Natural Armor Bonus


3.5/d20/OGL


Here is a question:
From how many sources can a creature (PC or otherwise ) gain natural armor bonuses?

Example:
10 base + Armour (+4) + shield (+3) + ring of protection (+3) + Amulet of natural armor (+3) + feat that gives bonus to natural armor (+2) + Natural racial armor bonus (+3) + barkskin (+5) + monks belt (+2) = 36

Bold = natural armor bonus; total natural armor bonus of 13

Is this right?


I think you take the highest value armor bonus and ignore the others but I could be wrong.


ArchLich wrote:

Here is a question:

From how many sources can a creature (PC or otherwise ) gain natural armor bonuses?

Example:
10 base + Armour (+4) + shield (+3) + ring of protection (+3) + Amulet of natural armor (+3) + feat that gives bonus to natural armor (+2) + Natural racial armor bonus (+3) + barkskin (+5) + monks belt (+2) = 36

Bold = natural armor bonus; total natural armor bonus of 13

Is this right?

The Amulet of Nat Armor is an enhancement bonus, as is the Barkskin, so those overlap and do not stack. The rest looks fine.

-c


Really? I would think that all Nat armor things would stack, toughening the subject's skin. i could be wrong, though.


ArchLich wrote:

Here is a question:

From how many sources can a creature (PC or otherwise ) gain natural armor bonuses?

Example:
10 base + Armour (+4) + shield (+3) + ring of protection (+3) + Amulet of natural armor (+3) + feat that gives bonus to natural armor (+2) + Natural racial armor bonus (+3) + barkskin (+5) + monks belt (+2) = 36

Bold = natural armor bonus; total natural armor bonus of 13

Is this right?

Not quite: the Amulet of Nat Armour & Barkskin both provide enhancement bonuses to Nat. Arm therefor they overlap rather than stack. Basically its the usual rules for stacking bonuses.

On a side note: the Monk's Belt would only provide a +1 bonus (as for 5th level monk) and the Improved Nat Arm feat would have to be taken twice to get a +2 enhancement.

Hope that clarifies it a bit.

Edit> thats what i get for drinking wine & taking my time - got beat by several ppl to the pip. oh well :P


HJ wrote:

Not quite: the Amulet of Nat Armour & Barkskin both provide enhancement bonuses to Nat. Arm therefor they overlap rather than stack. Basically its the usual rules for stacking bonuses.

On a side note: the Monk's Belt would only provide a +1 bonus (as for 5th level monk) and the Improved Nat Arm feat would have to be taken twice to get a +2 enhancement.

Hope that clarifies it a bit.

Edit> thats what i get for drinking wine & taking my time - got beat by several ppl to the pip. oh well :P

Well the stats aren't correct but I have a player who has this type of set up though. By the way what of those would he lose when he wild shapes? (Because I believe that he is calculating as if he keeps them all.)


ArchLich wrote:


Well the stats aren't correct but I have a player who has this type of set up though. By the way what of those would he lose when he wild shapes? (Because I believe that he is calculating as if he keeps them all.)

Without checking the errata on wildshape & from memory: he'd loose everything. All armour & equipment melds with the new form (except if he has the Wild armour enhancement) However he does gain the Nat Arm bonus & dex bonus of his new form

Not sure about the Feat though - you'd prob have to house rule that one


Also, I'm pretty the Monk's belt AC bonus wouldn't work if the character is wearing armor.


This is an issue that comes up surprisingly often, so even though the issue has been addressed, I'd like to break down the AC structure.

AC is, of course, equal to 10 plus the things that affect AC. Dex mod and armor bonus are the most common, but other popular ones are shield bonus, natural armor bonus, enhancement bonus, luck bonus, insight bonus, and typeless bonuses (such as the monk bonus).

The confusion arises here: bonuses are recursive. That is to say, you can have an enhancement bonus to AC, but you can also have an enhancement bonus to natural armor, which is not at all the same.

There's a bajillion types of types in D&D; an overview can be found here. Some stack, some don't, and some are disregarded in certain circumstances.

So, here's how it works. Given the original example:

ArchLich wrote:
10 base + Armor (+4) + Shield (+3) + Ring of Protection (+3) + Amulet of Natural Armor (+3) + feat that gives bonus to natural armor (+2) + Natural Armor (+3) + Barkskin(+5) + Monk's Belt (+2)

Regrettably, it isn't a simple addition process. First, you need to determine what the types are of the bonuses:

ArchLich wrote:
10 base + Armor (+4) + Shield (+3) + Deflection (+3) + Enhancement to Natural Armor (+3) + feat that gives bonus to natural armor (+2) + Natural Armor (+3) + Enhancement to Natural Armor(+5) + Typeless With Restrictions (+2)

Of course, we don't know what feat that is, so we can't determine what type of bonus it is. Now, the Barkskin and Amulet of Natural Armor are both enhancement bonuses to natural armor, and not armor class, so they don't actually factor into this equation as-is. However, they do change the actual natural armor bonus; because they're enhancement bonuses, they don't stack, which means the +5 from the Barkskin overrides the +3 from the amulet. So, our actual breakdown looks like this:

ArchLich wrote:
10 base + Armor (+4) + Shield (+3) + Deflection (+3) + feat that gives bonus to natural armor (+2) + Natural Armor (+8) + Typeless With Restrictions (+2)

The bonuses to natural armor have been included in the natural armor bonus.

This may seem confusing, but you're already familiar with it, although you may not know it. Remember that +3 Chain Shirt you bought last week? That +3 was an enhancement bonus to armor; it's the only such bonus, so it simply gets added on to your armor bonus, which is why you scrawled a "7" in the "Armor" box on your AC thinger. Same with those Gloves of Dexterity +2; you just increased your old dex mod by 1.

Finally, a note about the Monk's Belt:

Evil Genius wrote:
Also, I'm pretty the Monk's belt AC bonus wouldn't work if the character is wearing armor.

This is absolutely correct. However, an armor bonus is not at all the same as wearing armor; the example character might well be a wizard under the effects of a Mage Armor spell, which grants a +4 armor bonus to AC. Same thing goes for Bracers of Armor and the Shield spell; they grant a bonus usually attributed to a specific type of item without being so.

Sovereign Court

Allof the feats i've seen that give a bonus to natural armour actually increasethe strength of the character's natural armour.

So a character has to have a base natural AC bonus to begin with (not the wildshape ability) and that base natural armour bonus is increased. Basically the +2 for feat probably won't stack with barkskin or other spells; you should check the text of the feat.


GeraintElberion wrote:

Allof the feats i've seen that give a bonus to natural armour actually increasethe strength of the character's natural armour.

So a character has to have a base natural AC bonus to begin with (not the wildshape ability) and that base natural armour bonus is increased. Basically the +2 for feat probably won't stack with barkskin or other spells; you should check the text of the feat.

You always have natural armour. Just for most player races its +0.

That said I know what you mean. Many of these feats imply that the feat improves upon a think, scaly etc. hide thats already in place. Still its not that uncommon to see players playing races that have some kind of natural armour. One of the differences between the current edition and older editions really - more Lizard Folk PCs.

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