Precision Resistance (3.5e Variant Rule)

Rogues and critical-hit dependent fighters, without the help of non-core wands, are severely negated in the face of a sizable portion of encounters. There is no roll to potentially be helpful. They are just left useless. This feels wrong. So, what is the solution? The solution is to take a route similar to Spell Resistance, which is called Precision Resistance.

Precision Resistance
Precision Resistance N / : A creature with precision resistance adds N to its armor class for the purpose of defending against critical hit threats. Furthermore, when an attack does precision damage, the attack roll must be higher than the creatures Armor Class plus N or the precision damage is nullified. N must be a number between 0 and 20. Precision resistance does not stack with itself. This ability may only be modified by an enhancement bonus.

The acronym is "PeR". This is chosen because PR is taken and "PrR" could also be confused.

The following Creature Types lose their immunity to precision damage, and instead gain the specified amount of precision resistance as an extraordinary ability:

Incorporeal creatures remain immune to critical hits. Other methods that grant immunity to critical hits give PeR 15. If this ability is natural, it is extraordinary. If it is from magic, the ability is supernatural.

Specific monsters may have more or less precision resistance. Some creatures may also have specific methods to bypass precision resistance.

Class Changes
Classes with precision damage such as the rogue ignore the first 3 + precision d6s of precision resistance. Thus, if a rogue had sneak attack 2d6, it would ignore the first 5 precision resistance.

Rangers may ignore the first 10 precision resistance from any favored enemy.

Druids may ignore all precision resistance of animals and magical beasts. Druids may also ignore their druid level of precision resistance from elementals.

Paladins may ignore all precision resistance of evil outsiders.