Armor class
From NWNWiki
Armor class (AC) is a number representing a creature's ability to avoid being hit in combat. An opponent's attack roll must equal or exceed the target creature's AC to hit it.
AC = 10 + armor bonus + shield bonus + dodge bonus + natural armor bonus + deflection bonus + other bonuses
The average, unarmored peasant has an AC of 10.
Contents |
[edit] 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
Only dodge bonuses stack, up to a maximum of +20. For all other types of bonus, the single highest modifier is applied.
[edit] 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.
[edit] Sources of natural AC
These will not stack with each other; the highest one is used.
- item: amulet AC bonus (+1-20)
- feat: epic spell: epic mage armor (+5)
- spell: mage armor (+1)
- spell: barkskin (+3-5)
- spell: shadow shield (+5)
[edit] Sources of armor AC
These will not stack with each other; the highest one is used.
- item: armor AC bonus (+1-20)
- item: bracers 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)
[edit] 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)
[edit] Sources of deflection AC
These will not stack with each other; the highest one is used.
- item: gloves AC bonus (+1-20) (same item slot as bracers)
- item: ring AC bonus (+1-20)
- item: belt AC bonus (+1-20)
- item: helmet 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)
- spell: undeath's eternal foe (+4)
[edit] 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)
- effect: haste (+4)
- feat: bard song (+2-7)
- feat: divine shield (+1-20)
- feat: defensive stance (+4)
- feat: battle training vs. giants (+4 against giant-type enemies)
- feat: mobility (+4 against attacks of opportunity)
- feat/skill: mounted combat (+1 for every 5 points of ride skill check above 10)
- feat: shadow evade (+1-4)
- 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).
[edit] Other sources of AC
These are all individual sources, and stack together with no restrictions.
- ability: dexterity (+1-122, 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, or more generally the size modifier)
- feat: monk AC bonus from wisdom (+1-122)
- feat: monk AC bonus from level progression (+1-8)
- feat: draconic armor (+1-8)
- feat: expertise/improved expertise (+5/+10)
- skill: tumble (+1-8) *
- spell: Tenser's transformation (+4)
* 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.
