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{{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]] | {{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]] | ||
''' | '''{{ArmourClass}}''' ('''AC''') is a measurement of how difficult a creature is to be hit by an attack. AC can be increased by equipping [[Armour]] and [[Shields]], by selecting certain [[Feats]] when leveling up, or utilizing certain Magic [[Spells]]. | ||
* In order to successfully hit | The formula that determines AC is: | ||
{{GameplayNavbox}} | |||
<code>Armour Class = Base Armour Class + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]] + Other Bonuses and Penalties</code> | |||
*Base Armour Class is the number seen in shields in the descriptions of armour. When naked, a creature naturally has a Base AC of 10. | |||
**[[Mage Armour]] sets the base armour class to 13 if the target isn't wearing any armour | |||
*The AC bonus from Dexterity Modifier may be capped when wearing heavier types of [[Armour]]. | |||
** Clothing and Light Armour doesn't cap the Dexterity AC. | |||
** Medium Armour typically allows adding up to +2 Dexterity Modifier to AC, although there are some armours with an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. For example, [[Yuan-Ti Scale Mail]], [[Sharpened Snare Cuirass]], or [[Armour of Agility]]. | |||
** Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity. | |||
* The final term, "Other Bonuses and Penalties" is a very valuable source of AC, it is subject to the least amount of restrictions, but are also relatively rare | |||
** [[Barbarian]] and [[Monk]] have access to the [[Unarmoured Defence (Disambiguation)|Unarmoured Defence]] feature. Allowing them to add their Constitution Modifier and Wisdom Modifier to AC respectively. | |||
** Certain Clothing and Armours grants bonus AC outside of their Base AC. [[Potent Robe]] is an example of this. | |||
** A few spells grants bonus AC: [[Shield of Faith]], [[Shield|Shield,]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, or requires concentration. | |||
** Spells that decreases AC is even rarer: [[Slow]] can do this directly, but is subject to a saving throw; [[Chromatic Orb: Acid]] and [[Melf's Acid Arrow]] can achieve this via an [[Acid Surface]], but can be swiftly negated when the victim leaves the surface. | |||
In order to successfully hit a creature, the [[Attack Roll]] must have a number ''equal to'' or ''greater than'' the target's Armour Class. This means each point of AC makes a creature normally 5% harder to hit.{{GameplayNavbox}} |