Fortification
Combat, Defense, Innate
Cost: 2 XP/tier
Selection: Select two effect types and three conditions or three effect types and two conditions.
Any time an effect of the chosen type is used on you or an effect that inflicts the selected conditions, there's a 25% chance/tier it is negated as if by a natural 1 on the attack roll or natural 20 on a saving throw to resist. When affected by a called shot or critical hit, there's also a 25% chance/tier it's converted to a regular hit instead.
Strange (+0): The % of fortification is doubled but conditional. Select one type you have. Creatures and weapons that have the same type as the selected type ignore this effect. Creatures that have successfully analyzed you and identified this type also ignore this effect.
Examples
Mental Fortification: The fortification applies to emotion and mental effects and anything that inflicts the compelled or confused conditions.
Metabolic Fortification: The fortification applies to disease, morph, poison, and polymorph effects and anything that inflicts the petrified or sickened condition.
Physical Fortification: Any time a bleed, critical, or precision effect is used on you, there's a 25% chance/tier you negate their effects as if by a natural 1 on the attack roll or natural 20 on a saving throw to resist them. When affected by a called shots or critical hit, there's also a 25% chance/tier it's converted to a regular hit instead.