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Critical Fumbles

Only use the crical fumble system if you get a natural 1 on an aack roll (not saving throws, not skills). Natural 1s are misses. To
determine if it's also a fumble, conrm the miss by rolling again, using this guideline:
BAB less than 6, if your conrmaon roll would miss the target, use this crical fumble chart.
BAB of 6 to 11, conrmaon roll is a natural 3 or less, use this chart.
BAB of 12 to 17, conrmaon roll is a natural 2 or less, use this chart.
BAB of 18+ and conrmaon roll is a natural 1, use this chart.
To use the chart, roll a d20 again and follow whatever is listed for that number. If a weapon type is not addressed or the eect is
impossible (such as "weapon drops" when using a spell), ignore it. A weapon can be a scroll, wand, etc.
Roll

Result
Replace this roll with TWO more rolls. Damage can occur
1.
mulple mes, as equivalent to a crical hit.
You've hit yourself. Roll damage, apply to yourself. You are visibly
2.
stunned unl the end of your next turn.
3. You've hit yourself. Roll damage, apply to yourself.
You've hit an ally adjacent to you or your target, if any (whoever
4.
is closest). Roll damage, apply to ally.
Narraon: apply 2 to saving throw or ability score of player's
5. choice if player provides compelling narraon. Otherwise DM
choice. Heals as ability damage.
You stumble backwards (away from target) 1d4 squares (if you
6.
can't, fall prone). This provokes aacks of opportunity.
One appendage used to aack is incapacitated for the rest of this
7.
encounter. Any HP healing cures this.
Unguarded moment. You provoke a special form of AOO:
8. enemies may aempt the "steal" combat maneuver as if they
had the Improved Steal feat.
You've tripped. You are prone and have dropped your weapon in
9.
your square.
You are o balance. You are atfooted unl the start of your
10.
next turn.

Roll

Result
Twisted ankle (or limb used for movement): move at half speed
11.
for the rest of this encounter. Any HP healing cures this.
You've scraped knuckles, twisted a muscle, etc. You are at 4 to
12.
your next aack roll in this encounter. Any HP healing cures this.
Defenestraon: weapon is hurled out nearest exit + 1d4
13. addional squares, rebounding to the side if there are obstacles
past the exit.
Weapon acquires broken condion, unless magical or natural
14.
weapons, or already broken (in which case, see #15).
Roll damage, but apply to weapon, ignoring hardness (or drop to
15.
next smaller damage die unl healed, if using natural weapons).
Roll damage, but apply to weapon; hardness applies (or drop to
16.
next smaller damage die unl healed, if using natural weapons).
Weapon knocked 1d4 squares away in direcon of target &
17. weapon takes 1 HP damage (if natural weapons, you take the 1
HP damage).
18. Weapon knocked 1d4 squares away in direcon of target.
19. Weapon falls at your feet.
Melee weapon: hits, but is embedded in target! Apply damage
as normal, lose weapon. Use the "steal" combat maneuver to
20. retrieve your weapon.
Natural weapon: hits, but YOU are embedded in target! Apply
damage as normal. Use grapple check +5 to break free.

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