Kerrick
First Post
I really like this idea too. I'd go with the minus to the confirmation roll (+5 armor would pretty well negate all crits) and the minus to dice. Points/die works well enough - 1d6 average is 3.5, so a set of +1 armor would reduce 16% of damage, +3 would be 50%, and +5 would be 80%. These values would be a bit more balanced than 25/50/100 we have now - even greater fortification would still leave a small chance of damage getting through. However, if you want it to scale higher (into epic, with +6 and above armor), you can't reduce points/die. Dice of damage, however, continue to increase, which makes this a more viable mechanic.
I think so. Death attacks only work if you can do a sneak attack, and if the sneak attack is negated, so would the death attack. Under your system, it wouldn't *negate* the DA as such, but I would apply a bonus to the target's save equal to the plus of the armor. Sneak attack damage would be mitigated as normal.
Not a bad idea, but I think the greater should be +4 to +5, like greater fortification - like I said before, -20 pretty well negates most crits.
The problem is that this special property does protect against at least two forms of special attack (does Heavy Fortification negate Death Attacks?)
I think so. Death attacks only work if you can do a sneak attack, and if the sneak attack is negated, so would the death attack. Under your system, it wouldn't *negate* the DA as such, but I would apply a bonus to the target's save equal to the plus of the armor. Sneak attack damage would be mitigated as normal.
Ablative armor projects a deflective field of force when opponents strike a telling blow, making it very diffiicult for those blows to strike true. The armor comes in two grades, which offer varying degrees of protection. When a creature threatens a critical hit against the wearer of lesser ablative armor, the creature suffers a -10 penalty to its roll to confirm the threat. The greater version of this ability instead imposes a -20 penalty.
Moderate abjuration; CL 12th; Craft Magic Arms and Armor; stoneskin or repulsion; Price +1 bonus (lesser) or +2 bonus (greater).
Not a bad idea, but I think the greater should be +4 to +5, like greater fortification - like I said before, -20 pretty well negates most crits.