Class Defense Bonus ReduxClass Defense Bonus is a nice concept, it reduces gear dependency for a character, and makes more of a high level character's combat ability include dodging, parrying and generally getting out of the way of attacks. UA's
Class Defense Bonus doesn't quite do it, since it simply substitutes your armor, which is incidentally the least optimization intensive component of AC. So heres my take.
RestrictionsEffects that grant AC bonuses of the types Natural, Insight, Deflection, Sacred and Profane from spells and effects that last longer than 1 hour or are obtained from permanent magic items overlap with this class defense bonus, only the best applies. Permanent bonuses from class features, feats or races are exempt from this restriction.
Class Defense BonusCharacters gain a Class-typed AC bonus equal to half their BAB from class levels. This bonus applies to touch and flatfooted AC.
Armor Dodge BonusAdditionally, characters gain a Dodge bonus to AC based on the BAB of their class levels and equipped armor based on the table below. Wearing armor that the character is not proficient with negates this benefit. Any effect that negates a character's dexterity bonus also negates dodge bonuses.
The tables below list the dodge bonus a character gets by class level and type of armor worn. If your character has levels in classes with multiple different BAB progressions, sum up your levels in classes of each progression and add the applicable bonus for each progression together.
Magical sources of armor, such as the Inertial Armor power, the Mage Armor, Greater Mage Armor and Luminous Armor spells, Robes of Armor or Bracers of Armor are treated as if you were wearing armor of the following categories. You are considered proficient with that source of armor.
AC Bonus | Category |
+1 to +4 | Light Armor |
+5 to +6 | Medium Armor |
Above +6 | Heavy Armor |
Level | Unarmored | Light | Medium | Heavy |
1 | +0 | +0 | +0 | +0 |
2 | +1 | +0 | +0 | +0 |
3 | +1 | +1 | +0 | +0 |
4 | +2 | +1 | +1 | +0 |
5 | +2 | +1 | +1 | +1 |
6 | +3 | +2 | +1 | +1 |
7 | +3 | +2 | +1 | +1 |
8 | +4 | +2 | +2 | +1 |
9 | +4 | +3 | +2 | +1 |
10 | +5 | +3 | +2 | +2 |
11 | +5 | +3 | +2 | +2 |
12 | +6 | +4 | +3 | +2 |
13 | +6 | +4 | +3 | +2 |
14 | +7 | +4 | +3 | +2 |
15 | +7 | +5 | +3 | +3 |
16 | +8 | +5 | +4 | +3 |
17 | +8 | +5 | +4 | +3 |
18 | +9 | +6 | +4 | +3 |
19 | +9 | +6 | +4 | +3 |
20 | +10 | +6 | +5 | +4 |
Level | Unarmored | Light | Medium | Heavy |
1 | +0 | +0 | +0 | +0 |
2 | +0 | +0 | +0 | +0 |
3 | +1 | +0 | +0 | +0 |
4 | +1 | +1 | +0 | +0 |
5 | +1 | +1 | +1 | +0 |
6 | +2 | +1 | +1 | +1 |
7 | +2 | +1 | +1 | +1 |
8 | +2 | +2 | +1 | +1 |
9 | +3 | +2 | +1 | +1 |
10 | +3 | +2 | +2 | +1 |
11 | +3 | +2 | +2 | +1 |
12 | +4 | +3 | +2 | +2 |
13 | +4 | +3 | +2 | +2 |
14 | +4 | +3 | +2 | +2 |
15 | +5 | +3 | +3 | +2 |
16 | +5 | +4 | +3 | +2 |
17 | +5 | +4 | +3 | +2 |
18 | +6 | +4 | +3 | +3 |
19 | +6 | +4 | +3 | +3 |
20 | +6 | +5 | +4 | +3 |
Level | Unarmored | Light | Medium | Heavy |
1 | +0 | +0 | +0 | +0 |
2 | +0 | +0 | +0 | +0 |
3 | +0 | +0 | +0 | +0 |
4 | +1 | +0 | +0 | +0 |
5 | +1 | +1 | +0 | +0 |
6 | +1 | +1 | +1 | +0 |
7 | +1 | +1 | +1 | +0 |
8 | +2 | +1 | +1 | +0 |
9 | +2 | +1 | +1 | +0 |
10 | +2 | +2 | +1 | +0 |
11 | +2 | +2 | +1 | +0 |
12 | +3 | +2 | +2 | +0 |
13 | +3 | +2 | +2 | +0 |
14 | +3 | +2 | +2 | +0 |
15 | +3 | +3 | +2 | +0 |
16 | +4 | +3 | +2 | +0 |
17 | +4 | +3 | +2 | +0 |
18 | +4 | +3 | +3 | +0 |
19 | +4 | +3 | +3 | +0 |
20 | +5 | +4 | +3 | +0 |
| None | Light | Medium | Heavy |
Full BAB | +1/2 | +1/3 | +1/4 | +1/5 |
3/4 BAB | +1/3 | +1/4 | +1/5 | +1/6 |
1/2 BAB | +1/4 | +1/5 | +1/6 | +0 |
Notes:
While the original formula made use of full BAB and a more restrictive control of AC bonuses, 3/4 BAB melee classes like the rogue became literally unable to hit full BAB heavy armored NPCs of the same level out of the box. So it was modified to be 1/2 BAB, with an additional bonus for armor proficiency. As such, the resulting AC should prove adequate in fending off secondary attacks(reducing the lethality of pounces and full attacks), but would play a more limited role against high to-hit primary attacks.
3/4 BAB martial classes suffer from this rule, particularly those who are generally in melee like the factotum, rogue, soulknife, swordsage or the monk. These classes may at DM's discretion, be treated as full BAB classes for the purpose of class defense benefits, or at least, dodge bonuses. 3/4 BAB classes who can provide their own buffs(such as the cleric, druid or psychic warrior) should not be treated the same way.
Finally, 1/2 BAB classes would find their ACs strongly curtailed. They should make ample use of miss chances and other alternative defenses under this change, or stay well out of the line of AC-targeting fire.
Wealth dependency is somewhat alleviated for primary melee characters, but they are advised to back these bonuses up with other types of defenses they can afford using the liberated wealth.
Armor As Damage Reduction(PF-only)This portion of the houserule currently only considers statistics based on the Pathfinder SRD monsters, using creatures with physical attacks as a primary win condition as a basis. While theoretically it should function in 3.5, it would require adjustments in the values used. This is intended to complement the above rule by enhancing the value of heavy armor, which would lose in relative value due to its encumbrance.
Damage ReductionAll armors, in addition to their normal benefits, grant damage reduction /- equal to half the AC bonus, inclusive of enhancement bonuses. This damage reduction stacks with racial, class and magical sources of damage reduction, unlike other sources of damage reduction. Apply this damage reduction before any stacking damage reduction, if it matters(e.g. Stoneskin)
Adamantine armor increases the armor's damage reduction by the same amount instead of granting a separate damage reduction.
SoakWarriors trained in armored combat go beyond the passive benefits of armor, developing an instinct for using it to deflect the brunt of an injury. While wearing armor you are proficient with, you gain a Soak value equal to your Base Attack Bonus + the armor's AC bonus. If you gain an armor bonus to AC from a source other than armor (such as Bracers of Armor or a Mage Armor spell), you gain a Soak value equal to your Base Attack Bonus instead.
Whenever you take any amount of lethal hit point damage, you may convert a number of points of that damage up to your Soak value to nonlethal damage.
Soak does not convert damage from starvation, thirst, or Afflictions (such as poison). Suffocation and drowning do not deal damage and thus similarly bypasses Soak. In the case of damage sources that inflict damage multiple times over time and don't fall under the above headers (such as an Acid Arrow spell or a particularly hostile environment like the Elemental Plane of Fire), Soak converts the first instance of damage normally, but does not apply to subsequent instances of damage.
Wearing
Broken armor reduces soak by half.
Old VersionClass Defense Bonus ReduxClass Defense Bonus is a nice concept, it reduces gear dependency for a character, and makes more of a high level character's combat ability include dodging, parrying and generally getting out of the way of attacks. UA's
Class Defense Bonus doesn't quite do it, since it simply substitutes your armor, which is incidentally the least optimization intensive component of AC. So heres my take.
RestrictionsEffects that grant AC bonuses of the types Natural, Insight, Deflection, Sacred and Profane from spells and effects that last longer than 1 hour or are obtained from permanent magic items overlap with this class defense bonus, only the best applies. Permanent bonuses from class features, feats or races are exempt from this restriction.
Class Defense BonusCharacters gain a Class-typed AC bonus equal to half their BAB from class levels. This bonus applies to touch and flatfooted AC.
Armor Dodge BonusAdditionally, characters gain a Dodge bonus to AC based on the BAB of their class levels and equipped armor based on the table below. Wearing armor that the character is not proficient with negates this benefit. Any effect that negates a character's dexterity bonus also negates dodge bonuses.
The tables below list the dodge bonus a character gets by class level and type of armor worn. If your character has levels in classes with multiple different BAB progressions, sum up your levels in classes of each progression and add the applicable bonus for each progression together.
Level | Unarmored | Light | Medium | Heavy |
1 | +0 | +0 | +0 | +0 |
2 | +1 | +0 | +0 | +0 |
3 | +1 | +1 | +0 | +0 |
4 | +2 | +1 | +1 | +0 |
5 | +2 | +1 | +1 | +1 |
6 | +3 | +2 | +1 | +1 |
7 | +3 | +2 | +1 | +1 |
8 | +4 | +2 | +2 | +1 |
9 | +4 | +3 | +2 | +1 |
10 | +5 | +3 | +2 | +2 |
11 | +5 | +3 | +2 | +2 |
12 | +6 | +4 | +3 | +2 |
13 | +6 | +4 | +3 | +2 |
14 | +7 | +4 | +3 | +2 |
15 | +7 | +5 | +3 | +3 |
16 | +8 | +5 | +4 | +3 |
17 | +8 | +5 | +4 | +3 |
18 | +9 | +6 | +4 | +3 |
19 | +9 | +6 | +4 | +3 |
20 | +10 | +6 | +5 | +4 |
Level | Unarmored | Light | Medium | Heavy |
1 | +0 | +0 | +0 | +0 |
2 | +0 | +0 | +0 | +0 |
3 | +1 | +0 | +0 | +0 |
4 | +1 | +1 | +0 | +0 |
5 | +1 | +1 | +1 | +0 |
6 | +2 | +1 | +1 | +1 |
7 | +2 | +1 | +1 | +1 |
8 | +2 | +2 | +1 | +1 |
9 | +3 | +2 | +1 | +1 |
10 | +3 | +2 | +2 | +1 |
11 | +3 | +2 | +2 | +1 |
12 | +4 | +3 | +2 | +2 |
13 | +4 | +3 | +2 | +2 |
14 | +4 | +3 | +2 | +2 |
15 | +5 | +3 | +3 | +2 |
16 | +5 | +4 | +3 | +2 |
17 | +5 | +4 | +3 | +2 |
18 | +6 | +4 | +3 | +3 |
19 | +6 | +4 | +3 | +3 |
20 | +6 | +5 | +4 | +3 |
Level | Unarmored | Light | Medium | Heavy |
1 | +0 | +0 | +0 | +0 |
2 | +0 | +0 | +0 | +0 |
3 | +0 | +0 | +0 | +0 |
4 | +1 | +0 | +0 | +0 |
5 | +1 | +1 | +0 | +0 |
6 | +1 | +1 | +1 | +0 |
7 | +1 | +1 | +1 | +0 |
8 | +2 | +1 | +1 | +0 |
9 | +2 | +1 | +1 | +0 |
10 | +2 | +2 | +1 | +0 |
11 | +2 | +2 | +1 | +0 |
12 | +3 | +2 | +2 | +0 |
13 | +3 | +2 | +2 | +0 |
14 | +3 | +2 | +2 | +0 |
15 | +3 | +3 | +2 | +0 |
16 | +4 | +3 | +2 | +0 |
17 | +4 | +3 | +2 | +0 |
18 | +4 | +3 | +3 | +0 |
19 | +4 | +3 | +3 | +0 |
20 | +5 | +4 | +3 | +0 |
| None | Light | Medium | Heavy |
Full BAB | +1/2 | +1/3 | +1/4 | +1/5 |
3/4 BAB | +1/3 | +1/4 | +1/5 | +1/6 |
1/2 BAB | +1/4 | +1/5 | +1/6 | +0 |
Notes:
While the original formula made use of full BAB and a more restrictive control of AC bonuses, 3/4 BAB melee classes like the rogue became literally unable to hit full BAB heavy armored NPCs of the same level out of the box. So it was modified to be 1/2 BAB, with an additional bonus for armor proficiency. As such, the resulting AC should prove adequate in fending off secondary attacks(reducing the lethality of pounces and full attacks), but would play a more limited role against high to-hit primary attacks.
3/4 BAB martial classes suffer from this rule, particularly those who are generally in melee like the factotum, rogue, soulknife swordsage or the monk. These classes may at DM's discretion, be treated as full BAB classes for the purpose of class defense benefits, or at least, dodge bonuses. 3/4 BAB classes who can provide their own buffs(such as the cleric, druid or psychic warrior) should not be treated the same way.
Finally, 1/2 BAB classes would find their ACs strongly curtailed. They should make ample use of miss chances and other alternative defenses under this change, or stay well out of the line of AC-targeting fire.
Wealth dependency is somewhat alleviated for primary melee characters, but they are advised to back these bonuses up with other types of defenses they can afford using the liberated wealth.