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CDG and Fortification armor
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<blockquote data-quote="Hypersmurf" data-source="post: 1077304" data-attributes="member: 1656"><p>Someone wearing Fortification armour is not immune to criticals, though. There is a percentage chance that any critical or sneak attack scored against them is negated (and that chance may be 100%), but that's not the same thing.</p><p></p><p>For example: </p><p></p><p><strong>Magic Weapons and Critical Hits:</strong> Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage. </p><p></p><p>----</p><p></p><p>A zombie takes no extra critical damage from a confirmed critical with a Flaming Burst longsword, since it's immune to crits, but even though he's immune, the crit <em>did happen</em>, and he takes +1d10 flaming damage.</p><p></p><p>Someone wearing Fortification Armor that successfully negates a crit, however, takes neither extra critical damage, nor burst damage - he is not immune to criticals, but the armor caused the critical <em>not to happen</em>, so the burst doesn't trigger.</p><p></p><p>There are, however, effects that are not themselves criticals, but that do not function against creatures immune to criticals. Example: Wounding weapons. A zombie is immune to criticals, and therefore not subject to Wounding. Someone wearing Fortified Armor is not immune to criticals, and since Wounding does not require a confirmed critical to function, it will affect someone wearing Fortified Armor (since there is no critical for the armor to negate and thereby prevent the effect).</p><p></p><p>A coup de grace against someone wearing fortified armor will, by my reading:</p><p></p><p>a/ automatically hit.</p><p>b/ automatically crit, although the critical may be negated by the Fortification.</p><p>c/ force a Fort Save DC 10 + damage to avoid death.</p><p></p><p>The only one the Fortification helps with directly is b/. If the Fortification negates the critical, but the unmultiplied damage still beats the Fort save, the character still dies.</p><p></p><p>As far as I can tell.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 1077304, member: 1656"] Someone wearing Fortification armour is not immune to criticals, though. There is a percentage chance that any critical or sneak attack scored against them is negated (and that chance may be 100%), but that's not the same thing. For example: [b]Magic Weapons and Critical Hits:[/b] Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage. ---- A zombie takes no extra critical damage from a confirmed critical with a Flaming Burst longsword, since it's immune to crits, but even though he's immune, the crit [i]did happen[/i], and he takes +1d10 flaming damage. Someone wearing Fortification Armor that successfully negates a crit, however, takes neither extra critical damage, nor burst damage - he is not immune to criticals, but the armor caused the critical [i]not to happen[/i], so the burst doesn't trigger. There are, however, effects that are not themselves criticals, but that do not function against creatures immune to criticals. Example: Wounding weapons. A zombie is immune to criticals, and therefore not subject to Wounding. Someone wearing Fortified Armor is not immune to criticals, and since Wounding does not require a confirmed critical to function, it will affect someone wearing Fortified Armor (since there is no critical for the armor to negate and thereby prevent the effect). A coup de grace against someone wearing fortified armor will, by my reading: a/ automatically hit. b/ automatically crit, although the critical may be negated by the Fortification. c/ force a Fort Save DC 10 + damage to avoid death. The only one the Fortification helps with directly is b/. If the Fortification negates the critical, but the unmultiplied damage still beats the Fort save, the character still dies. As far as I can tell. -Hyp. [/QUOTE]
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