to negotiate something that WOULDN'T give me an AC bonus, but would still give me the enchantment slots that I can't get with Armor of Bones.
Can Armored Kilt be enchanted and still stack with armor, anyway?
If it can't, what's the benefit? Overall AC doesn't change and the armor becomes one category heavier
It can be worn on it's own and enchanted separately.
When adding it to another set of armor (actual armor listed in the armor table) I believe you just use the stats of the armor you attached the kilt to with the exception of increasing the AC by 1, lowering the max dex by 1, increasing the weight by 15 lbs (and having no effect on heavy armor). So you use the enchants and enhancement of the armor you attach it to, not anything that you might have put on the armored kilt itself.
IIRC you can still wear regular armor and use the bone armor. The higher bounus just overrides the smaller one.
So Im pretty sure you can just wear the above armor and enchant that with fire resistance and what not
You can absolutely wear both, but whichever provides the lesser armor bonus basically "turns off". So you can't get the benefits of wearing enchanted armor if your Bone Armor provides a higher AC, including the special abilities like fire resistance.
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Magic vestment should work to further enhance Armor of Bones from the Bones oracle. The ability actually conjures physical armor, it just has a limited duration, so permanent enhancement is not viable.
Also, if your goal is to boost your AC, don't forget to carry a shield.
Armored Kilt specifically states that it's an add-on to any non-heavy armor. For all intents and purposes, Armor of Bones - like an Armored Bracer or mage armor - is an armor with 'X' AC armor bonus, zero weight, no weight category, no dex cap, no skill penalty, and no physical base for enchanting.
By it's description, the Armored Kilt would stack with all three of the above, increasing the weight cat one tier. The fact that it sockets over an existing piece of armor is irrelevant in this PARTICULAR case *because it's meant to work that way* Now, in fairness, in an odd circumstance like this, I'd personally rule to use the base stats for the kilt (dex cap and skill penalty) rather than the "apply a -1 to existing items" part, since the point is that it's still restrictive. Adding it to the Ceremonial Silk Armor should work the same, if you were that silly.
As to if two pieces of enchanted armor would stack (i.e. a +4 suit of studded leather and a +3 armored kilt), I'd ask your DM, but based on things like the descriptions in the necklace area and a few others, I'd say no. The first one equipped would function normally (likely leather armor), so you'd be left with a very expensive kilt.