Armor Class bonuses by class

[[Image:Fighter.png|20px]] Fighter
Summary:
 * Static AC Bonus: +3 AC
 * Situational: +5 AC
 * Mobility (while tumbling): +10 AC

Fighter Armor Class Boost I-IV
When activating a Fighter Armor Class Boost, a fighter gains a miscellaneous bonus to Armor Class for 20 seconds (the size of the bonus depends on how many ranks he has taken). Upon activating any Action Boost, there is a 30 seconds cooldown during which the character cannot activate any other Action Boosts or Human Versatility.

Upon selecting the first rank, you gain five use per rest. Further uses per rest can be purchased through Fighter Extra Boost I and II.

Fighter Armor Mastery I-III
Your Dexterity Ability Modifier is added to your AC. Heavy, Medium and Light Armor all have a ‘Max Dex Bonus: X’ allowing you to use’ X’ of your Dex Ability Mod. This Enhancement stacks with the Dwarven Armor Mastery Enhanhancement. Dexterity bonus to Armor Class


 * Fighter: Armor Mastery I
 * Prerequisite: Fighter Level 3, 6 AP spent
 * Cost: 2 AP
 * Benefit: Grants +1 to the Max Dex bonus on your armor


 * Fighter: Armor Mastery II
 * Prerequisite: Fighter Level 7, Fighter Armor Mastery I, 20 AP spent
 * Cost: 4AP
 * Benefit: Grants +2 to the Max Dex bonus on your armor


 * Fighter: Armor Mastery III
 * Prerequisite: Fighter Level 11, Fighter Armor Mastery II, 34 AP spent
 * Cost: 6AP
 * Benefit: Grants +3 to the Max Dex bonus on your armor

'' For example; your Dexterity is 24, then your Dex modifier is 7. Mithral Full Plate has a ‘Max Dex Bonus:3’, shown below, allowing only 3 of your 7 total modifier to be applied to your AC. ''

Fighter Mobility I-III
This is a situational increase to your AC and can only be taken with the Mobility Feat. Mobility Feat increases your AC by 4 only when and if you can Tumble. The Enhancement line adds to this AC. Dodge bonus to Armor Class


 * Fighter Mobility I
 * Prerequisite: Mobility Feat,Fighter Level 3, 7 AP spent, Must have at least 1 point in Tumble skill
 * Cost: 1 AP
 * Benefit: Grants an additional +2 AC Bonus when Tumbling


 * Fighter Mobility II
 * Prerequisite: Mobility Feat,Fighter Level 7, 21 AP spent, Must have at least 1 point in Tumble skill
 * Cost: 3 AP
 * Benefit: Grants an additional +4 AC Bonus when Tumbling


 * Fighter Mobility III
 * Prerequisite: Mobility Feat,Fighter Level 11, 34 AP spent, Must have at least 1 point in Tumble skill
 * Cost: 6 AP
 * Benefit: Grants an additional +6 AC Bonus when Tumbling


 * Note: Some armor and shields have skill penalties,or 'Armor Check Penalties', as shown in above and below photos. If for any reason your Tumble skill is dropped below 1 by this, you cannot tumble.

Fighter Tower Shield Mastery I-III
A tower shield provides better Damage Reduction when blocking and AC than a small, med, or large shield, but comes with an ‘Armor Check Penalty’ to your skills, ‘Attack Penalty’, and limits your ‘Max Dex Bonus:X’. Dexterity bonus to Armor Class '' For better understanding note picture below. If using a Mithral Tower Shield your ‘Max Dex Bonus:4’. (This Enhancement increases that as shown below)''
 * Fighter: Tower Shield Mastery I
 * Prerequisite: Fighter Level 3, 6 AP spent
 * Cost: 2 AP
 * Benefit: Grants +1 to the Max Dex bonus on your Tower Shield


 * Fighter: Tower Shield Mastery II
 * Prerequisite: Fighter Level 7, Fighter Armor Mastery I, 20 AP spent
 * Cost: 4AP
 * Benefit: Grants +2 to the Max Dex bonus on your Tower Shield


 * Fighter: Tower Shield Mastery III
 * Prerequisite: Fighter Level 11, Fighter Armor Mastery II, 34 AP spent
 * Cost: 6AP
 * Benefit: Grants +3 to the Max Dex bonus on your Tower Shield

Fighter Stalwart Defender I-III
Very similar to the Defender of Siberys, yet does differ in some thematic ways. While they don't get the various holy abilities of the Defender of Siberys, they trade that for various other passive improvements.


 * Fighter Stalwart Defender I
 * Prereqs: Level 6 Fighter, Fighter Skill Intimidate 2, Fighter Armor Boost 1, Toughness, and any one of: Shield Mastery, Combat Expertise, Diehard, Dodge, or Least Dragonmark of Sentinel.
 * Cost: 4 Action Points
 * Benefit: While the flesh may be weak, you place your trust in the strength of steel. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum Dexterity bonus allowed by shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 2/-.


 * Stalwart Defender I: Defensive Stance
 * You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, a +1 Competence bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.

''The Stalwart Defender is based on the Dwarven Defender prestige class from pen and paper, and may end up available to dwarves (similar to how elves can acquire the Arcane Archer prestige enhancement line). The various Defender prestige classes require a Lawful alignment - a restriction they've waived in DDO.''

''All Defensive Stances, however, whether they be from the Defender of Siberys or the Stalwart Defender, are not compatible with various "enrage" effects. (Rage effects do not permit "any abilities that require patience or concentration", which is pretty much a description of Defensive Stance.) Rather than kicking you out of your Defensive Stance if a friend casts Rage on you, we chose to instead make you immune to the Rage spell while in a Defensive Stance. If you're enraged when you enter Defensive Stance, the enrage effect will be removed.''


 * Fighter Stalwart Defender II
 * Prereqs: Level 12 Fighter, Fighter Stalwart Defender I, Fighter Item Defense I, Fighter Armor Boost II, and any one of: Fighter Toughness II, Fighter Armored Agility II, Fighter Armor Mastery II, Fighter Tower Shield Mastery II, or Lesser Dragonmark of Sentinel.
 * Cost: 2 Action Points
 * Benefit: Your defensive mastery continues to grow. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum Dexterity bonus allowed by heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 4/-.


 * Stalwart Defender II: Improved Defensive Stance
 * You may expend a Fighter armor boost to become a bastion of defense, gaining a +3 Competence bonus to Strength and Constitution, a +2 Competence bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.


 * Fighter Stalwart Defender III
 * Prereqs: Level 18 Fighter, Fighter Stalwart Defender II, Fighter Item Defense II, Fighter Armor Boost III, and any one of: Fighter Toughness III, Fighter Armored Agility III, Fighter Armor Mastery III, Fighter Tower Shield Mastery III, or Greater Dragonmark of Sentinel.
 * Cost: 2 Action Points
 * Benefit: Your defensive mastery is complete. This prestige enhancement increases your Armor class by 1, grants +2 to intimidate, increases your maximum Dexterity bonus allowed by medium or heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 6/-.


 * Stalwart Defender III: Superior Defensive Stance
 * You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, a +3 Competence bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.

[[Image:Paladin.png|20px]]Paladin
Summary:
 * Static AC Bonus: +5 AC
 * Situational: +5 AC
 * Mobility (while tumbling): +4 AC

Aura of Good
Increases AC and all saving throws (fortitude, reflex and will) by one. This ability also effects party members that are close by.

Paladin Armor Class Boost I-IV
When activating a Paladin Armor Class Boost, a paladin gains a miscellaneous bonus to Armor Class for 20 seconds (the size of the bonus depends on how many ranks he has taken). Upon activating any Action Boost, there is a 30 seconds cooldown during which the character cannot activate any other Action Boosts or Human Versatility.

Upon selecting the first rank, you gain five use per rest. Further uses per rest can be purchased through Paladin Extra Boost I and II.

Paladin Bulwark of Good
This bonus to your AC is added to your Granted Feat: Aura of Good as listed below.


 * Paladin: Bulwark of Good I
 * Prerequisite: Paladin Level 3
 * Cost: 1 AP
 * Benefit: Your Aura of Good provides an additional +1 AC


 * Paladin: Bulwark of Good II
 * Prerequisite: Paladin Level 7, Bulwark of Good I, 22 AP spent
 * Cost: 2 AP
 * Benefit: Your Aura of Good provides an additional +2 AC


 * Paladin: Bulwark of Good III
 * Prerequisite: Paladin Level 11, Bulwark of Good II, 37 AP spent
 * Cost: 3 AP
 * Benefit: Your Aura of Good provides an additional +3 AC


 * Paladin: Bulwark of Good IV
 * Prerequisite: Paladin Level 15, Bulwark of Good III, 52 AP spent
 * Cost: 4 AP
 * Benefit: Your Aura of Good provides an additional +4 AC

Paladin Defender of Siberys

 * Paladin Defender of Siberys I
 * Prereqs: Level 6 Paladin, Paladin Bulwark of Good I, Paladin Resistance of Good I, Paladin Courage of Good I, Paladin Focus of Good I, Paladin Paladin Armor Class Boost I, and any one of the following: Tower Shield Proficiency, Shield Mastery, or Combat Expertise.
 * Cost: may be same as Fighter
 * Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1, and the ability to enter a defensive stance or to create a Magic Circle Against Evil effect.


 * Defender of Siberys I: Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, a +1 Sacred bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.


 * Defender of Siberys I: Magic Circle
 * You may expend a turn attempt to produce a Magic Circle Against Evil effect.


 * Paladin Defender of Siberys II
 * Prereqs: Level 12 Paladin, Defender of Siberys I, Paladin Bulwark of Good II, Paladin Resistance of Good II, and any of: Paladin Rally I, Paladin Divine Righteousness I, Paladin Toughness II
 * Cost:
 * Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you an additional Lay on Hands use per rest, 25% increased hate generation, increases the maximum dexterity bonus allowed by tower shields and heavy armor by 1, and the ability to enter an improved defensive stance or to produce a Mass Shield of Faith effect.


 * Defender of Siberys II: Improved Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +3 Sacred bonus to Strength and Constitution, a +2 Sacred bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.


 * Defender of Siberys II: Mass Shield of Faith
 * You may expend a turn attempt to produce a Mass Shield of Faith effect.


 * Paladin Defender of Siberys III
 * Prereqs: Level 18 Paladin, Defender of Siberys II, Paladin Bulwark of Good III, Paladin Resistance of Good III, and any Paladin Faith II enhancement.
 * Cost:
 * Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement increases the strength of all of your defensive auras, increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by 1, and grants the ability to enter a superior defensive stance or to defy your enemies in a glorious stand against evil.


 * Defender of Siberys III: Superior Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, a +3 Sacred bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.


 * Defender of Siberys III: Glorious Stand
 * You may expend a turn attempt to make a glorious stand against your enemies. For a short duration of time, you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. Each time you take damage, you gain the effects of a Cure Light Wounds spell.

[[Image:ranger.png|20px]] Ranger
Summary:
 * Static AC Bonus: +??? AC
 * Situational: +??? AC
 * Mobility (while tumbling): +??? AC

Barkskin
+3,+4,+5 (Unlike the Action Boosts to AC, Barkskin can be displelled.  +2 Natual Armor and +1 for every 3 Lvl’s, Max of +5.


 * Ranger Level 2 spell: Barkskin
 * Prerequisites: Ranger Level 8, 12 Wisdom or higher(*Equiped items can be counted toward this.)
 * Cost: 15 spell points, higher if extended
 * Benefit: Toughens skin of self or ally, giving a +3 Natural armor bonus


 * Ranger Level 2 spell: Barkskin
 * Prerequisites:[/b] Ranger Level 9-11, 12 Wisdom or higher(*Equiped items can be counted toward this.)
 * Cost: 15 spell points, higher if extended
 * Benefit: Toughens skin of self or ally, giving a +4 Natural armor bonus


 * Ranger Level 2 spell: Barkskin
 * Prerequisites: Ranger Level 12, 12 Wisdom or higher(*Equiped items can be counted toward this.)
 * Cost: 15 spell points, higher if extended
 * Benefit: Toughens skin of self or ally, giving a +5(Max) Natural armor bonus

Ranger Dexterity I-III
The Class Enhancement does not stack with other class Enhancements but does stack with the Racial Enhancements Dexterity for Halfling 2 Max, Elf 2 Max, Drow 2 Max and Human 1 Max. It takes 2 points in Dexterity to increase your modifier for AC by 1.


 * Ranger: Dexterity I
 * Prerequisite: Ranger Level 2, 2 AP spent
 * Cost: 2 AP
 * Benefit: Grants +1 increase to Dex score


 * Ranger: Dexterity II
 * Prerequisite: Ranger Level 6, Ranger Dexterity I, 16 AP spent
 * Cost: 4 AP
 * Benefit: Grants +2 increase to Dex score


 * Ranger: Dexterity III
 * Prerequisite: Ranger Level 10,Ranger Dexterity II, 30 AP spent
 * Cost: 6 AP
 * Benefit: Grants +3 increase to Dex score

Ranger Favored Defense I-III
This is Situational and only applies to a Rangers Favored Enemy.


 * Ranger: Favored Enemy: Defense I
 * Prerequisite: Ranger Level 1
 * Cost: 1 AP
 * Benefit: When attacked by a Favored Enemy, you receive a +1 bonus to AC


 * Ranger: Favored Enemy: Defense II
 * Prerequisite: Ranger Level 7, Ranger Favored Enemy: Defense I, 22 AP spent
 * Cost: 2 AP
 * Benefit: When attacked by a Favored Enemy, you receive a +2 bonus to AC


 * Ranger: Favored Enemy: Defense III
 * Prerequisite: Ranger Level 13,Ranger Favored Enemy: Defense II, 45 AP spent
 * Cost: 3 AP
 * Benefit: When attacked by a Favored Enemy, you receive a +3 bonus to AC

Ranger Tempest I-III
The Tempest is a solid enhancement that many current builds are based around. It may not be especially flashy, but has solid passive bonuses. That theme continues with the advanced tiers of the prestige enhancement.


 * Ranger Tempest I
 * Prerequisites: Ranger level 6, Dodge, Mobility, Spring Attack, Two Weapon Fighting, Improved Two Weapon Fighting
 * Cost: 4 AP
 * Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed and a +2 Shield bonus to Armor Class when two weapon fighting.

''The bonus to armor class now also actually only applies when you're dual wielding. Both of the bonuses granted by Tempest I have been "typed", to clarify stacking questions that constantly arose.''


 * Ranger Tempest II
 * Prerequisites: Ranger level 12, Tempest I, Ranger Dexterity II, Greater Two Weapon Fighting
 * Cost: 2 AP
 * Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +3 Shield bonus to Armor Class when two weapon fighting, and your penalty to hit has been reduced by 1.

''Since the initial prerequisites for Tempest I are pretty steep, we made the additional prerequisites for Tempest II (and III) on the cheap side. Remember that Rangers get Greater Two Weapon Fighting for free.''


 * Ranger Tempest III
 * Prerequisites: Ranger level 18, Tempest II, and any one of: Two Weapon Blocking, Two Weapon Defense, Oversized Two Weapon Fighting, or Lightning Reflexes.
 * Cost: 2 AP
 * Benefit: Your skill with two weapons is unequaled - your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +4 shield bonus to armor class when two weapon fighting, your penalty to hit has been reduced by 2, and you gain additional attacks when two weapon fighting.

The additional attacks gained at tier III are identical to what they originally had planned for (the not-in-the-game) Superior Two Weapon Fighting.

Centered Bonus +1 to +4
In order to receive the Centered Bonus to AC a Monk must only be using Ki Weapons: Kama, Quarterstaff, shuriken or Unarmed, Unarmored wearing an Outfit or Robe,(WF can wear Docents) and no shield and Unencumbered'(meaning load, in the Inventory screen below money, is at 'Light'.


 * Centered AC Bonus Feat
 * Prerequisites: Monk Lvl 2, Monk Lvl 5, Monk Lvl 10, Monk Lvl 15
 * Cost: Granted
 * Benifit: Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
 * Progression: Monk Lvl 1 +1 AC, Monk Lvl 5 +2 AC, Monk Lvl 10 +3 AC, Monk Lvl 15 +4 AC

Wisdom Ability Modifier Bonus
A Monk, (or currently any character with at least 1 lvl of Monk), provided they do not wear any type of armor or carry any type of shield is entitled to receive a Wisdom Ability Modifier Bonus to their AC. This is in addition to the Dexterity Ability Modifier all other classes receive. *In theory you could get a combined AC bonus with Dex modifier and Wis modifier of 24-25. Recommend you don't do this.

''I listed 15 as the maximum attainable Bonus. Currently I don’t see a way of getting better than a 40 Wisdom score.''
 * Wisdom AC Bonus
 * Prerequisites: Monk any Level
 * Cost: Granted
 * Benifit: Your training improves your armor class, so long as you remain Unarmored, unencumbered and do not equip a shield.

Monk Stances: Enhancements
A Monk can be in only one stance at a time.


 * Monk: Disciple of Breezes: Lesser Wind Stance
 * Prerequisite: Monk Level 1, Dex min. 12
 * Cost: 1 AP
 * Benefit: When in this stance you recieve a +2 Dex, -2 Con, 10% Attack Speed increase  (7.5% Enhancement bonus to Attack Speed, 2.5% Insight bonus to Attack Speed)


 * Monk: Adept of Wind: Wind Stance
 * Prerequisite: Monk Level 6, Dex min. 14, Monk: Disiple of Breezes, 18 AP spent
 * Cost: 2 AP
 * Benefit: When in this stance you receive a +2 Dex, -2 Con, 15% Attack Speed increase (10% Enhancement bonus to Attack Speed, 5% Insight bonus to Attack Speed)


 * Monk: Master of Thunder: Greater Wind Stance
 * Prerequisite: Monk Level 12, Dex min. 16, Monk:Adept of Wind, 41 AP spent
 * Cost: 3 AP
 * Benefit: When in this stance you receive a +3 Dex,-2 Con, 20% Attack Speed increase (12.5% Enhancement bonus to Attack Speed, 7.5% Insight bonus to Attack Speed)


 * Monk: Disciple of Puddles: Lesser Ocean Stance
 * Prerequisite: Monk Level 1, Wis min. 12
 * Cost: 1 AP
 * Benefit: When in this stance you recieve a +2 Wis, -2 Str, +2 AC bonus to your Tumble, +2 to all saves


 * Monk: Adept of Rain: Ocean Stance
 * Prerequisite: Monk Level 6, Wis min. 14, Monk: Disiple of Puddles, 18 AP spent
 * Cost: 2 AP
 * Benefit: When in this stance you receive a +2 Wis, -2 Str, +4 AC bonus to your Tumble, +3 to all saves


 * Monk: Master of The Sea: Greater Ocean Stance
 * Prerequisite: Monk Level 12, Wis min. 16, Monk:Adept of Rain, 41 AP spent
 * Cost: 3 AP
 * Benefit: When in this stance you receive a +3 Wis,-2 Str, +6 AC bonus to your Tumble, +4 to all saves

Rogue Dexterity I-III
The Class Enhancement does not stack with other class Enhancements but does stack with the Racial Enhancements Dexterity for Halfling 2 Max, Elf 2 Max, Drow 2 Max and Human 1 Max. It takes 2 points in Dexterity to increase your modifier for AC by 1.


 * Rogue: Dexterity I
 * Prerequisite: Rogue Level 2, 2 AP spent
 * Cost: 2 AP
 * Benefit: Grants +1 increase to Dex score


 * Rogue: Dexterity II
 * Prerequisite: Rogue Level 6, Rogue Dexterity I, 16 AP spent
 * Cost: 4 AP
 * Benefit: Grants +2 increase to Dex score


 * Rogue: Dexterity III
 * Prerequisite: Rogue Level 10,Rogue Dexterity II, 30 AP spent
 * Cost: 6 AP
 * Benefit: Grants +3 increase to Dex score

Uncanny Dodge and Improved Uncanny Dodge
This is a situational boost effecting AC and Reflex Save. This cannot be dispelled.


 * Lvl 4 Uncanny Dodge		  +4 AC lasts 20 seconds  2-3 times between rest

''By going the Way of the Thief Acrobat you gain 2 additional uses of Uncanny Dodge or Improved Uncanny Dodge at level 6 and 2 more additional uses at level 12 for a maximum of 8 total uses. ''
 * Lvl 8 Improved Uncanny Dodge   +6 AC lasts 30 seconds  2-4 times between rest depending on lvl.

Uncanny Dodge and Improved Uncanny Dodge
This is a situational boost effecting AC and Reflex Save. This cannot be dispelled.


 * Lvl 4 Uncanny Dodge		  +4 AC lasts 20 seconds  2-3 times between rest


 * Lvl 8 Improved Uncanny Dodge   +6 AC lasts 30 seconds  2-4 times between rest depending on lvl.

[[Image:sorcerer.png|20px]]Sorcerer [[Image:wizard.png|20px]] Wizard    [[Image:bard.png|20px]] Bard    [[Image:cleric.png|20px]]  Cleric
These Classes do not provide a static AC bonus but can all take the Mobility Feat.

Cleric
Can cast the lvl 4 spell Recitation on himself and anyone around him at Lvl. 7. This provides a short term +2 Stacking Luck bonus to Armor Class, Attack rolls and Saves.

Bard
Can use Inspire Heroics, on himself or others, at Lvl. 15 provided they have at least 18 ranks in the perform skill. This provides a +4 Stacking Bonus to Armor Class, generally lasting 5-7 minutes depending on what Enhancements have been taken.

Sorcerer and Wizards and Bards
Generally use Blur and Displacement to offset any possible lack of inate Armor Class bonuses to thier Classes.