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Critical Chart

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.

If limb severed:

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.