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The City of Fogdown
The Crescent Island, The City of Thieves, The Downs, The Fallen City, The City of Lost Splendor, The Rogue Den... …
D&D (3.5)
Modified Critical Table
General Changes to Critical Hit/Miss
- 20 is always a Critical Hit, 1 is always a Critical Miss.
- Critical Hits and Critical Misses must be activated with Fate Points.
- A player may only activate their own Critical Hits.
- A player may activate any other players’ or the DM’s Critical Misses, and the DM may active a player’s critical miss.
- In all cases, activations maybe opposed by spending Fate Points in the opposite manner. (e.g. Player activates a critical hit, the DM may oppose it with a Fate Points.) In case of ties, the activation does not happen.
- All Critical damage is applied directly to wounds. When referencing the chart below all multipliers count as ”+”.
- For weapons with extended Critical Threat Ranges, they also have extended Critical Miss Ranges. For example a rapier has a 18-20 Critical Threat Range. Now it also has a 1-3 Critical Miss Range.
- It is up to the DM to decided the extent and what kind of penalty applies to Critical Misses.
Modified Critical Table
SLASHING
(Scimitar, Bastard Sword, Broad Sword, Long Sword, Great Sword, Axes)
| d100 | Result |
| 01-09 | Hit vulnerable area, damage X2 |
| 10-12 | Strike vital area, damage X3 |
| 13-20 | Item struck, 1d4 items, 1/2 damage |
| 21-22 | Slit throat; 20+1d10 damage plus 1d8 for next 5 rounds until binding |
| 23-55 | Limb damaged: see limb damage chart |
| 56-60 | Hit face; scar, -1 charisma |
| 61-63 | Scalped, damage X2, -3 charisma, no hair will grow |
| 64-65 | Removed nose, -10 to charisma |
| 66 | Removed left ear, -2 listen, -2 charisma |
| 67 | Removed right ear, -2 listen, -2 charisma |
| 68-70 | Blind in one eye, 1/2 damage, -2 to hit, -4 with missiles |
| 71-72 | Blind in both eyes, 1/2 damage, -6 to hit, -10 with missiles |
| 73-77 | Gut wound, 1/2 damage, takes 2 rounds to bind, see STOMACH WOUNDS |
| 78-79 | Sever spinal cord, Fortitude save DC18 or legs paralyzed. +10 damage |
| 80-88 | Organ struck, see ORGAN chart |
| 89-95 | Disarmed weapon. No damage unless monster (claws or teeth removed) |
| 96-98 | Limb, major tendon severed, roll on LIMB chart |
| 99 | Limb, major nerve severed, no sense of touch, roll on LIMB chart |
| 100 | Decapitated, instant death |
THRUSTING
(Short Sword, Dagger, Knife)
| d100 | Result |
| 01-09 | Hit vulnerable area, damage X2 |
| 10-12 | Strike vital area, damage X3 |
| 13-15 | Puncture throat, damage +10, 1d8 for 4 rounds or until bound, cannot speak |
| 16-30 | Limb struck: use LIMB chart, roll 1d4 for EXTENT |
| 31-36 | Blind in 1 eye, +50% damage, see SLASHING for results |
| 37 | Blind in both eyes, +75% damage, see SLASHING for results |
| 38-44 | Organ hit, see ORGAN chart |
| 45-47 | Blade stuck in bone, max weapon damage every round until removed |
| 48-51 | Limb: tendon severed, 1 limb useless- see LIMB chart |
| 52-62 | Lodged in vital area, take damage again when removed |
| 63-69 | Damaged Item, Save DC weapon damage, damage -d4 |
| 70-78 | Solar plexus hit, damage X2.5 |
| 79-90 | Gut wound, effects as stomach wound use ORGAN chart |
| 91-99 | Exceptional blow – blade passes through body, damage X3 |
| 100 | Strike perfect blow – instant death |
CRUSHING
(Staff, Club, Hammer, Mace, Morning Star, Quarterstaff, Flail)
| d100 | Result |
| 01-03 | Crush neck- damage =20+ 1d10, save vs. paralysis or paralyzed from neck down until cured for 2x damage taken |
| 04 | Crush throat, damage +50% and can’t breathe; suffication begins next round |
| 15-20 | Limb cracked, roll on LIMB chart to see which one. Useless for 2 months |
| 21 | Head trama, lose –1 INT or 1d3 spells from highest level |
| 22-27 | Crack skull, damage =10 + 1d10, Fortitude DC20 or lose 1-2 points of WIS and INT |
| 28-29 | Spine cracked, see SLASHING for effects |
| 30-36 | Rib cracked, damage +20%, -1 to attack |
| 37-42 | If wearing plate, crunched inside +10 damage and 50% chance of not being able to breathe until removed; if not removed, treat as crushed throat, -1 AC worse for armor. |
| 43-46 | If wearing chain, horrible imprint left, +25% damage and 25% chance of scar |
| 47-50 | Organ ruptured; see ORGAN chart |
| 51-57 | Stunned for 1d10 rounds, prone for 1d6 rnds |
| 58-63 | Hit face, -1 charisma, damage +25% |
| 64 | Helm destroyed (only magic helms get saving throw) Fortitude DC15 or knocked out |
| 65 | Crushed Hand, -2 to hit and disarmed |
| 66-73 | Shield destroyed (only magic shields get saving throw) |
| 74-77 | Broken item Save DC weapon damage, damage -25% |
| 78-83 | Hit tip of sternum, damage x2, -2 to hit |
| 84-85 | Crush pelvis, damage +50% |
| 86-90 | Crack jawbone, +10% damage and can’t talk or eat for 1d12 days |
| 91-94 | Glancing blow to face, 1/2 damage, 1d8 teeth knocked out, -2 Charisma |
| 95-99 | Shoulder crushed and arm useless |
| 100 | Head crushed in – dead |
SHARP PROJECTILE
(Arrow, Dart, Thrown Dagger, Crossbow Bolt)
| d100 | Result |
| 01-09 | Hit vulnerable area, damage X2 |
| 10-12 | Strike vital area, damage X3 |
| 13-23 | Blind in one eye, X3 damage,-2 to hit, -4 with missiles, lose DEX bonus on AC |
| 24-30 | Stick in bone, take damage again to remove |
| 31-36 | Pierce hand, useless for one week or until 2X damage cured |
| 37-40 | Pierced neck, 1d10 damage, + 1d4 damage for next three rounds from bleeding |
| 41-45 | Limb hit at joint (use LIMB chart), limb useless until projectile removed, then -1 to hit with that limb until healed |
| 46-50 | Remove finger, see LIMB chart |
| 51-59 | Pass entirely through body, X2 damage |
| 50-68 | Pin arm to chest, chance to remove-chance to open doors +10% |
| 69-77 | Hit weapon hand, see LIMB chart for ARM damage |
| 78-84 | Organ hit, see ORGAN chart |
| 85-93 | Projectile sinks all the way in, unpleasant damage X2 |
| 94-98 | Projectile lodged in bone, max weapon damage until removed |
| 99 | Limb, stuck in major tendon, making that limb useless, us LIMB table for location |
| 100 | Heart seeker – DEATH |
POLE ARM
(Bardiche, bec de corbin, bill-guisarme, glaive, par ransuer, spetum, voulge)
| d100 | Result |
| 01-09 | Hit vulnerable area, damage X2 |
| 10-12 | Strike vital area, damage X4 |
| 13-18 | Mutilate chest, damage X2 |
| 19-24 | Horrible gash, damage X2, infection in 1d6 days |
| 25-40 | Limb struck, see LIMB chart |
| 41-43 | Grazed face, damage +1/2, -1 on charisma until X3 damage cured |
| 44-47 | Destroyed armor if chainmail or weaker |
| 48-51 | Blind in one eye, damage X2, see SLASHING |
| 52-54 | Blind in both eyes, damage X2, see SLASHING |
| 55-62 | Rip shield from grasp, 1/2 damage (if no shield, MAX damage) |
| 63-71 | Organ hit, see ORGAN chart |
| 72-78 | Stuck in ribs, take damage every round until removed |
| 79-80 | Blade goes entirely through, take X3 MAX damage |
| 81-88 | Polearm disarms opponent, no damage unless opponent has teeth or claws |
| 89-94 | Destroy 1d4 items, 1/2 damage |
| 95-99 | Hack out chunk of flesh, X3 MAX damage, -4 to charisma, will leave bad scar |
| 100 | Blade cleaves skull, Fortitude DC 25. If saved then instant death, if failed, character loses 1d4 on constitution permanently and dies very horribly |
SPEAR-LIKE
(Spear, Javilin, Trident, Lance, Fork, Pick, Pike)
| d100 | Result |
| 01-09 | Hit vulnerable area, damage X2 |
| 10-12 | Strike vital area, damage MAX X2 |
| 13-20 | Impaled, MAX damage and takes 1d6 rounds to remove |
| 21-29 | Victim pinned to ground for 1d4 rounds |
| 30-36 | Neck punctured, see THRUSTING |
| 37-41 | Arm pinned to body, MAX damage |
| 42-46 | Hit shoulder, arm useless, -4 to hit due to pain |
| 47-48 | Impaled and lifted off ground, X3 damage |
| 49-55 | Sticks in shield, makes both shield and spear useless, 10% chance of hitting arm 1/2 damage if this occurs |
| 56-60 | Hit ribs and break several X2 damage -2 to hit |
| 61-70 | Blind in one eye, X2 damage, see SLASHING |
| 71-79 | Roll on THRUSTING table |
| 80-83 | Destroyed 1-2 items, 1/2 damage |
| 84-87 | Hit face, X2 damage, 25% chance of scar, -1 charisma until cured for 2x damage |
| 88-94 | Hit in gut, see SLASHING |
| 95-99 | Goes clear through body, MAX X2 damage |
| 100 | Pierces heart, Fortitude DC 25 or dead, if saved HP reduced to 0 |
SPIKED
(Some maces, Morning-stars, Flails, Clubs)
| d100 | Result |
| 01-50 | Roll on crushing table, with +1d4 damage |
| 51-57 | destroyed chainmail or weaker armor |
| 58-67 | Removed finger, see LIMB chart for effects |
| 68-73 | Stuck in bone, take damage every round until removed (removal takes damage) |
| 74-77 | Punctured one eye, damage X2, see SLASHING |
| 78-83 | Punctured both eyes, damage MAX X2, see SLASHING |
| 84-88 | Many spikes hit, MAX X2 damage |
| 89-94 | Deep puncture wound, damage X2, will infect in 1d6 days |
| 95-99 | Organ hit, see ORGAN chart |
| 100 | Crushed skull, dead |
THROWN STONES
(Sling stones, Sling bullets)
| d100 | Result |
| 01-30 | Stunned. Can’t fight or move for 1d4 rounds |
| 31-50 | Blind in one eye, X2 damage, see SLASHING |
| 51-70 | Limb cracked, X2 damage (25% chance of being useless), see LIMB chart |
| 71-80 | Limb broken, MAX X2 damage, (75% chance of being useless), see LIMB chart |
| 81-99 | Vital area, MAX X2 damage |
| 100 | Passed through eye, Fortitude DC 25 or dead, blind in one eye, and character loses 1d2 wisdom permanently. If saved, just dead |
BITES AND CLAWS
(Monsters, unarmed humanoids)
| d100 | Result |
| 01-09 | Hit vulnerable area, MAX damage |
| 10-12 | Hit vital area, MAX X2 damage |
| 13-31 | Limb hit, see LIMB chart |
| 32-35 | Break ribs, damage X2, -4 to hit due to pain |
| 36-38 | Organ gouged, see ORGAN chart |
| 39-51 | Knocked down (if possible), MAX damage, monster gets +2 to hit on next attack save vs. paralysis or lose next attack |
| 52-54 | Blind in one eye, damage X2, see SLASHING |
| 55-57 | Blind in both eyes, damage X2 see SLASHING |
| 58-65 | Severed major tendon, see SLASHING |
| 66-75 | Roll on SPIKED table |
| 76-79 | Unpleasant things done to face, X2 damage, -2 charisma, 5% each major feature being made useless. Cure for 5x damage to heal. |
| 80-99 | Deep gouge, MAX X2 damage, weird scar and will be infected if possible |
| 100 | Removed throat, Fortitude DC 30 or dead. If saved, reduced to 0 HP and charisma -6 due to huge scar on neck. |
LIMB DAMAGE
AREA (WITH SHIELD 1D6, W/O SHIELD 1D4)
Reverse all L & R for left-handers
SIDE (d6)| 1 | R. Leg |
| 2,5 | L. Leg |
| 3,6 | R. Arm |
| 4 L. Arm |
| 1 | Fingers (toes) |
| 2-3 | Wrist (ankle) |
| 4-5 | Mid-forearm (mid-calf) |
| 6-8 | Elbow (knee) |
| 9-10 | Shoulder (hip) |
| 1 | Temporarily damaged |
| 2 | Badly hacked |
| 3-4 | Crippled severely |
| 5-6 | Completely severed |
- Temporarily damaged -4 to hit, -4 to damage
- Badly hacked -6 to hit, -6 to damage
- Crippled severely -8 to hit, -8 to damage
- Fingers remove 1-2 fingers, lose 1 hp each, 25% chance thumb. If thumb then hand is useless
- Completely severed -10 to hit, -10 damage
- Toes -10% movement
- Temporarily damaged -10% movement
- Badly hacked -25% movement
- Crippled severely -50% movement
- Completely severed -90% movement
ORGAN DAMAGE
Location (d6)| 1 | Lung- Damage X2, save vs. poison or lung collapses: unconscious for 10-20rnds then half move until healed |
| 2 | Heart- (nicked): Damage MAX X2 |
| 3 | Kidney- Damage +2, blood poisoning, death in 4d12+CON hours; neutralize poison will add 10 hours |
| 4 | Liver- Damage +3, bleed for 1d4 hp for 5 rounds |
| 5 | Spleen- Damage +3, bleed for 1d6 hp for 5 rounds |
| 6 | Stomach- Damage X2, take full damage again daily from digestive fluids. Will become terminally infected in one day. This will weaken the victim at 1 Strength and 1 Constitution point / day. The victim dies when Strength, Constitution, or HP goes below zero. A cure disease is required to stop infection; thereafter, the character will regain Strength and Constitution at the rate of 1 point per day |
FIRE
| 01-09 | Hit exposed area, MAX X2 damage |
| 10-40 | All oil, alcohol, or other flammables explode for 1/2 damage each |
| 41-45 | If holding metal item, it melts onto hand permanently (only if fire is strong enough) |
| 46-50 | Destroy 1d4 items, take full damage |
| 51-54 | One eye is burned, X2 damage, see SLASHING |
| 55-60 | Both eyes are burned, X2 damage, see SLASHING |
| 61-66 | Blinded for 1d6 rounds |
| 67-74 | Smoke inhalation, out of action for 1d4 rounds |
| 75-80 | Flame gets under clothes or armor, X2 damage |
| 81-99 | Burned face and skin, causing scars and -3 charisma, must cure for 5x damage to regain charisma |
| 100 | Inhaled flame, Fortitude save DC 25 or lungs burned out and death. If saved, MAX damage X2 |
COLD
| 01-40 | Limb frozen, cure within 10 rnds or lose it (roll on LIMB table) |
| 41-50 | 1d6 non-magical glass and metal items turn brittle; save at -5 if struck |
| 51-60 | Severely frozen, Strength and Dexterity -2 for 2d6 rounds |
| 61-70 | Go into shock from cold (same effects as being unconscious) Roll less than CON on d20 every round to come out the next round unharmed |
| 71-75 | Body completely numbed- all surface nerves paralyzed for 1d4 hours: will not know damage taken per each blow, Dex check DC5 for each attack or will drop weapon |
| 76-88 | Severe frostbite- lose toes, nose, etc. (see Druid’s Chill Metal Spell) |
| 89-99 | Flesh frozen and gangrene will set in, X2 damage |
| 100 | Blood crystallized, Fortitude save DC 25 or die. If saved HP reduced to 0 |
ELECTRICITY
| 01-20 | Hits unprotected area, X2 damage |
| 21-40 | Goes into convulsions for 1d4 rnds, X2 damage |
| 41-46 | All potions carried make saving throw or are changed: 1-50 useless, 51-90 changed, 91-00 poison |
| 47-52 | If wearing metal armor, welded inside; MAX damage |
| 53-65 | Severe burns at entry and exit points, X2 damage |
| 66-70 | One limb burned off (roll on LIMB table) MAX X2 damage |
| 71-80 | Nervous system damaged: lose 1d4 of dexterity (regained if healed magically for 5X damage) |
| 81-85 | Nervous system damaged: lose 1d4 of wisdom (regained if healed magically for 5x damage) |
| 86-90 | Nervous system damaged: lose 1d4 of intelligence (regained if healed magically for 5x damage) |
| 91-93 | Temporary amnesia lasts (9+d20) days |
| 94 | Partial amnesia, Fortitude save DC 25 or lose 1d3 levels |
| 95-98 | Temporary insanity 1d8 days |
| 99 | Permanent insanity |
| 100 | Strikes heart, death |
ACID
| 01-40 | Limb struck, use LIMB chart or DM’s choice |
| 41-60 | Hits exposed area, X2 damage |
| 61-70 | All items close to area hit save at -3 or destroyed |
| 71-77 | Acid gets into potion flask, water skin, etc. |
| 78-82 | One eye blinded, damage X2, see SLASHING |
| 83-90 | Both eyes blinded, damage X2, see SLASHING |
| 91 | Hair burned off, -3 damage |
| 92-99 | Severe facial damage, -3 charisma, heal damage X6 to regain |
| 100 | Death melted to a puddle |
