Difference between revisions of "Armor Class"

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<span class="DROPCAP">T</span>he Armor Class, or AC, of a player or creature is the number that an opponent's attack roll must equal or exceed to successfully hit.<br />
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The Armor Class, or AC, of a player or creature is the number that an opponent's attack roll must equal or exceed to successfully hit.<br />
 
Armor Class is an abstract number, that represents how difficult it is to damage someone.
 
Armor Class is an abstract number, that represents how difficult it is to damage someone.
  
A character's AC is equal to 10 + Dexterity modifier + armor bonus + shield bonus + size modifier + any other bonuses from items, spellls, or special abilities (see below).
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A character's AC is equal to 10 + [[Dexterity]] modifier + armor bonus + [[shield]] bonus + size modifier + any other bonuses from items, spellls, or special [[abilities]] (see below).
  
<span class="BOLD">AC Types</span>
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AC Types
  
 
* Armor bonus - provided by armor slot and bracers slot (bracers only; gloves provide deflection)
 
* Armor bonus - provided by armor slot and bracers slot (bracers only; gloves provide deflection)
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* Deflection bonus - provided by all other inventory slots
 
* Deflection bonus - provided by all other inventory slots
  
When receiving an AC bonus from a magical source, such as a spell or magical item, only Dodge bonuses stack, up to a maximum of +20. For all other AC bonus types, the single highest modifier is applied. Bonus AC gained through Feats or class features always stack with each other as well as bonus AC from a magical source.
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When receiving an AC bonus from a magical source, such as a spell or magical item, only Dodge bonuses stack, up to a maximum of +20. For all other AC bonus types, the single highest modifier is applied. Bonus AC gained through [[Feats]] or class features always stack with each other as well as bonus AC from a magical source.
  
 
=== Armor Class Guide ===
 
=== Armor Class Guide ===
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Below are 6 AC categories; the 5 that NWN uses (Natural, Armor, Shield, Deflection, Dodge), and one extra &quot;other&quot; category to hold the bonuses that do not fit into the 5 base categories. All these categories will stack together, and ultimately sum together to form a character's total AC.
 
Below are 6 AC categories; the 5 that NWN uses (Natural, Armor, Shield, Deflection, Dodge), and one extra &quot;other&quot; category to hold the bonuses that do not fit into the 5 base categories. All these categories will stack together, and ultimately sum together to form a character's total AC.
  
<span class="BOLD">Sources of Natural AC</span>
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Sources of Natural AC
  
 
These will not stack with each other; the highest one is used.
 
These will not stack with each other; the highest one is used.
  
 
* Item: Amulet AC Bonus (+1-20)
 
* Item: Amulet AC Bonus (+1-20)
* Feat: Epic Spell: Epic Mage Armor (+5)
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* Feat: Epic Spell: Epic [[Mage Armor]] (+5)
 
* Spell: Mage Armor (+1)
 
* Spell: Mage Armor (+1)
* Spell: Barkskin (+3-5)
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* Spell: [[Barkskin]] (+3-5)
* Spell: Death Armor (+2)
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* Spell: [[Death]] Armor (+2)
* Spell: Shadow Shield (+5)
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* Spell: [[Shadow Shield]] (+5)
* Spell: Tenser's Transformation (+4)
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* Spell: [[Tenser's Transformation]] (+4)
  
<span class="BOLD">Sources of Armor AC</span>
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Sources of Armor AC
  
 
These will not stack with each other; the highest one is used.
 
These will not stack with each other; the highest one is used.
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* Feat: Epic Spell: Epic Mage Armor (+5)
 
* Feat: Epic Spell: Epic Mage Armor (+5)
 
* Spell: Mage Armor (+1)
 
* Spell: Mage Armor (+1)
* Spell: Magic Vestment (+1-5)
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* Spell: [[Magic Vestment]] (+1-5)
  
<span class="BOLD">Sources of Shield AC</span>
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Sources of Shield AC
  
 
These will not stack with each other; the highest one is used.
 
These will not stack with each other; the highest one is used.
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* Spell: Magic Vestment (+1-5)
 
* Spell: Magic Vestment (+1-5)
  
<span class="BOLD">Sources of Deflection AC</span>
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Sources of Deflection AC
  
 
These will not stack with each other; the highest one is used.
 
These will not stack with each other; the highest one is used.
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* Item: Cloak AC Bonus (+1-20)
 
* Item: Cloak AC Bonus (+1-20)
 
* Item: Weapon AC Bonus (+1-20)
 
* Item: Weapon AC Bonus (+1-20)
* Item: Dusty Rose Ioun stone (+1)
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* Item: Dusty Rose Ioun [[stone]] (+1)
 
* Feat: Epic Spell: Epic Mage Armor (+5)
 
* Feat: Epic Spell: Epic Mage Armor (+5)
 
* Spell: Shield (+4)
 
* Spell: Shield (+4)
 
* Spell: Mage Armor (+1)
 
* Spell: Mage Armor (+1)
* Spell: Shield of Faith (+2-5)
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* Spell: [[Shield of Faith]] (+2-5)
* Spell: Protection from Alignment (+2 versus selected alignment)
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* Spell: [[Protection from Alignment]] (+2 versus selected alignment)
 
* Spell: Aura Versus Alignment (+4 versus selected alignment)
 
* Spell: Aura Versus Alignment (+4 versus selected alignment)
 
* Spell: Magic Circle Against Alignment (+2 versus selected alignment)
 
* Spell: Magic Circle Against Alignment (+2 versus selected alignment)
  
<span class="BOLD">Sources of Dodge AC</span>
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Sources of Dodge AC
  
 
These will stack with each other but is limited to a +20 maximum Dodge bonus.
 
These will stack with each other but is limited to a +20 maximum Dodge bonus.
  
 
* Item: Boots AC Bonus (+1-20)
 
* Item: Boots AC Bonus (+1-20)
* Feat: Bard Song (+2-7)
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* Feat: [[Bard]] Song (+2-7)
 
* Feat: Mobility (+4 against Attacks of Opportunity)
 
* Feat: Mobility (+4 against Attacks of Opportunity)
 
* Feat: Shadow Evade (+1-4)
 
* Feat: Shadow Evade (+1-4)
 
* Feat: Divine Shield (+1-20)
 
* Feat: Divine Shield (+1-20)
 
* Feat: Defensive Stance (+4)
 
* Feat: Defensive Stance (+4)
* Spell: Haste (+4)
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* Spell: [[Haste]] (+4)
 
* Spell: Mage Armor (+1)
 
* Spell: Mage Armor (+1)
 
* Spell: Epic Spell: Epic Mage Armor (+5)
 
* Spell: Epic Spell: Epic Mage Armor (+5)
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All Dodge AC is lost when caught Flat-footed (even if the character has the Uncanny Dodge feat).
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All Dodge AC is lost when caught [[Flat-footed]] (even if the character has the Uncanny Dodge feat).
  
<span class="BOLD">Other Sources of AC</span>
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Other Sources of AC
  
 
These are all individual sources, and stack together with no restrictions.
 
These are all individual sources, and stack together with no restrictions.
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* Feat: Bone Skin (+2-16)
 
* Feat: Bone Skin (+2-16)
 
* Feat: Small Stature (+1)
 
* Feat: Small Stature (+1)
* Feat: Monk AC Bonus from Wisdom (+1-20)
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* Feat: [[Monk]] AC Bonus from [[Wisdom]] (+1-20)
 
* Feat: Monk AC Bonus from level progression (+1-8)
 
* Feat: Monk AC Bonus from level progression (+1-8)
 
* Feat: Draconic Armor (+1-8)
 
* Feat: Draconic Armor (+1-8)

Latest revision as of 16:01, 11 March 2019

The Armor Class, or AC, of a player or creature is the number that an opponent's attack roll must equal or exceed to successfully hit.
Armor Class is an abstract number, that represents how difficult it is to damage someone.

A character's AC is equal to 10 + Dexterity modifier + armor bonus + shield bonus + size modifier + any other bonuses from items, spellls, or special abilities (see below).

AC Types

  • Armor bonus - provided by armor slot and bracers slot (bracers only; gloves provide deflection)
  • Shield bonus - provided by shield slot
  • Dodge bonus - provided by boots slot
  • Natural armor bonus - provided by amulet slot
  • Deflection bonus - provided by all other inventory slots

When receiving an AC bonus from a magical source, such as a spell or magical item, only Dodge bonuses stack, up to a maximum of +20. For all other AC bonus types, the single highest modifier is applied. Bonus AC gained through Feats or class features always stack with each other as well as bonus AC from a magical source.

Armor Class Guide

As above, there are several types of Armor Class in Neverwinter Nights; some will work together (i.e., stack) and some will not. Knowing what stacks and what doesn't can often mean the difference between useful equipment and useless equipment.

Below are 6 AC categories; the 5 that NWN uses (Natural, Armor, Shield, Deflection, Dodge), and one extra "other" category to hold the bonuses that do not fit into the 5 base categories. All these categories will stack together, and ultimately sum together to form a character's total AC.

Sources of Natural AC

These will not stack with each other; the highest one is used.

Sources of Armor AC

These will not stack with each other; the highest one is used.

  • Item: Armor AC Bonus (+1-20)
  • Item: Bracer AC Bonus (+1-20) (same item slot as Gloves)
  • Feat: Epic Spell: Epic Mage Armor (+5)
  • Spell: Mage Armor (+1)
  • Spell: Magic Vestment (+1-5)

Sources of Shield AC

These will not stack with each other; the highest one is used.

  • Item: Shield AC Bonus (+1-20)
  • Spell: Magic Vestment (+1-5)

Sources of Deflection AC

These will not stack with each other; the highest one is used.

  • Item: Glove AC Bonus (+1-20) (same item slot as Bracers)
  • Item: Ring AC Bonus (+1-20)
  • Item: Belt AC Bonus (+1-20)
  • Item: Helm AC Bonus (+1-20)
  • Item: Cloak AC Bonus (+1-20)
  • Item: Weapon AC Bonus (+1-20)
  • Item: Dusty Rose Ioun stone (+1)
  • Feat: Epic Spell: Epic Mage Armor (+5)
  • Spell: Shield (+4)
  • Spell: Mage Armor (+1)
  • Spell: Shield of Faith (+2-5)
  • Spell: Protection from Alignment (+2 versus selected alignment)
  • Spell: Aura Versus Alignment (+4 versus selected alignment)
  • Spell: Magic Circle Against Alignment (+2 versus selected alignment)

Sources of Dodge AC

These will stack with each other but is limited to a +20 maximum Dodge bonus.

  • Item: Boots AC Bonus (+1-20)
  • Feat: Bard Song (+2-7)
  • Feat: Mobility (+4 against Attacks of Opportunity)
  • Feat: Shadow Evade (+1-4)
  • Feat: Divine Shield (+1-20)
  • Feat: Defensive Stance (+4)
  • Spell: Haste (+4)
  • Spell: Mage Armor (+1)
  • Spell: Epic Spell: Epic Mage Armor (+5)



All Dodge AC is lost when caught Flat-footed (even if the character has the Uncanny Dodge feat).

Other Sources of AC

These are all individual sources, and stack together with no restrictions.

  • Ability: Dexterity (+1-20, but limited by the armor's maximum Dexterity bonus)
  • Item: Armor Base (+1-8)
  • Item: Shield Base (+1-3)
  • Feat: Armor Skin (+2)
  • Feat: Dodge (+1 against current target or last attacker)
  • Feat: Bone Skin (+2-16)
  • Feat: Small Stature (+1)
  • Feat: Monk AC Bonus from Wisdom (+1-20)
  • Feat: Monk AC Bonus from level progression (+1-8)
  • Feat: Draconic Armor (+1-8)
  • Feat: Expertise/Improved Expertise (+5/+10)
  • Skill: Tumble (+1-8)

The Dexterity bonus to AC, Dodge, and Tumble AC benefits are lost when caught Flat-footed but the Uncanny Dodge and Defensive Awareness feats allow the Dexterity bonus to be retained.