Armor Class bonuses by class

Armor Class by Class. At a glance information to help better understand what innate AC bonuses, if any, are available to each class.

Class feats

 * [[image:Feat_uncanny_dodge.png|20px]] Uncanny Dodge
 * Range: Self
 * Duration: 15 seconds
 * Minimum Level Required: 2
 * Description: This provides a +4 bonus to Armor Class and Reflex saves. Starts with one use per day and gain additional uses as the character levels up.
 * [[image:Feat_uncanny_dodge.png|20px]] Improved Uncanny Dodge
 * Range: Self
 * Duration: 30 seconds
 * Minimum Level Required: 5
 * Description: This provides a +6 bonus to Armor Class and Reflex saves. Starts with four uses per day and gain additional uses as the character levels up.

Class feats

 * [[Image:Feat_inspire_heroics.png|20px]] Inspire Heroics
 * Range: Self and friends
 * Duration: ???
 * Minimum Level Required: 15
 * Prerequisite: 18 ranks in the Perform skill.
 * Description: This provides a +4 Dodge bonus to Armor Class.

Spells

 * [[image:Sp_recitation.png|20px]] Recitation:
 * Level 4 cleric spell
 * Duration: 6 seconds/ level
 * Benefit: Gives special favor to you and any allies near you, granting a +2 Luck bonus to Armor Class, attack rolls, and saves.

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 Enhancement. Dexterity bonus to Armor Class

Fighter Mobility I-III
This is a situational increase to your AC and can only be taken with the Mobility feat which increases your AC by 4 when tumbling. The enhancement line increases this bonus. However, take note that some armor and shields have penalties to skills called Armor Check Penalties. If for any reason your Tumble skill score 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’. This Enhancement line increases your Dexterity bonus to Armor Class.

Fighter Stalwart Defender I-III

 * Fighter Stalwart Defender I
 * Prerequisites: Level 6 Fighter, Fighter Skill Intimidate II, Fighter Armor Boost I, 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.


 * Fighter Stalwart Defender II
 * Prerequisites: 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
 * Prerequisites: 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.

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
 * Benefit: 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 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 Bonus to their AC based on their modifier. 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
 * Benefit: Your training improves your armor class, so long as you remain Unarmored, unencumbered and do not equip a shield.

Monk Enhancement: Wisdom
The Class Enhancement does not stack with other class Enhancements but does stack with the Racial Enhancement Wisdom for Human 1 Max. It takes 2 points in Wisdom to increase your modifier for AC by 1 for Monks.

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

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

[[image:Benefit_paladin_auraofgood_armor_1.png|20px]]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

[[image:Sp_rgr_barkskin.png|20px]]Barkskin
+3,+4,+5 (Unlike the Action Boosts to AC, Barkskin can be dispelled.  +2 Natural 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

[[image:EnhIcon Dexterity.png|20px]]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

[[image:Benefit_ranger_favoredenemy_defense_1.png|20px]]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.

''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.''

''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.''

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.

[[image:Benefit_rogue_dexterity_1.png|20px]]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.


 * [[image:Feat_uncanny_dodge.png|20px]]Uncanny Dodge Available at lvl 4 gives +4 AC lasts 15 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. ''
 * [[image:Feat_improved_uncanny_dodge.png|20px]] Improved Uncanny Dodge Available at lvl 8 gives    +6 AC lasts 30 seconds  2-4 times between rest depending on lvl.

Spells

 * Mage Armor
 * An invisible, but tangible field of force surrounds an yourself or an ally, providing a +4 armor bonus to AC for 5 min + 1 min/caster level.


 * Shield
 * Grants a +4 shield bonus to Armor Class


 * Haste
 * A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.

Sorcerer and Wizards and Bards
Generally use Blur and Displacement to offset any possible lack of innate Armor Class bonuses to their classes.