Fortification (light) [Property]

Price: +1 bonus

Property: Armor or shield

Caster Level: 13th

Aura: Strong; (DC 21) abjuration

Activation: —

This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Prerequisites: Craft Magic Arms and Armor, limited wish or miracle.

Cost to Create: Varies.

Source: Dungeon Master’s Guide, page 219. The different grades of fortification have been separated, with medium and heavy fortification being split off into synergy properties.

Fortification (medium) [Property, Synergy]

Price: +2 bonus

Property: Armor or shield

Caster Level: 13th

Aura: Strong; (DC 21) abjuration

Activation: —

Synergy Prerequisite: Fortification (light)

This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Prerequisites: Craft Magic Arms and Armor, limited wish or miracle.

Cost to Create: Varies.

Source: Dungeon Master’s Guide, page 219. The different grades of fortification have been separated, with medium and heavy fortification being split off into synergy properties.

Fortification (heavy) [Property, Synergy]

Price: +2 bonus

Property: Armor or shield

Caster Level: 13th

Aura: Strong; (DC 21) abjuration

Activation: —

Synergy Prerequisite: Fortification (medium)

This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, the critical hit or sneak attack is negated and damage is instead rolled normally.

Prerequisites: Craft Magic Arms and Armor, limited wish or miracle.

Cost to Create: Varies.

Source: Dungeon Master’s Guide, page 219. The different grades of fortification have been separated, with medium and heavy fortification being split off into synergy properties.

Fortifying Defense [Property, Synergy]

Price: +1 bonus

Property: Armor or shield

Caster Level: 15th

Aura: Strong; (DC 22) abjuration

Activation: —

Synergy Prerequisite: Fortification (light), Fortification (medium), or Fortification (heavy)

Fortifying defense armor is built to make the wearer look like an impregnable fortress of defense. Even light armor with this property looks sturdier than normal.

When armor with the fortifying defense property negates a critical hit or sneak attack, it seems to grow around the wearer. In contrast, the creature that made the critical hit or sneak attack against the wearer seems to wilt, as if the armor’s increasing bulk were sapping its strength.

The creature whose extra damage was negated by the armor’s fortification property must immediately make a DC 20 Will save. Failure means the armor saps some of the creature’s natural combat prowess, negating its ability to deal extra damage with a critical hit or sneak attack against any target for 1d4 rounds. The creature still deals normal damage with its weapons or natural attacks, but any threat is treated as a normal hit—that is, no roll to confirm the critical hit is permitted. Likewise, the affected creature cannot deal sneak attack damage for the duration of the effect, although it deals normal damage for such attacks.

Prerequisites: Craft Magic Arms and Armor, limited wish or miracle.

Cost to Create: Varies.

Source: Dungeon Master’s Guide II, page 251. This property was had a had a +3 bonus for light fortification armor, +4 bonus for medium fortificaton armor, or +5 for heavy fortification armor. This would automatically make armor with heavy fortification and this property epic level (+11!), which is way too expensive for a synergy property that, by the time it is applied, is relatively weak against the sort of foes one is typically encountering; most epic level foes will only fail a Will save with a DC 20 on a 1. It was decided to simply make it a synergy property with a +1 bonus for as little as it would do with a higher bonus.