CRITICAL HIT TABLE
(only on Natural 20)
01-05 MAX DAMAGE NOTES
06-09 “ “ x2
10-14 “ “ + *1 *1 ATTEMPT ANOTHER HIT
15-18 “ “ + *2 WITH SAME WEAPON
19-40 DOUBLE DAMAGE
41-47 “ “ + *1 *2 OPPONENT MUST ROLL
48-53 “ “ + *2 ON FUMBLE TABLE
54-59 “ “ MAX DAMAGE
60-64 TRIPLE DAMAGE
65-68 “ “ + *1
69-72 “ “ + *2
73-76 “ “ MAX DAMAGE
77-79 QUADRUPLE DAMAGE
80-81 “ “ + *1
82-83 “ “ + *2
84-85 “ “ MAX DAMAGE
86-89 REDUCES OPPONENT’S AC BY 1 UNTIL ARMOR IS HEALED/REPAIRED
90-94 BLOOD OR DEBRIS BLINDS OPPONENT FOR 1D6 ROUNDS (IF APP.)
95-96 SEVER AN APPENDANGE (IF APP.). MAX DAMAGE + 1D20
97-99 OPPONENT IS STUNNED FOR 1D6 ROUNDS
00 INSTANT DEATH (IF APP.)
FUMBLE TABLE
(only on Natural 1)
01-09 DROP WEAPON AT FEET
10-17 “ “ 10’ AWAY
18-23 “ “ 20’ AWAY
24-27 “ “ 30’ AWAY
28-37 YOU FALL DOWN (PRONE)
38-45 “ “ AND DROP WEAPON AT FEET
46-51 “ “ “ “ 10’ AWAY
52-55 “ “ “ “ 20’ AWAY
56-57 “ “ “ “ 30’ AWAY
58-62 STUMBLE, LOSE INITIATIVE NEXT ROUND
63-68 STUMBLE, ALL ROLLS NEXT ROUND HAVE DISADVANTAGE
69-73 STUMBLE, OPPONENT ATTEMPTS ANOTHER HIT THIS ROUND
74-78 STUMBLE, YOU HIT YOURSELF FOR REGULAR DAMAGE
79-84 STUMBLE, OPPONENT GET AUTOMATIC HIT ON NEXT ATTACK
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT
85-88 STUMBLE, OPPONENT GET AUTOMATIC HIT ON ALL ATTACKS NEXT ROUND
ROLL 1D20 TO SEE IF THEY ARE CRITICAL HITS
89-93 STUMBLE, LOSE NEXT ATTACK
94-96 STUMBLE, LOSE REMAINING ATTACKS ON THIS AND NEXT ROUND
97-98 STUMBLE, OPPONENT IMMEDIATELY HITS YOU ON CRITICAL HIT TABLE
99 YOUR WEAPON BREAKS. IF NOT APPLICABLE, TREAT THIS ROLL AS A 98
00 AUTOMATIC HIT ON CLOSEST ALLY WITHIN 10’ OF YOU
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT
IF NOT APPLICABLE, TREAT THIS ROLL AS A 98
• IT TAKES ONE HALF MOVEMENT SPEED TO GET UP
• IT TAKES ONE HALF MOVEMENT SPEED TO BEND DOWN AND PICK UP A WEAPON
• CRAWLING WHILE PRONE IS AT HALF MOVEMENT SPEED
• PRONE CHARACTERS ATTACK WITH DISADVANTAGE. OPPONENTS ATTACK W. ADVANTAGE