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Aside from the obvious choices of magic armor, magic shields, and defending weapons (which allow the transfer of the weapon's enhancement bonus to the wielder's AC), there are a slew of useful little tools that can really save someone's bacon in a fight. There are a lot of magic items characters can use to gain additional AC. Ultimate Combat.īullet Shield: Taget gains a +4 deflection bonus against bullets and ranged attacks with +1 for every five caster levels. The bonus increases by +1 for every 5 caster levels above 5th level. Tactical Acumen: this spell enhances all bonuses gained due to battlefield position (high ground, flanking, etc.) by a +1 insight bonus. Litany of Defense: While this spell is active all enhancement bonuses on the subject's armor are doubled, and the subject is immune to fear. It lasts for 5 points per caster level with a maximum of 50 points before discharging. The spell also grants DR 5/- against nonlethal damage. Ultimate Magic.Īblative Barrier: Provides a +2 bonus to AC, and the first 5 points of damage are converted to nonlethal. It can be used as a whip, or as a shield which provides a +2 shield bonus. Silk to Steel: This spell imbues a scarf with the properties of steel. Haste: Along with all its other effects, haste provides a +1 dodge bonus to AC. Vestment of the Champion: Like magic vestment, but for alchemists, and it only works on the armor or shield the user is carrying. Mage Armor: An old standby, this spell provides a +4 armor bonus to AC. Shield: This spell creates a floating, invisible shield that absorbs magic missiles and provides a +4 shield bonus. Increases armor class as well as reflex saves and other uses of dexterity. Core Rulebook.Ĭat's Grace: Increase the subject's dexterity score by providing a +4 ehancement modifier.
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This bonus stacks with the subject's existing natural armor, but not with other enhancers. Core Rulebook.īarkskin: Grants a +2 natural armor bonus which increases by one for every three levels above 3rd to a maximum of +5. Core Rulebook.Ĭloak of Chaos: This spell provides a +4 deflection bonus to armor class, and a +4 resistance bonus on saves. Magic Vestment: This spell adds a +1 enhancement bonus per 4 caster levels to a non-magical shield, suit of armor, or suit of clothing. Shield of Faith: A level one cleric spell, the subject gains a +2 deflection bonus with an additional +1 for every six levels the caster has. For those looking for solid defensive spells, there are plenty to choose from. For some characters magic is really the only option for increasing that all-important AC score. You can only take armor class so far without the aid of the mystical. The shield bonus drops to a +1 if it's being used in two hands. It allows the sword to be treated as piercing for the purposes of being a duelist, it provides the Swordlord with a +2 to initiative if the sword is in hand when the check is made, and it provides a +2 shield bonus as long as the dueling sword is being wielded one-handed. It's not much at lower levels, but at higher ones these holy harrowers can be a major threat that just won't be stomped out.ĭueling Mastery: This feat from the Inner Sea World Guide is another benefit for players who want to try out an Aldori Swordlord. They can wear armor, carry shields, and their judgment ability can provide them a sacred/profane bonus to their AC. Inquisitors, like alchemists, can do a little bit of everything. Some variants gain more than others ( cough Ragechemist cough), but the combination of natural armor with an increased dexterity score can make a lot of difference when it comes time to start smashing. While they aren't known for their huge armor classes, alchemists do gain natural armor from drinking their mutagens. At mid levels that can be one hell of a bonus.Īt least one of them has been here. For a single point from the character's arcane pool the magus can gain a shield bonus equal to his intelligence modifier for a round. When mixing it up it's important to think about the spell shield arcana. The magus is a favorite for those who want magic and melee in equal measure. It isn't much, but it does qualify for the list. This provides minor dodge bonuses as well as natural armor beginning at 7th level and adding every three levels past that. While one of the less-played barbarian variants, the savage barbarian (found in the Advanced Players Guide) foregoes armor in favor of natural toughness.