PDA

View Full Version : talking about ac, and more general questions


freonsmurf
06-24-02, 02:44 PM
Armor Class come in 5 flavors in nwn. Can one of you who knows and plays the 3rd edition rules on pen & paper just explain what these are and possible saving throws or skill checks. thx

Armor Enhancement ?

Shield Enchancement ?

Dodge ?

Natrual ?

Deflection ?
Edited by: FreonSmurf at: 6/25/02 12:38:57 am

EZ_Vaclav Romanov
06-24-02, 02:49 PM
Short Version....

All 5 different versions are mutually exclusive on a character...

Say you have an Armor Enchance +2 and +4 item on, only the +4 will give you a benefit, same goes for all the categories I believe, except for Dodge - which stacks until +5 I believe (and I think... Dex AC is considered Dodge AC... but I'm rusty - own the 3rd Ed books but never got to use 'em)

Krimzan
06-24-02, 02:52 PM
Dodge, Deflection and Dex AC are negated if you are prone or flat footed or flanked.

Natural AC is like toughness of your skin. Krimzan Anklestabber
Anarchia (Neutral)- Sullon Zek "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move."
-Douglas Adams, The Hitchhikers Guide to the Galaxy View todays stats for Sullon Zek!

EZ_Aelodyn
06-24-02, 03:33 PM
In 3rd edition, there are lots of ways to gain AC benefits. Some of these ways stack, some don't. Off the top of my head:

<u>Armor</u> bonuses supercede each other. An armor bonus usually comes from wearing physical armor such as banded mail, or from a magic item or spell that adds an armor bonus to AC. For instance, the arcane spell mage armor adds a +4 armor bonus to AC, and doesn't stack with other armor bonuses. If you donned a pair of +2 bracers of armor, your net armnor bonus to AC would still only be +4. There is an exception to this rule: the shield. Armor bonuses from using a shield stack with armor bonuses from other sources.

<u> Dodge</u> bonuses come from your Dexterity modifier and the Dodge/Mobility feat chain. Dodge bonuses stack with each other, and you can add them infinitely. However, you lose all dodge bonuses to AC when you are caught flat-footed, such as in the first round of combat before your initiative turn. Dodge bonuses stack with armor bonuses.

<u>Natural armor</u> bonuses to AC come from having a very thick skin or hide, or from spells or magic items that simulate natural armor, such as the spell barkskin. Natural armor bonuses do not stack with each other, but <u>do</u> stack with armor bonuses and dodge bonuses to AC.

<u> Deflection</u> bonuses to AC come from magic items or spells that protect your character with a magical, invisible force field. Like armor bonuses and natural armor bonuses, deflection bonuses do not stack with each other, but <u>do</u> stack with other AC modifier types. Rings of protection and cloaks of protection are two types of AC items that provide deflection bonuses.

<u>Other</u> bonuses to AC are possible in 3rd edition. The system is open-ended and flexible. The only type of AC modifier that I am aware of in NWN that falls into the "other" category is the Monk class's Wisdom bonus to AC. Monks gain their Wisdom modifier to their AC, if positive, as long as they are not wearing any armor. This is not a dodge bonus, because they retain it even while flat-footed.

Hope that helps. Edited by: Aelodyn at: 6/24/02 4:36:16 pm

EZ_RKRazor
06-24-02, 03:51 PM
there is a skill the negates the flat-footed, surpised, or flanked AC negitive. I can't remember the skill name off the top of my head. My rogue in 3rd addition can't be caught flat-footed, surpised, or flanked. Tenlar Shadowkeep
52nd Rake of Bristlebane
The Insane Clown of Talthalra D' Bel'la
Erollisi Marr
Ahura Myndbender 55 Enchanter

EZ_Aelodyn
06-24-02, 03:58 PM
Uncanny dodge. Only rogues and barbarians get it.

freonsmurf
06-24-02, 08:29 PM
thx alot that clears it up big time!

freonsmurf
06-24-02, 11:34 PM
another question

what is iniative roll and what is the one skill check it makes? Rodcet Nife Ring Warden


"Nicotine is not addictive" Tobacco Industry
"Rogues are a balanced class"-Gordon
My Sigs 2.0 blog html Backstab Calc

EZ_Aelodyn
06-24-02, 11:56 PM
In NWN, all combatants roll for initative at the beginning of combat. This determines the initiative order, or the order of combat. The computer rolls 1d20, adds your Dex modifier, and places you in the order. Higher is better. If you haven't yet acted in the first round of combat, you're flat-footed (unless you're a rogue or a barbarian with Uncanny Dodge.)

EZ_toxickglobal
06-25-02, 11:04 PM
I 'dink there are other mods to the initative roll...i.e. weapon negs...big stuff swings slower, so monks tend to strike first 'cause their' barehanded not sure..some additional info would help ..heh

Tox Ick

EZ_FedaTheMonk
06-26-02, 07:46 AM
Initiative is calculated thus:

you roll a d20, then add in whatever feat bonuses or item bonuses you have...

so say I have improved initiative (I think its 4, don't have my rule book at work) and roll a 14, then my initiative is 18 and the guy I'm fighting with rolls and initative of 26 (natural 20, plus blooded, plus improved initiative feats), and the goblin we are fighting against has an initiative of 10 (the DM rolls that, we don't really know the exact number) so my friend goes, then I, then the poor goblin who is probably already dead


*edit* nerfed sig *end edit* Edited by: FedaTheMonk at: 6/26/02 8:54:39 am