Critical Fumble Chart

Die Roll Result
01-05 Weapon lodges in opponent on next successful attack. Flat footed. d4 rounds to clear weapon or change weapon or drop weapon and spend next round rearming.
06-15 Slip. DC 15 reflex check at -1 or fall stunned for 1d4 rounds.
16-19 Stumble. DC 15 reflex check at -3 or fall stunned for 1d4 rounds
21-25 Trip and fall stunned for 1d4+3 rounds
26-35 Grip loosens. DC 15 reflex check to avoid dropping. Lose next attack.
36-45 Drop weapon. Spend next round recovering or rearming. No attack.
46-55 Opponent partially blocks next successful attack. No critical hits, 1/2 damage.
56-60 Opponent anticipates next successful attack. No critical hits, 1/4 damage.
61-70 Weapon knocked away. Roll for d8 for direction (1 is toward opponent and proceed clockwise) and d6 for distance (number of 5’ squares).
71-80 Weapon Arm entangled. No attack until freed. Flat footed.
81-85 Leg tangled with equipment. 1/2 movement until untangled. Flat footed.
86 Hit nearest ally. Max normal damage.
87 Hit nearest ally. Half normal damage.
88 Hit self. Half normal damage.
89 Hit self. Max normal damage.
90 Hit Self. Use critical hit tables.
91 Hit nearest ally. Use critical hit tables.
92 Shield Strap Breaks. Flat footed until repaired or discarded. N/A if no shield.
93 Torso Armor strap breaks. Unable to move. Flat-Footed until armor discarded.
94 Armor strap breaks on Helm. Blinded. Flat footed. No attack next round. N/A if not helmed.
95 Distracted. All opponents attacks for next round are at +2
96 Enchanted. All opponents attacks for next 2 rounds are at +3
97 Embalmed! All opponents attacks for next 3 rounds are at +4
98 Weapon Breaks! Weapon save DC + 1
99 Blew it! Roll 2 times; reroll results of 99 or 00. Apply all results
00 In Big Trouble. Roll 3 times; reroll results of 99 or 00. Apply all results

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Critical Fumble Chart

Trellheim - The Borr Barony pkerby evanst