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CRITICAL FUMBLES


01-06
Slip or trip over rocks, etc. -  -2 penalty to AC next round, your foe may disengage.
63-65
Your shield is cloven in two - shield is destroyed and lose AC bonus from shield until another shield is secured.  If you were not carrying a shield, parrying weapon is broken.
07-12
Slip or trip on a corpse or other obstacle - lose next attack, your opponent may disengage.
66-68
Broken or cut nose - bleed for 1d6+4 rounds, -1 attack penalty for duration, resulting deformity causes a permanent -1 Cha.
13-18
Slip or trip in a pool of blood or water or other hazard - lose next attack and suffer a -2 penalty to AC for the next round, your opponent may disengage.
69-71
Foot stepped on, ankle twisted - half speed for rest of combat, running impossible.
19-24
Sweat or blood in eyes - lose next 1d3 attacks, your opponent may disengage.
72-74
You lose your little finger from your hand - determine random hand (all players right handed unless otherwise indicated), permanent -1 attack penalty if attacking using that hand in both melee and ranged.
25-28
Shield strap breaks - lose shield bonus to AC until repaired.  If no shield, ignore this result.
75-77
Weaoin stuck in oppnent 's shield or armor - Str check (SC 13) to pull it out.
29-32
Distracted - penalty of -4 to next attack roll, your opponent may disengage.
78-80
Leg cut - lose Dex bonus to AC until Heal check (DC 15) or cure spell is applied.
33-36
Drop your weapon - it's at your feet, Move Equivalent action to pick it up.  Your opponent may disengage.  Ignore this result if you have a shield.
81-83
Lose shoe or boot - you will want it if the day is very hot or cold or if you are on loose ground.  Movement cut by ten feet until shoe retrieved.  Putting shoe on is a Full Action round that does draw attacks of opportunity.
37-40
Weapon knocked away - it is 1d3 squares away in a random direction.  Ignore this result if you have a shield.
84-86
Knee smashed or chooped - penalty of -4 to AC, Dodge feat negated, Ride and Swim checks, Reflex saves, speed is halved.  Ignore this result if using a large shield.
41-43
Blow to solar plexis - lose Dex bonus to AC and attack for next two rounds, your opponent may disengage.  Ignore this result if you have a shield.
87-89
Bloody cut across one eye half blinds you - penalty of -2 to attack and AC until Heal check (DC 15) or cure spell applied.
44-46
Arm cut, dislocated shoulder - randomly determine arm (all players right handed unless otherwise indicated), that arm is useless until Heal check (DC 15) or cure spell.
90-92
Armor strap cut - AC penalty of -2 until armor repaired, Craft (Armorsmith) (DC 10).
47-49
Smash to your face - no attack for the next round as you try to wipe blood from your eyes, your opponent may disengage.
93-95
Portion of armor lost - AC penalty of -4 until armor is repaired.  Craft (Armorsmith) (DC 15).
50-52
Unexpected blow from the side or rear - you may be knocked prone, Balance check (DC 15), your opponent may disengage only if knocked prone.
96-97
Hit friend or self - determine randomly, roll to attack to see if you hit.  This is a critical hit and the target is flatfooted.
53-55
Heavy hit to head - you lose no hit points, but your sense reel from the blow.
98-99
Really bad fumble - roll two more results, ignoring this result.
56-58
Heavy hit to head and helmet knocked off - -4 penalty to attack next round, and -4 AC penalty until helm recovered.  Move Equivalent action to fix helm.  Ignore helmet part without medium or better armor.
00
Worst possible fumble - roll three more results,  ignoring this result.
59-62
Weapon breaks - to get another one, unsheath or pick one up, your opponent may disengage.
Missile Fire Fumbles
1
Fumbler slips, does not fire this round.
4
Fumbler slips and misfires, hitting a random target on his own side, if available.  Roll as though attacking, the target is caught flatfooted.
2
Fumbler falls, breaking the arrow or spear, or spilling the stones.  No fire this round.
5
Because of improper care, the fumbler's bowstring or sling breaks, or spearhead falls off.  No attack until fixed.  Fixing the problem takes 1d4 Full Round actions.
3
Fumbler drops the missile.  It lies at her feet.
6
Fumbler sees that she has not unpacked some or all of her ammunition and that this is the last possible attack.  Must retrieve the rest of ammunition from pack.

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