Use
this in conjunction?
Specifically this bit(theres questionable rules on the same page, but the essence of the idea seems solid)
[spoiler]
Defending Against Critical Hits
Instead of the black and white situation whereby creatures or objects are immune to critical hits, I propose a method that removes the immunity altogether and introduces new creature (or object) sub-types based on the various states of matter.
Critical Hit Sub-types: Table Two
Sub-Type | Definition | Example | Crit Multiplier* |
Fragile | Crystallized | Animated glass? | +2 |
| Hollow | Animated Armor? | +2 |
| Two dimensional** | Shadow? | +2 |
Mechanism | Inner working parts | Human, Inevitable | +0 |
| | Clockwork constructs| |
Solid | No inner working parts| Iron golem, zombies | -2 |
| | Earth elementals | |
Liquid | Fluid based | Oozes | -4 |
Gaseous | Gas based | Air elemental | -6 |
Incandescent| Plasma/energy based | Fire elemental | -8 |
| Incorporeal | Ghosts, living spell| |
* = Min 1
**= 2 dimensional creatures/objects are only fragile against slashing attacks
*Minimum 1
**Two-dimensional creatures/objects are considered fragile when struck by Slashing/Piercing weapons, not crushing weapons.
eg. A stone golem (solid sub-type) hit by a pick-axe (20/x4) would suffer x2 damage (4 - 2 = 2) upon a critical hit.
eg. A zombie (solid sub-type) hit by a vorpal longsword (19/x2, 20/x7) would suffer x5 damage (7 - 2 = 5) upon being decapitated.
eg. A wraith (incandescent/incorporeal sub-type) hit by an opening, shredding scythe wielded by a deity with both the obliterating critical divine ability and the superior critical divine ability (16/x16) would suffer x8 damage (16 - 8) upon a critical hit.
Revised Armour/Shield Special Ability
Fortification: This property produces a magical force that protects vital areas of the wearer more effectively, decreasing a weapons critical hit multiplier.
Strong Abjuration; CL: 13th (Light-Heavy), 21st (Liquid), 27th (Gaseous) and 33rd (Incandescent); Prerequisites: Craft Magic Arms and Armor (Light-Heavy), Craft Epic Arms and Armor (Liquid-Incandescent), limited wish or miracle; Market Price: See Table Two.
Revised Fortification Armour/Shield Special Ability: Table Two
Fortification Type
Critical Multiplier
Base Price Modifier
Light
25% chance of -2
+1
Moderate
75% chance of -2
+3
Heavy (Solid)
100% chance of -2
+5
Liquid
100% chance of -4
+7
Gaseous
100% chance of -6
+9
Incandescent
100% chance of -8
+11
Sneak Attack versus Critical Hit Sub-types
A successful sneak attack should have its effect reduced (or increased in the case of fragile creatures) by 2 dice for every point the targets critical multiplier would be reduced.
eg. A 20th-level Rogue would only deal 6d6 damage (instead of 10d6) upon scoring a sneak attack upon a ghoul (solid sub-type).
[/spoiler]
Ah screw the damned table.