Roll here on a natural 20 attack roll. Unless otherwise stated each roll does full damage (an automatic 8 instead of d8, etc.) Double damage must still be rolled.
| d4 | d6 | Effect | |
|---|---|---|---|
| 1 | 1 | Hit opponent very hard for double damage + 4, your weapon must save vs. crushing blow or break. | |
| 1 | 2 | Force opponent to knees, +1 to hit next attack. | |
| 1 | 3 | Good blow, full damage+2 | |
| 1 | 4 | Smash foe in head, he forgets a random spell. | |
| 1 | 5 | Knock enemy off balance, +2 to hit next round. | |
| 1 | 6 | Grapple opponents weapon, he must make a Dex check to keep it, if he fails he drops it and must make a Dex check to recover it. | |
| 2 | 1 | Knock weapon from enemies hand, he takes 1 round to recover it. | |
| 2 | 2 | Slash enemies leg, he gets an AC penalty of 1 until he gets a cure light wounds. | |
| 2 | 3 | Sneak attack stuns foe one round, +4 to hit. | |
| 2 | 4 | Slash foes arm, he gets a to hit roll penalty of 1 until he gets a cure light wounds. | |
| 2 | 5 | Gushing wound, enemy takes 1 hit per round until bandaged. | |
| 2 | 6 | Blow knocks foe back off his feet, it takes him 1 round to recover. +4 to hit. | |
| 3 | 1 | Send foe careening into person next to him. Both are off balance 1 round. (+2 to hit each) | |
| 3 | 2 | If opponent is wearing plate mail or better, a piece is knocked loose. He spends 1 round fixing it. Otherwise, full damage. | |
| 3 | 3 | If wearing leather armour or less, kick foe in head: Full damage + d4, otherwise kick foe in stomach, full damage + d2. | |
| 3 | 4 | Hit enemy for normal damage, plus get a free attack on enemy to the right. | |
| 3 | 5 | Excellent blow, double damage. | |
| 3 | 6 | A quick blow, you have time for one extra attack. | |
| 4 | 1 | Blow forces foe back 5 feet, double damage. | |
| 4 | 2 | Blow spins enemy around, does double damage, he misses his next attack and you get +2 to hit. | |
| 4 | 3 | Foes shield must save vs. crushing blow, if no shield then his weapon must. | |
| 4 | 4 | Foes weapon must save vs. crushing blow or break. | |
| 4 | 5 | Foe must save vs. breath weapon, otherwise a random limb is severed. It bleeds 2hp per round until bandaged, if it is a leg victim is prone. (+4 to hit) Victim must make a Con check to stay conscious. If blow hits arm that is wearing a shield, shield is smashed (only magic shields get saving throw) and the blow delivers double damage. | |
| 4 | 6 | Foe must save vs. death magic or head is severed. If save, take triple damage. |
| d20 | Effect |
|---|---|
| 1-9 | Foot/hand severed. If foot, -1 dex AC penalty (can't go below 0), -1 movement. If hand: Can get a hook prosthesis which does d3/d2 damage, or a dagger. Can still use a shield, but it must be strapped on. |
| 10-16 | Severed at knee/elbow. If leg: can get a peg leg: No Dex AC bonus, -3 movement. If arm: can't use shield. |
| 17-20 | Severed at hip/shoulder. If leg: can get a crutch: No Dex AC, AC penalty of 1, only 50% normal movement. |