Trazic’s D&D 3.5e Critical/Fumble, Called Shot and Injury Tables
Critical Hit Table
d20
|
Effect
|
Explanation
|
1-5
|
Normal Damage
|
Critical hit is calculated normally
|
6-9
|
Flat Footed
|
The opponent is flat footed for the next round
|
10-12
|
AoO
|
The opponent triggers an AoO which you or an ally may take
|
13-14
|
Disarm
|
You disarm the opponent
|
15
|
Trip
|
You trip the opponent
|
16
|
Stagger
|
The opponent is staggered for the next round
|
17
|
Dazed
|
The opponent is dazed for the next round
|
18
|
Crushing Blow
|
Land a heavy strike on a particular body part. Roll for body area and body part, add crit modifiers, opponent rolls fort or ref save against your attack to cancel effects
|
19
|
Double crit, roll again
|
Double your crit modifier and roll on the critical hit table again
|
20
|
Dismemberment/ Mortal Wound
|
Deal massive damage to a particular body part, in some cases severing it from the body. Roll for body area and body part, add crit modifiers and the opponent gets no save against debuffs.
|
Fumble Table
d20
|
Effect
|
Explanation
|
1
|
Hit Self
|
Immediately hit yourself, roll damage
|
2
|
Hit Ally
|
Reroll attack on nearest ally within range
|
3
|
Dazed
|
You are dazed for the round
|
4
|
Trip
|
You trip and fall prone
|
5
|
Disarm
|
You drop your weapon
|
6-7
|
Shaken
|
You take -2 to attacks for the next round
|
8-10
|
AoO
|
You provoke an AoO which an opponent may take
|
11-14
|
Flat Footed
|
You are flat footed for the next round
|
15-19
|
Nothing Happens
|
Nothing happens and your attack ends
|
20
|
Reroll Attack
|
You may reroll your attack as though you hadn’t fumbled
|
Body Area Table
d4
|
Body Area
|
1
|
Legs
|
2
|
Arms
|
3
|
Torso
|
4
|
Head
|
Called Shots
Head
|
-10 to Attack
|
Torso
|
-8 to Attack
|
Arms
|
-6 to Attack
|
Legs
|
-4 to Attack
|
Head Table
d10
(odd=right
even=left)
|
Body Part
|
Effect
|
1-4
|
Ear
|
+1 damage die to crit, Flat Footed, (Ref save)
|
5-6
|
Face
|
+1 crit multiplier, Staggered (Fort save)
|
7-8
|
Eye
|
+2 crit multiplier, Dazed, Blind (Ref save)
|
9
|
Skull
|
+3 crit multiplier, Unconscious (Fort save)
|
10
|
Throat/Brain
|
+4 crit multiplier, (Fort save or death)
|
Torso Table
d10
|
Body Part
|
Effect
|
1-5
|
Ribs
|
+1 damage die to crit, Flat Footed (Ref save)
|
6-7
|
Gut
|
+2 crit multiplier, Staggered (Fort save)
|
8-9
|
Lung
|
+3 crit multiplier, Dazed (Fort save)
|
10
|
Heart
|
+4 crit multiplier, (Fort save or death)
|
Arms Table
d10
(odd=right,
even=left)
|
Body Part
|
Effect
|
1-5
|
Hand
|
+1 damage die to crit, Disarm (Ref save)
|
6-8
|
Elbow
|
+1 Crit multiplier, Disarm, Staggered (Fort save)
|
9-10
|
Shoulder
|
+2 Crit multiplier, Disarm, Dazed (Fort Save)
|
Legs Table
d10
(odd=right,
even=left)
|
Body Part
|
Effect
|
1-5
|
Foot
|
+1 damage die to crit, Trip (Ref save)
|
6-8
|
Knee
|
+1 Crit multiplier, Trip, Staggered (Fort save)
|
9-10
|
Hip
|
+2 Crit multiplier, Trip, Dazed (Fort save)
|
Injuries:
Head Injury Table
d10
|
Affliction
|
Effect
|
10-7
|
Severed/ Crushed Ear (Ear)
|
-2 init, halved listen skill points per ear
|
6-5
|
Facial Wound (Face)
|
Grotesque (-4 to all Charisma checks)
|
4-3
|
Blackened/ Missing Eye (Eye)
|
-1 AC, halved Dex bonus to AC, -2 to attacks, halved spot and search skill points per eye
|
2
|
Concussion (Skull)
|
Staggered, Sickened (-2 to all checks)
|
1
|
Head Trauma (Throat/Brain)
|
Comatose (unconscious until injury is alleviated)
|
Torso Injury Table
d10
|
Affliction
|
Effect
|
10-7
|
Broken Rib (Ribs)
|
Fatigued (-2 Str/Dex, cannot run or charge)
|
6-4
|
Internal Bleeding (Gut)
|
Sickened (-2 to all checks)
|
3-2
|
Collapsed/ Punctured Lung (Lung)
|
Sickened (-2 to all checks), Exhausted (-6 Str/Dex, cannot run or charge, half speed)
|
1
|
Ruptured Organ (Heart)
|
Nauseated (cannot make standard actions)
|
Arm Injury Table
d10
|
Affliction
|
Effect
|
10-6
|
Sprained Wrist/ Crushed Hand (Hand)
|
-4 to all checks involving use of affected hand (dismembered loses all use of the hand)
|
5-2
|
Dislocation/ Torn Tendon (Elbow)
|
-10 to all checks involving use of affected arm (dismembered loses all use of the arm)
|
1
|
Broken Bone (Shoulder)
|
Lose use of the affected arm
|
Leg Injury Table
d10
|
Affliction
|
Effect
|
10-6
|
Sprained Ankle/ Crushed Foot (Foot)
|
Cannot run or charge, half speed, -4 to climb, jump, swim, and any checks involving affected foot (dismembered loses all use of the foot)
|
5-2
|
Dislocation/ Torn Tendon (Knee)
|
Staggered, cannot run or charge, half speed, -10 to climb, jump, swim, and any checks involving affected foot (dismembered loses all use of the leg)
|
1
|
Broken Bone (Hip)
|
Lose use of the affected leg
|
Called Shots:
Creatures may initiate a called shot to a body area before rolling an attack. The attack takes a designated penalty associated with the body area (see table: Called Shots). If a called shot is made on a chosen area, roll on the appropriate body part table. If the called shot was not a critical hit, the target makes the applicable save against the opponent’s attack roll (with the included penalty). If the target fails the save, apply the effects of the called shot without applying the critical hit bonus. If a critical hit is rolled on a called shot, roll on the appropriate body part table as a dismemberment/ mortal wound, add the critical hit modifier (either additional damage die or increased multiplier), and apply the called shot’s effects without a save. A critical hit on a called shot results in the dismemberment / impairment of the afflicted area (severed arm, crushed foot, collapsed lung, etc.)
Critical Hits:
If the attack is not a called shot and is a critical hit, roll for the confirmation. If the confirmation is a hit but not within the critical threat range, roll on the critical hit table and apply the appropriate effects. If the confirmation is within the critical threat range, roll again, and if the second confirmation is a hit, roll twice on the critical hit table. If the second confirmation roll is within the critical threat range, roll one more confirmation. If the third confirmation is a hit, the opponent is dead. If the initial attack, first confirmation, and second confirmation are each natural twenties, the opponent is dead.
Injuries:
Whenever a character is taken to 0 or lower hp, they sustain a temporary penalty in the form of an injury. The penalties from an injury last until the character has been healed back to max health through any means, after which the injury leaves a permanent scar without negative effects (dismemberment being the exception, see below). If the attack that dropped the character was a called shot, select the appropriate injury relating to the body part hit. If the attack was not a called shot, roll on the body area table and then roll on the appropriate injury table corresponding to the body area to randomly determine which body part was injured.
Dismemberment/ Mortal Wound:
When a character loses an appendage through dismemberment or receives a mortal wound, they enter a condition of bleeding out. If their hp is above 0, it immediately drops to 0. At the beginning of their next turn, they must make a fort save (or a heal check) against DC 15. If they fail, their hp drops to -1 and they are dying (unconscious, -1 hp per round). If they succeed the fort save before dying, they stabilize and are no longer bleeding out (they have made efforts to stop the bleeding or the wound has simply stopped bleeding profusely). The character then receives an injury from the relevant injury table, including any modifiers for dismemberment (the affected body part is gone and the injury does not end until the body part is replaced through extensive magical healing or through the introduction of a prosthetic).
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