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Random Critical Chart

When a critical hit is scored off of a natural 20 and verified, a percentile is rolled. Consult the chart below to find your number and then read to the right for the details. The step(s) required to correct the result are located in brackets to the right of the details. See below for an example. These should work for most weapons, a special bludgoning table is included below, Magical crits are something special and are not covered in this chart. It is assumed that magical crits are powerful enough and do not need the extra flare.

% Result / Details ( How 2 Fix )

Master

1 Eye loss / 10% miss chance, -10 Spot checks ( regen )

2 Right arm broken or severed 1D2 CON/ right arm useless ( regen )

3 Left arm broken or severed/ see above

4 Neck wound / 1D2 CON per round ( Cure or 3 days heal 10 )

5 Pectoral slashed / 1D4 STR ( Cure or heal 15 )

6 Sturnum shattered / 1D2 CON 1D4 DEX ( regen or 6 weeks )

7 Lung punctured / 1D4 CON begin suffocate ( regen, heal 20 to stabilize )

8 Kidney ruined / 1D4 CON per min ( regen )

9 Foot ruined / 1D8 DEX movement 1/2ed ( regen )

10 Gut wound / 1D4 CON per day chance of infect ( regen or heal over 8 weeks )

11Collar Bone / 1D4 STR 50% left or right arm usless ( regen or heal over 5 weeks )

12 Shield Blow / Shield takes full damage and is knocked 1 square away.

13 Hip broken / 1D2 CON, 1D4 DEX ( regen or heal 15 over 12 weeks )

14 Armor blow / Armor takes full damage.

15 Deep wound / 1D4 CON ( cure or heal 10 over 3 weeks )

16-17 Gal Bladder / 1D6 Acid damage, 1D4 CON per hour ( regen )

18 Spleen / 1D4 CON per hour, ( regen )

19 It Hurts / Foe drops weapon and holds wound.

20-25 Broken nose / 10% miss chance ( heal 10 or cure )

26-27 Splatter / Crit damage 10% chance to stun

28-29 Unconsious / Will DC 12

30-35 Layed open / Crit damage ( cure or heal 10, 3 days )

36-37 Thigh wound / movement 3/4 normal ( heal 10, 2 days or cure )

38-39 Arm wound 50% left, 50% right / -5 STR on that arm. ( heal 10, 2 days or cure )

40-45 Cracked bone / 1 CON ( cure or heal 10, 1 week )

46 Head piece / Head gear takes full damage also. If no head gear, facial wound.

47 Weapon damaged / opponents weapon takes full damage also.

48 Saw / Multiply final damage again by half.

49 Bitch em / Move foe 5' in any direction. ( No attacks of op )

50 Choose to sacrifice rest of attacks to roll again on chart. Or attack as normal, players op.

51 Drive Back / Move target back 5 ft. Provokes attacks by threatining creatures.

52 Make an Opening / Foe draws attacks of oprotunity

53-59 Bleeder / 1 CON

60 Force a mistake / Foe rolls on fumble chart.

61 Liver Wound / 4 CON per Hour. ( regen )

62 Nausiating blow / Foe nausiated ( move only ) for 2 rounds.

63 Hemurol Artery / 1 CON per round ( cure or heal 15 )

64-70 Stunning Wound / Crit damage, Creature looses DEX until it acts next.

71-75 Drove prone / Opposed STR check to pin down w/sword.

75 Concussion / 1D4 INT, 1D4 WIS. 10% chance to drop wepon.

76 Flayed / 1 Con ( Cure or heal 10 over one week )

77 Scalped / 1 Con ( Cure or heal 10 over one week )

78-80 1-3 Fingers severed / 1-3 DEX ( regen )

81 Compund Rib / 1 DEX, 2 CON ( regen or heal 15 over 5 weeks )

82 Laranx / Can't talk, 2 CON Begin suffocating. ( cure or heal 10 over 4 days )

83 Femurol Artery / See Hemurol Artery 63 above

84 Broken Rib / DEX 1, ( regen or heal over 8 weeks )

85 Jaw wound / Can't talk, ( cure or heal 10 over 3 days )

86 Near the Heart / Increase multiplier by 1 ( cure or heal 15 over 3 weeks )

87 Disemboweled / Death in remaining CON mins 1D8 CON,( regen )

88 Run through / Normal crit damage

89 Stunning blow to head / Oponent stunned 1 round.

90 Sickening blow / Foe sickened ( - 2 ) for 5 rounds.

91 Cracked skull / 1D4 INT, 20% chance to be stunned til next action (cure heal 10 over 2 weeks )

92 Knee capped / Movement 1/2ed ( cure heal 12 over 5 weeks )

93 Ear Severed / -20 listen checks ( regen )

94 Hand Severed / Besides the obvious

95 Leg severed / See severed arm number 2 above, Fall prone.

96 Compound Fracture Leg / 1D2 CON, Crit damage knocked prone ( regen or heal 15 over 6 weeks )

97 Spine Damage / 1D6 INT Dam knocked prone ( regen or heal 10 over 10 weeks )

98 Artery severed / 1D2 CON per round ( cure )

99 Castration / 1D2 CON, stunned til' next round ( regen )

100 Brained / DEATH no save

Use the Master chart first, if you must use the bludgeon chart use the same roll, do not roll again.

Bludgeon

( If the below will not work just break a bone, hammers are good at that )

Broken bone / 1 Con, ( Heal 10 over 3 weeks or regen )

Adamantine adds a less 20% chance to break item.

1-20 Shield blow / Ruin shield 100%, less 20% chance per +1 enhancement.

21-40 Armor blow / Ruin armor 100%, less 20% chance per +1 enhancement.

41-50 Weapon blow / Ruin weapon 100%, less 20% chance per +1 enhancement.

51-60 Gear blow / Ruin random item in possession.

61-70 Prone / Blow knocks foe prone.

71-75 Unconsious / Fort check DC 12 or unconsious for 1D4 rounds.

76-80 Stomach blow / Foe sickened ( -2 ) for 5 rounds

81-90 Compound fracture / 1 Con ( heal DC 15 over 4 weeks or regen )

91-99 Internal bleeding / 3 Con per day, ( cure or regen )

Random Failures ( Melee ) If a natural one is rolled and then confirmed as a critical miss roll on the chart below.

01-02 Disarm long (4 X Speed) May continue

03-04 Disarm Medium ( = Speed) May continue

05-06 Disarm Short (Same Square) May continue

07-08 Damage item in your other hand or on your other arm. ( Full Damage )

09-10 Hurt self ( roll wepon damage w/out strength mod )

11-20 Slip and fall prone ( DEX check DC 16 to catch yourself )

21-30 Overextended mussle ( take 1D6 str dam )

31-40 Stumble into ememy square he gets an attack of op. May continue

41-50 Roll your ankle ( movement 1/2ed for combat )

51-60 Wepon gets stuck ( STR check DC 14 to pull it out )

61-63 Oponent gets free trip attempt on you. Only use 1/2 your strength or dex.

64-65 Oponent gets free disarm attempt on you. Only use 1/2 your base attack.

66-67 Oponent gets free bull rush attempt on you. Only use 1/2 your strength.

68 Cut your belt, May continue

69 Cut your pouch, May continue

70 Cut your pack, May continue

71-80 Loose your footing ( loss of DEX until next turn )

81-90 Something gets in your eye ( Standard action to remove, opponents have 20% conceal )

91-92 Hit your funny bone. Drop wepon in square. -10 to all attacks with that hand for 3 rounds.

93-94 Parry, wepon gets damaged. May continue

95-96 Leave yourself open ( ememy can make a trip, disarm, or attack ) May continue

97-98 Disarm Crits ememy

99-00 Break your weapon. Dex check DC 10 to avoid. Artifacts cannot be broken like this.

Lower the break DC by 1 per +1 enhancement. And/or by -1 for being adamantine.

Random Failures ( Ranged )

01-10 Drop ammo. May continue

11-20 Missle hits nearest ally to you. Full damage. May continue.

21-30 Disarm in square.

31-40 Missle hits nearest ally to target. May continue

41-50 Missle fires early, hits you.

51-60 Cut hand, -5 on all ranged attempts ( Heal DC 10 mends )

61-70 Dislocate finger ( reduced to one ranged attack per turn )

71-80 Jam Finger ( take 1D6 dex dam )

81-90 Snap bowstring or equivilent.

91-99 Disarm ammo. ( Spill quiver )

100 Wepon makes reflex save DC 20 or is destroyed.

Random Failure ( Magic )

01-20 Spell fizzles in colorfull display.

21-40 Spell backfires on caster.

41-60 Spell is burnt with no effect, loss of turn.

61-80 Spell targets random person w/in range.

81-90 Spell burns an additional spell slot of equal level.

91-95 Slip and fall prone, spell fizzles. ( DEX check 12 to catch yourself )

96-99 Prefire, spell discarges on own gear targeting item at hand or closest to the arms.

100 Spell explosion ( XD8 damage to all w/in 50' radius no save no SR X = spell level )

 

Potion Color & Taste Table

Potion Color and Flavor

Cure * Blue ( Varies by Strength ) Almond ( Varies by Strength )

Endure Elements Pale Yellow Citrus

Hide From Animals Clear Grass

Hide From Undead Clear Rotten Milk

Jump Yellow Copper

Mage Armor Pale Purple Leather

Magic Fang * Green ( Varies by Strength ) Sugary ( Varies by Strength )

Magic Stone ( Oil ) Rusty Oily metalic

Magic Weapon ( Oil ) * Gray Metalic Oily metalic

Pass Without Trace Brown Gritty Dirt

Protection From

Evil Black w/Silver Floater Metalic Caramel

Good White w/Silver Floater Metalic Whisky

Law Blue w/Silver Floater Metalic Radish

Chaos Red w/Silver Floater Metalic Beef

Remove Fear White, purple streaks Blood

Sanctuary Clear, red flecks White Wine

Shield of Faith * Red ( Varies by Strength ) Cherry ( Varies by Strength )

Shillelagh ( Oil ) Green and Brown Oily leafy

Bless Weapon ( Oil ) White Sparkely None

Enlarge Person Light Pink Iron

Reduce Person Dark Pink Iron

Aid Golden Rose

Barkskin * Gray ( Varies by Strength ) Earthy ( Varies by Strength )

Bear's Endurance Brown n Black Spicy

Blur Silvery Thick Water

Bull's Strength Scarlet Dung

Cat's Grace Clear w loose hairs Milk

Darkness ( Oil ) Black Sheen Oily Charcoal

Darkvision Black w Orange Specks Carrot

Delay/Neutralize Poison Pale Orange / Orange Minty / Charcoal

Eagle's Splendor Clear w loose feathers None

Fox's Cunning Green n Red Dung

Invisibility Clear None

Invisibility ( Oil ) Prismatic Sheen Oily None

Misdirection Multiple Swirled Sour

Owl's Wisdom Clear w bones on bottom Dung

Protection From Arrows * Ochre ( Varies by Strength ) Sand ( Varies by Strength )

Remove Paralysis Deep Blue n Black Warm water

Resist Energy

Fire Red w/Orange floater Cinnamon

Sonic Clear w/Yellow floater Onions

Cold Blue w/White floater Salty

Acid Green w/Yellow floater Green Apple

Electric Yellow w/Dark Yellow floater Dull Numbing

Spider Climb Light red /w small spider Tar

Undetectable Alignment Lavender Sweat

Daylight ( Oil ) Glows Yellow Oily Tingles

Displacement Clear Highly Reflective Bannanas

Flame Arrow ( Oil ) Red n Orange Flint

Fly Silver w/ black flecks Grapes

Gaseous Form Bubbly Water Carbonated Water

Haste Crimson Licorice

Heroism Glowing Blue Sharp Chedar

Keen Edge ( Oil ) Dull Gray Oily Stings

Magic Circle Against

Evil Glowing Black w/Silver Float Metalic Caramel

Good Glowing White w/Silver Float Metalic Whisky

Chaos Glowing Red w/Silver Float Metalic Beef

Law Glowing Blue w/Silver Float Metalic Radish

Magic Vestment ( Oil ) Fiberous Brown Oily Tickles

Nondetection Azure w/ sparkles Vinigar

Protection from Energy

Fire Glowing Red w/Orange Float Strong Cinnamon

Sonic Glowing Clear w/Yellow Float Strong Onions

Cold Glowing Blue w/White Float Strong Salt

Acid Glowing Green w/Yellow Float Strong Green Apple

Electric Glowing Yellow w/Dark Yellow Powerful numbing

Rage Bubbling Red Carbonated Blood

Remove Blindness/Deafness Clear / Light Yellowy Brown Tears / Wax

Remove Curse White w/ Blue swirls Chalk

Remove Disease Purple almost Black Eggs

Tounges Brown, small clay flecks Tingles

Water Breathing Blue, w scales n straw Fishy

Water Walk Glows blue Icy Cold Water

Good Hope Pink n Yellow Layered None

 

 

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