Where are the rules for bonus types?


Rules Questions


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Specifically, where do they talk about stacking bonus types in Pathfinder? I can't seem to find it.


Page 13 is a good start:

Pathfinder Core Rulebook, Stacking, page 13 wrote:

Stacking refers to the act of adding together

bonuses or penalties that apply to one particular check or
statistic. Generally speaking, most bonuses of the same
type do not stack. Instead, only the highest bonus applies.
Most penalties do stack, meaning that their values are
added together. Penalties and bonuses generally stack with
one another, meaning that the penalties might negate or
exceed part or all of the bonuses, and vice versa.

To the best of my knowledge, that rule always applies with one exception:

Pathfinder Core Rulebook, Armor Class, page 179 wrote:

Dodge bonuses represent actively

avoiding blows. Any situation that denies you your
Dexterity bonus also denies you dodge bonuses. (Wearing
armor, however, does not limit these bonuses the way it
limits a Dexterity bonus to AC.) Unlike most sorts of
bonuses, dodge bonuses stack with each other.

And that's it for general rules, AFAIK.

Of course, you will from time to time find something that says "This bonus stacks with that other bonus" - those are specific exceptions that trump the general rules. The book has this stuff all over the place, and to my knowledge, nobody has compiled a list.


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Circumstance bonuses from different circumstances also stack ... but that may have been part of the list of bonus types that was in 3.5 but no longer is in Pathfinder because it was cut to save room.


Is there a comprehensive list of known bonuses and their contexts (i.e. applies to ability, applies to attack roll) ?

If not, anyone want to help build one?


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Evil Lincoln wrote:

Is there a comprehensive list of known bonuses and their contexts (i.e. applies to ability, applies to attack roll) ?

If not, anyone want to help build one?

Like I said, there was one in 3.5. It's in the SRD:

3.5 SRD wrote:

Modifier Types

Ability Modifier

The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities.
Alchemical Bonus

An alchemical bonus is granted by the use of a nonmagical, alchemical substance such as antitoxin.
Armor Bonus

An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn't apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow.
Circumstance Modifier

A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source.
Competence Modifier

A competence bonus (or penalty) affects a character's performance of a particular task, as in the case of the bardic ability to inspire competence. Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren't related to a character's level or skill ranks. Multiple competence bonuses don't stack; only the highest bonus applies.
Deflection Bonus

A deflection bonus affects Armor Class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks.
Dodge Bonus

A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character's Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks.
Enhancement Bonus

An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor's bonus to AC, they don't apply against touch attacks.
Insight Bonus

An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies.
Luck Modifier

A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.
Morale Modifier

A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Nonintelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.
Natural Armor Bonus

A natural armor bonus improves Armor Class resulting from a creature's naturally tough hide. Natural armor bonuses stack with all other bonuses to Armor Class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature's existing natural armor bonus, which has the effect of increasing the natural armor's overall bonus to Armor Class. A natural armor bonus doesn't apply against touch attacks.
Profane Modifier

A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies.
Racial bonus

A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature's race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form.
Resistance Bonus

A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies.
Sacred Modifier

A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies.
Shield Bonus

A shield bonus improves Armor Class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield's shield bonus, which has the effect of increasing the shield's overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn't apply against touch attacks.
Size Modifier

A size bonus or penalty is derived from a creature's size category. Size modifiers of different kinds apply to Armor Class, attack rolls, Hide checks, grapple checks, and various other checks.

This text was removed entirely from the Core Rulebook.


Ravingdork wrote:
Specifically, where do they talk about stacking bonus types in Pathfinder? I can't seem to find it.

Hello, you can find information about how effects and bonuses stack in those sections of the PFRPG Core rulebook:

"Common Terms" Chapter 1 (see "Stacking")
"Feat Descriptions" Chapter 5 (see "Benefit")
"Armor" (see "armor/shield bonus") Chapter 6
"Combat Statistics" Chapter 8 (see "Armor Class")
"Casting Spells" Chapter 9 (see "Special Spell Effects/Bonus Types" and "Combining Magic Effects")
"Special Abilities" Chapter 9
"Armor" Chapter 15.
Furthermore many spell, items and propierties have special rules. I.e. The DR description in the Appendix states how DR stacking works.

Almost Everything about 3.5 bonuses is there (even circumnstance bonuses, mentioned in Chapter 9). Except how "enhancement" bonuses usually work, that part from the 3.5 DMG isn't in PFRPG afaik.

Skip Williams wrote some articles for Wizards about bonus stacking, you can read 'em here:
http://www.wizards.com/default.asp?x=dnd/arch/rg
(Articles named "Does It Stack?" I-IV, you may need to scroll the list of the articles down to see them).


I would like to ask if profane bonus stack with sacred bonus from another source. They are listed as different bonuses, so they should. But in sacred is noted, that they are oposite. And in my opinion character can be boosted by good forces or by evil forces.

Paizo Employee Developer

Ktacik wrote:
I would like to ask if profane bonus stack with sacred bonus from another source. They are listed as different bonuses, so they should. But in sacred is noted, that they are oposite. And in my opinion character can be boosted by good forces or by evil forces.

There's nothing in the RAW about them canceling each other. Bonuses of different types stack. I'd say they stack.


Many of the natural armor bonuses stack with themselves, though it's generally listed in their descriptions.

As far as Profane and Sacred I am more confused in what setting you would have both on you. Most campaigns have evil or good, chaotic or lawful. You don't generally mix'n'match and I doubt that a character of the opposite alignment would want to touch the opposition's bonus.

For example, it might be very difficult to have your good cleric cast bless on your profane, blood soaked mace of evil.

It looks like Inquisitor might offer some reasoning to have both, but at least with deity based classes they have pretty strong (lack of) moral guidelines, no?


Phage wrote:

Many of the natural armor bonuses stack with themselves, though it's generally listed in their descriptions.

You have examples of that?


wraithstrike wrote:
You have examples of that?

Draconic bloodline sorcerer, Dragon Disciple, and Ranger come to mind. There is likely similar abilities that offer untyped natural armor bonuses that would be cumulative.

Barkskin explicitly says it stacks with natural armor coming from non-enhancement sources...which is basically everything but Amulet of NA. I can't think of any other bonuses besides those two that aren't untyped.

Beast shape and many other polymorph spells give natural armor. The polymorph specifically calls out armor/shield for loses their bonuses, but not natural armor.

There really are limited means to acquire natural armor, most of them are coming from buffs related to shape-changing classes and their shape-changing spells. The rules specifically call out non-stacking for armor and shield AC bonuses, but it seems very silly to give a class natural armor...but not have it affect their morphed state (especially when they could just stack it with armor and shield AC bonuses in their human form).

Anywho, unless I missed an errata or something, most natural armor bonuses look like they always stack.

The Exchange

IkeFromSpain wrote:
...you can find information about how effects and bonuses stack in those sections of the PFRPG Core rulebook:

Or here.

Grand Lodge

Yep most natural armor bonuses I have come across in my collection of books and surfing the web do tend to says they do stack.

Grand Lodge

Not sure what wasn't answered 4 years ago.

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