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Damage and stacking

Three different things reduce a hit, and they are applied in this order:

  1. Damage immunity, a percentage, taken off the total.
  2. Damage resistance, a flat amount, taken off each type separately.
  3. Damage reduction, a flat amount, taken off physical damage.

A creature with 50% fire immunity and fire resistance 20 hit for 100 fire takes 50 after the immunity, then 30 after the resistance.

Damage immunity

A percentage of a damage type that is subtracted - or added, when it is a vulnerability. Percentages of the same type add together, from items, spells, feats and race alike, and the total is capped at 100%. A vulnerability of the same type cancels an immunity point for point.

While the net is above zero, at least one point is always absorbed, so 90% immunity against a 10-point hit leaves 1 point of damage rather than 1.

Damage resistance

A flat amount of one damage type, ignored on every hit - "fire 20" absorbs the first 20 fire damage each time. No weapon can punch through it.

Resistances do not stack: for each type, only the highest from a spell or an equipped item counts. The exception is the energy resistance feats, which stack with the rest and are applied before it.

A weapon's elemental damage is resisted per component, so one hit can meet several of your resistances at once. A weapon dealing two physical types is resisted at the lower of the two.

Damage reduction

Also called soak. It is written 20/+3: it ignores the first 20 points of physical damage from any weapon whose enhancement is below +3. Feats and class abilities give it as 20/-, which nothing gets through.

  • Reductions do not stack. The one that soaks the most, among those the attacker's weapon does not beat, is the one that applies; on a tie the oldest one wins.
  • The exceptions: the epic damage reduction feats stack with Perfect Self, and the X/- sources - barbarian, dwarven defender and the epic feats - stack with each other.
  • A creature attacking with its own natural weapons pierces reduction up to its own: a creature with 10/+5 is not stopped by anything up to X/+5. Its X/- reduction does not help with that.

What stacks, and how far

StacksCeiling
Ability score bonusesyes+12
Attack bonusesyes+20
Damage bonusesyes+100
Saving throw bonusesyes+20
Skill bonusesyes+50
Damage immunity and vulnerabilityyes100% either way
Armour class of different types (armour, shield, deflection, natural, dodge)yes-
Dodge armour classyes+20
Armour class of the same type, dodge asideno-
Concealmentno-
Damage reductionno, except the sources named above-
Damage resistanceno, except the energy feats-
Spell resistanceno-

Penalties are gathered the same way and kept separate: where something does not stack, the largest bonus and the largest penalty both apply. The ceiling is applied after the two are added, so a character at +24 dodge who takes a -2 dodge penalty is still at +20.

A single item cannot carry more than +12 of saving throw bonus, whatever the character's ceiling is.

See also