Critical Hits Table by Orestto Robles PDF (ZIP 103 Kb)
Critical Hits Table – Word Doc (ZIP 39 Kb)
Critical Hits
For a critical hit to occur, a natural 20 must be rolled on the attack die. Then, the character rolls a normal attack roll against the opponent’s Armor Class. If the roll is high enough to hit the opponent’s AC, it is a critical hit. Roll a d10 to determine location, then roll percentile dice on the table according to weapon type and the type of monster the character is fighting. The opponent does receive a saving throw vs. death to avoid the effects of a critical hit. Even if the normal attack roll indicates a miss against the opponent’s Armor Class or the opponent makes the saving throw, the character still inflicts maximum damage on the attack. If an “armor damaged” results, the armor must save vs. crushing blow or suffer a +1 penalty to the victim’s Armor Class, which is permanent until the armor is repaired.
Location
The critical hit charts include a number of specific injuries that go beyond a simple loss of hit points. Wounds are divided into five degrees of severity: grazed, struck, injured, broken, and finally shattered, severed, or crushed.
Wounds should be recorded on the character sheet. Attack and movement penalties remain until the injury that created the penalty has healed. Wounds are always accompanied by some loss of hit points, but a specific injury isn’t damage per se; consider it a temporary penalty that the character has to put up with until it is restored.
For example, Feodor the Bold is fighting an ogre armed with a club. The ogre scores a critical hit, rolling a 6 for location and a 7 for severity. Feodor’s torso has been struck, a wound that reduces him to 1/2 his normal move and gives him a –2 penalty to any attack rolls he makes. (It also puts a healthy dent in his nice plate mail.) Feodor’s penalties remain until he recovers from his “torso struck” specific injury.
Let’s say that Feodor had 16 hit points, and the ogre’s blow inflicted 12 points of damage. The missing 12 hit points can eventually be recovered, but Feodor’s penalties remain until the “torso struck” specific injury heals.
Severe injuries can temporarily reduce a character’s maximum allowable hit points. In other words, a fighter with a broken leg will not be allowed to enjoy his full allotment of hit points until his broken leg is repaired. If the character has more hit points than he is currently allowed, he is reduced to the injured value when the current battle is over. This represents the increased vulnerability of badly wounded characters. For example, if a fighter with 30 hit points receives 10 points of damage and an “arm destroyed” injury that reduces him to 50% of his normal hit points, he drops from 20 to 15 when the battle is concluded and remains at 15 until his ruined arm is somehow healed. Remember, though, that specific injuries are only inflicted if the victim fails a saving throw vs. death.
Grazed: Grazes are minor injuries that may prove troublesome if they bleed. A cure light wounds spell or other healing magic capable of restoring 4 hp will heal a graze. (The cure light wounds spell doesn’t have to actually restore that many points; it just must be capable of doing so.) Grazes also heal naturally as if they were a loss of 1d6 hp. In other words, if a graze is the equivalent of a 3-hp wound, two days of rest heal it completely, since characters normally recover 2 hp per full day of rest. Note that the graze isn’t tied to the character’s actual loss of hit points in any way. If a grazed character receives healing magic, the graze is healed and he gets to recover hit points.
Struck: A body part that has been struck is often penalized in a small way for the effects of the wound. For example, a critical hit that reads, “weapon hand struck, -2 penalty to attacks,” means that the character has a -2 attack penalty with his weapon hand until the wound is healed. Injuries of this type can be healed by a cure light wounds spell or other healing magic capable of restoring 5 hp of damage. Struck areas heal naturally as if they were a loss of 2d6 hp.
Injured: Wounds of this severity can trouble a character for weeks; they heal naturally as if they were a loss of 10d6 hp. A cure serious wounds spell or other healing magic capable of restoring 10 hit points can also repair the injury. Injuries almost always entail serious combat penalties for the wounded character. Injured arms, legs, or tails reduce a character to 75% of his normal hit points. An injury to the abdomen, torso, or head reduces a character to 50% of his normal hit points. A 25-hp character with a chest injury can have no more than 13 hit points until his injury is healed (and could have a lot less than that if he continues to suffer damage!)
Broken: Broken bones run the gamut from minor fractures that don’t hinder a character at all to life-threatening compound fractures. Generally, the previous two injury categories are considered to include minor breaks or cracks; this category is reserved for severe fractures. Broken bones can be mended by a cure serious wounds spell that is devoted just to knitting the bone; unlike grazed, struck, or injured, the character regains no hit points from a spell used in this way. Broken bones heal naturally as if they were 20d6 lost hit points, so bed rest in the care of a proficient healer is a really good idea if the injured character is planning on resuming his adventuring career anytime soon. Broken arms reduce a character to 75% of his normal hit points. Broken ribs or legs reduce a character to 50% of his normal hit points. Any other broken bones reduce a character to 25% of his normal hit points.
Crushed, Shattered, or Destroyed: Limbs that suffer this kind of catastrophic injury may never be usable again; hits to the torso, abdomen or head of this magnitude are often lethal. If the victim survives, he will never naturally recover to his normal self. A limb damaged this way will be useless for the rest of his life, and hits anywhere else will leave the victim incapacitated. The victim will be bedridden for at least one to eight months before he can even regain a semblance of mobility. A cure critical wounds spell or other healing magic capable of restoring 20 hp of damage can repair the damage of this kind of injury. In addition, the bones of the affected area (if any) are assumed to be broken and may require another application of healing magic to repair. Destroyed shoulders, hips, or limbs reduce the victim to 50% of his normal maximum hit points. Any other wounds of this magnitude reduce the victim to 25% of his normal total.
Severed: Obviously, a creature that has a limb severed can no longer engage in activities that require the use of that member. A human with a severed leg can’t walk or run and is reduced to crawling until he gets a crutch. A character with a severed shield-arm can’t use a shield anymore, and so on. The only way to undo this kind of damage is by means of a regeneration spell. The shock of losing a limb will prevent a character from moving independently or attacking for 2d10 weeks. At the DM’s discretion, a character who “only” loses a hand or a foot may actually be able to perform limited activities after being stunned 1d6 rounds, but only by passing a System Shock roll. However, characters who sustain such massive injuries are best off abandoning the field to their enemies. The loss of a limb will reduce a character’s maximum normal hit points by 25% for a partial loss, or 50% for a more catastrophic loss. If the character can compensate with a wooden leg or hook, the hit point loss may be reduced by one step.
Critical Hit Effects
There are several possible effects of injuries caused by critical hits: bleeding, attack penalties, movement penalties, knockdowns, dropped weapons or shields, and possible armor or shield damage. Some of these conditions are temporary (a dropped weapon can be picked up), while others remain until the injury that created the effect is healed. Any damage or other types of effects are marked off during the End-of-Round step if the Player’s Option combat system is also used.
Bleeding: A character with minor bleeding loses an additional 1d2 hp per full turn until the wound is magically healed or bound. In addition, there is a chance that minor bleeding will stop on its own. The character may roll a saving throw vs. death each time he suffers damage from minor bleeding; if he is successful, the bleeding stops. Anybody can stop minor bleeding by applying a bandage or otherwise addressing the injury. This takes 1d6 combat rounds or a single one-minute round. Major bleeding results in a loss of 1d2 hp per combat round until the wound is magically healed or bound. Left untreated, major bleeding can easily cause a character’s death. In effect, the -10 rule represents major bleeding; the character loses 1 hp per round when reduced to negative hit points. Major bleeding can be stopped by a cure light wounds spell (the victim recovers hit points, too), the healing of 5 hp of damage by any other magical means, or by a successful use of the healing proficiency. If the wound is bound by an untrained character, make an Intelligence check for the would-be medic. If he fails, he is unable to help. If he makes the check, the bleeding is reduced to minor. Severe bleeding causes the victim to lose 10–60% (1d6x10%) of his original hit point total every combat round. For example, if a fighter normally has 43 hit points but receives a severe bleeding result, he loses 4 hp (10%) to 24 hp (60%) in each round of severe bleeding. Needless to say, this is extremely lethal. A cure light wounds spell (or 5 hp of healing) will reduce severe bleeding to major bleeding; a cure serious wounds spell (or 10 hp of healing) reduces it to minor bleeding; and a cure critical wounds or heal spell stops it altogether. An untrained character has no chance to bind a torso, abdomen, or head wound with severe bleeding, but a successful use of the healing proficiency with a –4 penalty reduces severe bleeding to major bleeding. Note that once a character drops below 0 hit points, regardless of the number and combination of wounds she is suffering from, she only suffers the effects of major bleeding (i.e., only 1 hit point is deducted per round).
Attack Penalties: Many critical hits hamper the victim’s ability to fight, resulting in an attack penalty. This is noted as applying to all attacks or to attacks with the particular limb that was injured. Other critical hits may prevent the victim from making attacks at all. If a critical hit prevents a character from making attacks, it also prevents him from casting spells or exercising any other combat action except moving or using magical items.
Movement Penalties: Hits to the legs and body may penalize a character’s ability to move. Usually, this is expressed as “1/2 move”, “1/3 move”, and so on. If the character’s movement is limited, he may not charge, run, or sprint; he can only move by using the reduced rate. A character with no movement at all can still ride a mount with difficulty, or drag himself on the ground with an effective movement rate of 1.
Knockdowns: If a critical hit calls for a knockdown, the victim is still entitled to a saving throw to avoid falling down.
Armor and Shield Damage: Some critical hits call for possible damage to a creature’s armor or shield. If the victim of the hit has no armor at that location, the blow is usually assumed to have more severe effects than if the character was protected. The armor descriptions in Chapter Seven deal with the coverage of each type of armor. If the creature struck does have a shield or armor to deflect the blow, it may be damaged if the chart calls for it. First of all, the victim gets his normal saving throw roll to avoid the effects of the critical hit; if the roll is successful, there is no special effect for the hit. If the roll fails, his armor or shield must roll an item saving throw vs. normal blow with the number of points of damage (before doubling) used as a negative modifier for the save. If the attacker’s weapon is larger than the defender (for example, a Size L halberd striking a Size M human), the save is rolled against a crushing blow, instead.
For example, remember the ogre’s critical hit on poor Feodor? That result also called for possible armor damage. The ogre’s club is Size L, so the item saving throw is against a crushing, not a normal, blow. Feodor is in metal plate mail, which has a saving throw of 7 vs. crushing blow. The ogre did 6 points of damage before doubling for the critical hit, so Feodor’s armor is safe on a roll of 13 or more on a d20.
A damaged shield is useless. If armor is damaged, only the location struck is useless, and it no longer contributes to the overall AC of the suit. Refer to the rules for Partial Armor in Chapter Seven. In the example above, Feodor was struck on the torso. If his armor failed its item saving throw, only his breastplate would be ruined. A plate mail breastplate contributes 3 points to his AC, so Feodor’s AC worsens from AC 3 to AC 6. Damaged equipment can be repaired by a skilled armorer or by magical means.
Slashing Weapons
Vs. Humanoids
Legs (Right 1-2, Left 3-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Leg grazed, victim knocked down
86-90 Leg struck, minor bleeding
91-95 Leg injured, minor bleeding, 2/3 move, reduced to 75% of max hp
96 Leg armor damaged (save vs. crushing blow or +1 penalty to AC), leg injured if no armor, ½ move, major bleeding
97 Knee broken, reduced to 50% of max hp, minor bleeding, 1/3 move, -4 to attack rolls
98 Leg armor damaged, leg struck, minor bleeding, 2/3 move; if no leg armor leg is broken, major bleeding, ½ move, -4 to attack rolls
99 Hip broken, reduced to 50% of max hp, no move or attack, major bleeding
00 Leg severed, no move or attack, severe bleeding.
Abdomen (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Abdomen grazed, minor bleeding
86-90 Abdomen struck, victim stunned 1 round, 2/3 move, minor bleeding
91-94 Armor damaged, stunned 1-4 rds; if no armor 2/3 move, minor bleeding
95 Abdomen injured, 50% of max hp, major bleeding, ½ move, -2 to attack rolls
96 Abdomen injured, severe bleeding, ½ move, -4 to attack rolls
97 Armor damaged, abdomen injured, minor bleeding, ½ move, -2 to attack rolls; if no armor victim is reduced to 0 hp, major bleeding
98 Abdomen injured, 1/3 move, no attack, severe bleeding
99 Abdomen injured, victim reduced to 0 hp, severe bleeding
00 Abdomen destroyed, victim killed
Slashing Weapons
Vs. Humanoids
Torso (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Torso grazed, minor bleeding
86-90 Torso struck, 2/3 move, minor bleeding
91-93 Shield damage, torso struck, 2/3 move, minor bleeding
94-95 Armor damage, torso struck, 2/3 move, -2 to attack rolls; if no armor torso is injured, victim reduced to 50% of max hp, no move or attack, severe bleeding
96 Torso injured, major bleeding, ½ move, -4 to attack rolls
97 Shield damage, torso struck, 2/3 move, -2 to attack rolls; if no shield ribs broken, victim reduced to 50% of maximum hp, severe bleeding
98 Ribs broken, reduced to 50% of max hp, severe bleeding
99 Torso destroyed, reduced to 0 hp, severe bleeding
00 Torso destroyed, victim killed
Arms (Left 8, Right 9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Hand struck, weapon dropped, minor bleeding; no effect on shield arm
86-90 Arm struck, shield damaged or weapon dropped, minor bleeding
91-93 Hand injured, reduced to 75% of max hp, -2 to attack rolls or shield dropped
94-95 Armor damaged, arm struck, minor bleeding; if no armor arm is injured, minor bleeding
96 Arm broken, reduced to 75% of max hp, no attacks, major bleeding
97 Armor damaged, arm injured, reduced to 75% of max hp, -2 to attack rolls or
shield dropped; if no armor arm is broken, victim stunned 1-6 rds, major bleeding
98 Shoulder injured, reduced to 75% of max hp, no attacks, major bleeding
99 Arm destroyed, major bleeding, 2/3 move
00 Arm destroyed, no move or attacks, major bleeding
Slashing Weapons
Vs. Humanoids
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Head grazed, stunned 1-3 rds, minor bleeding
86-90 Head struck, helm removed, stunned 1 round; if no helm –2 to attack rolls, minor bleeding
91-93 Eye injured, -4 to attack rolls; if helm is worn, victim stunned 1 round
94-95 Helm damaged, face injured, reduced to 50% of max hp, 2/3 move, -4 to attacks
96 Skull broken, reduced to 25% of max hp, helm damaged, reduced to 0 hp, major bleeding
97 Throat injured, severe bleeding
98 Skull broken, reduced 0 hp and 25% of max hp, major bleeding; Int, Wis, Cha reduced by half permanently
99 Throat destroyed, victim killed
00 Head destroyed, victim killed
Slashing Weapons
Vs. Animals
Legs/Wings (1-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Leg struck, minor bleeding
86-90 Knee struck, 2/3 move, minor bleeding
91-95 Leg injured, reduced to 75% of max hp, minor bleeding, -2 to attack rolls with that limb
96 Foot/Claw injured, minor bleeding, -2 to attack rolls with that limb
97 Leg/Wing broken, reduced to 50% of max hp, 1/3 move, minor bleeding; wing hit forces crash landing
98 Knee broken, reduced to 50% of max hp, minor bleeding, 1/3 move, -2 to attacks
99 Hip/Shoulder destroyed, major bleeding, no move or attack, wing hit forces crash landing
00 Leg/wing destroyed, reduced to 50% of max hp, no move or attack, major bleeding
Tail (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Tip of tail struck; if prehensile, and items carried are dropped, minor bleeding, -2 to attack rolls with tail attacks
86-90 Tail injured, minor bleeding, normal animals must save vs. death ray or retreat, no tail attacks, victim reduced to 75% of max hp
91-95 Tail injured, minor bleeding, lose tail attacks; 1/3 move if creature uses tail for movement, victim reduced to 75% of max hp
96-99 Tail destroyed, stunned 1-3 rds., lose tail attacks, major bleeding; no move or attack if tail is used for movement, victim reduced to 50% of max hp
00 Tail destroyed, stunned 1-2 rds, ½ move and –2 to attack rolls; if tail is used for movement, no move or attack, victim reduced to 50% of max hp
Slashing Weapons
Vs. Animals
Abdomen (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Abdomen grazed, minor bleeding
86-90 Abdomen struck, stunned 1 round, 2/3 move, minor bleeding
91-94 Abdomen struck, stunned 1-4 rds, 2/3 move, minor bleeding
95 Abdomen injured, reduced to 50% of max hp, major bleeding, -2 to attack rolls
96 Spine injured, 50% of max hp, minor bleeding, -4 to attack rolls
97 Abdomen injured, 50% of max hp, major bleeding, 1/3 move, -2 to attacks
98 Abdomen injured, 50% of max hp, no move or attack, major bleeding
99 Spine broken, 25% of max hp, major bleeding, victim paralyzed
00 Abdomen destroyed, reduced to 0 hp, major bleeding
Torso (8-9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Torso grazed, minor bleeding
86-90 Torso struck, stunned 1 round, 2/3 move, minor bleeding
91-95 Torso struck, stunned 1-4 rds, minor bleeding
96 Spine struck, minor bleeding, 2/3 move, -2 to attack rolls
97 Torso injured, reduced to 50% of max hp, stunned 1 rd, major bleeding
98 Ribs broken, 50% of max hp, major bleeding, no move or attack
99 Spine destroyed, reduced to 0 hp, major bleeding
00 Torso destroyed, victim killed
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Head grazed, stunned 1 round, minor bleeding
86-90 Snout struck, minor bleeding, save vs. death or retreat 1-10 rds.
91-94 Eye injured, stunned 1-3 rds, -2 to attack rolls
94 Throat injured, major bleeding, 2/3 move, -4 to attack rolls
95 Skull broken, reduced to 0 hp, major bleeding
96 Snout/Face destroyed, minor bleeding, 1/3 move, no bites, -4 to attacks
97 Head injured, reduced to 0 hp, major bleeding, -4 to attacks for 1-3 mos.
98 Throat destroyed, severe bleeding
00 Head severed, victim killed
Slashing Weapons
Vs. Monsters
Legs/Wings (1-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Leg grazed, minor bleeding
86-90 Knee struck, 2/3 move
91-94 Leg struck, minor bleeding, 2/3 move
95 Foot/Claw injured, minor bleeding, -2 to attacks with that limb
96 Hip injured (75% of max hp), minor bleeding, 1/3 move, wing hit forces crash landing
97 Leg/wing broken (50% of max hp), 1/3 move, minor bleeding, wing hit forces crash landing
98 Knee destroyed, major bleeding, 1/3 move, -2 to attacks with that limb
99 Hip/shoulder destroyed, major bleeding, no move, -4 to all attacks, wing hit forces crash
00 Leg/wing destroyed, no move or attack, major bleeding
Tail (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Tip of tail struck; minor bleeding, -2 to tail attack, any items carried are dropped
86-90 Tail injured (75% of max hp), minor bleeding, -2 to attacks due to pain, no tail attacks
91-95 Tail broken, minor bleeding, no tail attacks, no tail attacks, ½ move is uses tail for move
96-99 Tail destroyed, stunned 1 round, lose tail attacks, major bleeding, 1/3 move, -4 to hit if uses tail for move
00 Tail destroyed, stunned 1-3 rds, major bleeding, ½ move, -2 to attacks; no move or attack if uses tail for move.
Abdomen (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Abdomen grazed, minor bleeding
85-90 Abdomen struck, stunned 1 round, minor bleeding
91-94 Abdomen struck, stunned 1-3 rounds, minor bleeding
95 Abdomen injured (50% of max hp), 2/3 move, minor bleeding, -2 to attacks
96 Spine injured, ½ move, minor bleeding, -4 to attacks
97 Abdomen injured, major bleeding, 1/3 move, -2 to attacks
98 Abdomen injured, major bleeding, 1/3 move, -4 to attacks
99 Spine injured, no move or attack, major bleeding, stunned 1-6 rds.
00 Abdomen destroyed, reduced to 0 hp, major bleeding
Slashing Weapons
Vs. Monsters
Torso (8-9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Torso grazed, minor bleeding
86-90 Torso struck, stunned 1 round, minor bleeding
91-94 Torso struck, stunned 1-3 rds, minor bleeding
95 Spine struck, minor bleeding, 2/3 move, -2 to attacks
96 Torso injured (50% of max hp), minor bleeding, 1/3 move, -4 to attacks
97 Ribs injured, major bleeding, 1/3 move, -4 to attacks
98 Ribs broken, major bleeding, 1/3 move, no attack
99 Spine broken (25% of max hp), major bleeding, no move or attack
00 Torso destroyed, victim killed
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-90 Head grazed, minor bleeding
91-93 Snout struck, minor bleeding, save vs. death or retreat 1 round
94 Eye injured, stunned 1 round, -2 to attacks
95 Throat injured, major bleeding, 2/3 move, -2 to attacks
96 Skull injured (50% of max hp), major bleeding, -2 to attacks
97 Snout/face injured, major bleeding, 1/3 move, no bite attacks, -2 to attacks
98 Head injured, reduced to 0 hp, major bleeding; 1/3 move, -4 to attacks for 1-3 weeks
99 Throat destroyed, severe bleeding
00 Head destroyed, immediate death
Bludgeoning Weapons
Vs. Humanoids
Legs (Right 1-2, Left 3-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Victim knocked down
86-90 Knee struck, knockdown, ½ move
91-92 Foot broken, ½ move
93-94 Armor damaged; leg broken (50% of max hp) if no armor, no move
95-96 Knee shattered, no move, -2 to attacks
97-99 Hip shattered, minor bleeding, no move or attack
00 Leg shattered, no move or attack, major bleeding from compound fractures
Abdomen (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Victim stunned 1-6 rds.
86-90 Abdomen struck, stunned 1 round, ½ move
91-93 Armor damaged; if no armor triple damage, ¼ move
94-95 Abdomen injured, (50% of max hp) ½ move, -2 to attacks
96 Abdomen injured, minor bleeding, ½ move, -2 to attacks
97 Armor damaged, abdomen injured, minor bleeding, ½ move, -2 to hit
98 Abdomen injured, no move or attack, minor bleeding
99 Abdomen crushed, no move or attack, major bleeding
00 Abdomen crushed, reduced to 0 hp, severe bleeding
Torso (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Knockdown, stunned 1-4 rounds
86-90 Torso struck, stunned 1 round, ½ move
91-94 Shield damaged, torso struck, ½ move
95 Armor damaged, torso struck, ½ move, -2 to attacks
96 Torso injured, reduced to 50% of max hp, minor bleeding, no move or attack
97 Ribs broken, minor bleeding, ½ move, -2 to attacks
98 Ribs broken, major bleeding, no move or attack
99 Torso crushed, reduced to 0 hp, severe internal bleeding
00 Torso crushed, victim killed
Bludgeoning Weapons
Vs. Humanoids
Arms (Left 8, Right 9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Hand struck, weapon or shield dropped
86-90 Arm struck, shield damaged or weapon dropped
91-94 Hand broken (reduced to 75% of max hp), -2 to attacks or shield dropped
95 Armor damaged, if no armor, arm broken
96 Shield damage, arm broken, stunned for 1 round
97 Arm broken, weapon dropped, stunned 1-4 rounds
98 Shoulder injured, no attacks, minor bleeding
99 Arm shattered, ½ move, no attacks, minor bleeding
00 Shoulder shattered, no move or attacks, major bleeding
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Victim stunned 1-6 rounds
86-90 Head struck, helm removed, stunned 1 round, -2 to attacks if no helm
91-94 Head struck, -2 to attacks
95 Helm damaged, face injured, stunned 1-6 rounds, ½ move, -4 to attacks
96 Skull broken, 25% of max hp, helm damaged, reduced to 0 hp, unconscious 1-4 hours
97 Face crushed, minor bleeding, no move or attack, Comeliness drops by 2 permanently
98 Head injured, unconscious 1-6 days, lose 1 point each of Int/Wis/Cha/Com
99 Skull crushed, reduced to 0 hp, major bleeding, Int/Wis/Cha/Com reduced by half
00 Skull crushed, immediate death
Bludgeoning Weapons
Vs. Animals
Legs/Wings (1-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Victim knocked down
86-90 Knee struck, 2/3 move
91-94 Foot/wrist broken, reduced to 75% of max hp, 2/3 move
95 Leg injured, 2/3 move, -2 to attacks
96 Hip broken, minor bleeding, no move, -2 to attacks, wing hit forces crash landing
97 Leg broken, 2/3 move, minor bleeding; wing hit forces immediate landing
98 Knee shattered, 1/3 move, -2 to attacks
99 Hip/Shoulder shattered, minor bleeding, no move or attack; wing hit forces crash land
00 Leg/Wing shattered, no move or attack, major bleeding
Tail (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-90 Tip of tail struck, if prehensile any items carried are dropped, -2 to tail attacks
91-95 Tail injured (75% of max hp), normal animals must save vs. death or retreat, no tail attacks
96-98 Tail broken, lose tail attacks, ½ move is creature uses tail for movement
99 Tail crushed, stunned 1-3 rounds, no tail attacks, no move if creature uses tail for move
00 Tail crushed, ½ move, -2 to attacks, minor bleeding, no move or attack if using to move
Abdomen (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-90 Victim stunned 1-6 rounds
91-94 Abdomen struck, stunned 1 round, ½ move
95 Abdomen struck, stunned 1-6 rounds, ½ move
96 Abdomen injured, reduced to 50% of max hp, ½ move, -2 to attacks
97 Spine broken, reduced to 25% of max hp, no move, -4 to hit
98 Abdomen injured, no move or attack, minor bleeding
99 Spine crushed, no move or attack, major bleeding
00 Abdomen crushed, reduced to 0 hp, major bleeding
Bludgeoning Weapons
Vs. Animals
Torso (8-9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Knockdown, stunned 1-4 rounds
86-90 Torso struck, stunned 1 round, ½ move
91-94 Torso struck, stunned 1-6 rounds, ½ move
95 Spine struck, -2 to attacks, ½ move
96 Torso injured, reduced to 50% of max hp, minor bleeding, no move or attack
97 Ribs broken, minor bleeding, ½ move, -2 to attacks
98 Ribs broken, major bleeding, no move or attack
99 Spine crushed, reduced to 0 hp, severe bleeding
00 Torso crushed, victim killed
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-90 Victim stunned 1-6 rounds
91-93 Snout struck, save vs. death or retreat in pain for 1-10 rounds
94 Head struck, -2 to attacks
95 Jaw injured, stunned 1-6 rounds, 2/3 move, -4 to attacks
96 Skull broken, reduced to 0 hp and knocked unconscious for 1-4 hrs
97 Snout/face crushed, minor bleeding, 1/3 move, no bite attacks, -4 to attacks
98 Head injured (25% of max hp), unconscious 2-8 hrs, ½ move, -4 to attacks for 1-3 months.
99 Skull crushed, reduced to 0 hp, major bleeding, Int/Wis/Cha/Com reduced by half
00 Skull crushed, immediate death
Bludgeoning Weapons
Vs. Monsters
Legs/Wings (1-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Victim knocked down
86-90 Knee struck, 2/3 move, -4 to attacks with that limb
91-94 Foot/Wrist broken (reduced to 75% of max hp), 2/3 move, -4 to attacks with that limb
95 Limb injured, 2/3 move, -2 to all attacks
96 Hip broken, minor bleeding, 1/3 move, no attacks with that limb; wing hit forces crash land
97 Limb broken, 2/3 move, minor bleeding; wing hit forces crash landing
98 Knee shattered, 1/3 move, -2 to attacks
99 Hip/Shoulder shattered, minor bleeding, 1/3 move, -4 to attacks, wing hit force crash land
00 Leg/Wing shattered, no move, -4 to attacks, major bleeding
Tail (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Tip of tail struck; if prehensile and items carried are dropped, -2 to tail attacks
86-90 Tail injured (reduced to 75% of max hp), lose tail attacks
91-95 Tail broken, lose tail attacks, ½ move if uses tail for move
96-98 Tail crushed, stunned 1-3 rounds, lose tail attacks, -4 to all other attacks, no move is uses tail for move
99-00 Tail crushed, ½ move, -2 to attacks, minor bleeding; no move or attack is uses tail for move
Abdomen (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Victim stunned 1-4 rounds
86-90 Abdomen struck, stunned 1 round, 2/3 move
91-94 Abdomen struck, stunned 1-6 rounds, 2/3 move
95 Abdomen injured (reduced to 50% max hp), ½ move, -2 to attacks
96 Spine injured, 1/3 move, -4 to attacks
97 Abdomen injured, stunned 1-3 rounds, minor bleeding, 1/3 move, -2 to attacks
98 Abdomen injured, no move or attack, minor bleeding
99 Spine crushed (25% of max hp), no move or attack, major bleeding
00 Abdomen crushed, reduced to 0 hp, severe internal bleeding
Bludgeoning Weapons
Vs. Monsters
Torso (8-9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Knockdown, stunned 1-4 rounds
86-90 Torso struck, stunned 1 round, 2/3 move
91-94 Torso struck, stunned 1-6 rounds, 2/3 move
95 Spine struck, ½ move, -2 to attacks
96 Torso injured (reduced to 50% of max hp), minor bleeding, 1/3 move, -4 to attacks
97 Ribs broken, minor bleeding, ½ move, -2 to attacks
98 Ribs broken, major bleeding, no move or attack
99 Spine crushed, reduced to 0 hp, severe bleeding
00 Torso crushed, victim killed
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-90 Victim stunned 1-4 rounds
91-93 Jaw struck, -2 penalty to bite attacks
94 Head struck, stunned 1 round, -2 to attack rolls
95 Jaw injured, stunned 1-4 rounds, 2/3 move, no bite attacks
96 Skull broken (reduced to 25% of max hp), knocked unconscious 2-20 turns
97 Snout/face crushed, minor bleeding, 1/3 move, no bite attacks, -4 to all other attacks
98 Head injured, unconscious 1-10 turns, ½ move, -4 to attacks for 3-18 days
99 Skull crushed, reduced to 0 hp, major bleeding, Int/Wis/Cha/Com down ½ permanently
00 Skull crushed, immediate death
Piercing Weapons
Vs. Humanoids
Legs (Right 1-2, Left 3-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Leg struck, minor bleeding
86-90 Leg struck, minor bleeding, ½ move
91-94 Leg injured (reduced to 75% of max hp), major bleeding, ½ move
95 Armor damaged; if no armor leg injured, major bleeding, ½ move
96 Knee shattered, major bleeding, no move, -4 to attacks
97 Armor damaged, leg struck, minor bleeding ½ move; if no leg armor leg severed at knee, severe bleeding, no move or attack
98 Hip shattered, no move or attack, severe bleeding
99 Leg severed, severe bleeding, no move or attack
00 Leg severed at thigh, no move or attack, reduced to 0 hp, severe bleeding
Abdomen (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Abdomen grazed, minor bleeding
86-90 Abdomen struck, victim stunned 1 round, ½ move, minor bleeding
91-92 Armor damaged; if no armor abdomen struck, major bleeding, ½ move
95 Abdomen injured (reduced to 50% of max hp), major bleeding, ½ move, -2 to attacks
96 Abdomen injured, severe bleeding, ½ move, -4 to attacks
97 Armor damaged, abdomen injured, minor bleeding, ½ move, -2 to attacks; if no armor reduced to 0 hp, major bleeding
98 Abdomen injured, no move or attack, severe bleeding
99 Abdomen injured, victim at 0 hp, severe bleeding
00 Abdomen destroyed, victim killed
Piercing Weapons
Vs. Humanoids
Torso (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Torso grazed, minor bleeding
86-90 Torso struck, stunned 1 round, ½ move, minor bleeding
91-93 Shield damaged, torso struck, ½ move, minor bleeding
94-95 Armor damaged, torso struck, ½ move, minor bleeding; if no armor, torso injured (reduced to 50% of max hp), no move or attack, severe bleeding
96 Torso injured, major bleeding, ½ move, -4 to attacks
97 Shield damaged, torso struck, major bleeding, -2 to attacks; if no shield torso injured, no move or attack, severe bleeding
98 Torso injured, severe bleeding, no move or attack
99 Torso destroyed, reduced to 0 hp, severe bleeding
00 Torso destroyed, victim killed
Arms (Right 8, Left 9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Hand struck, weapon dropped, minor bleeding; no effect on shield arm
86-90 Arm struck, shield damaged or weapon dropped, minor bleeding
91-93 Hand injured, -2 to attacks or shield dropped, minor bleeding
94-95 Armor damaged, arm struck, minor bleeding; if no armor arm injured (reduced to 75% of max hp), major bleeding
96 Hand severed, stunned 1 round, major bleeding, shield or weapon dropped
97 Armor damaged, arm broken; if no armor arm severed, stunned 1-6 rds, major bleeding
98 Shoulder injured, no attacks, major bleeding
99 Arm severed, severe bleeding, ½ move, no attacks
00 Arm severed, no move or attack, severe bleeding
01
Piercing Weapons
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Head grazed, stunned 1-3 rounds, minor bleeding
86-90 Head struck, helm removed, stunned 1 round; -2 to attacks, minor bleeding if no helm
91-93 Head struck, minor bleeding, blinded 2-8 rounds from blood in eyes
94-95 Helm damaged, face injured, stunned 1-6 rounds, minor bleeding, ½ move, -4 to attacks
96 Skull broken, helm damaged, reduced to 0 hp, major bleeding
97 Throat injured (reduced to 75% of max hp), severe bleeding
98 Skull destroyed, victim reduced to 0 hp, severe bleeding, Int/Wis/Cha/Com all drop by ½ permanently
99 Throat destroyed, victim killed
00 Head severed, victim killed
Piercing Weapons
Vs. Animals
Legs/Wings (1-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Leg struck, minor bleeding
86-90 Knee struck, 2/3 move, minor bleeding
91-95 Foot/claw injured, 2/3 move, minor bleeding, -2 to attacks with that limb
96 Hip injured (reduced to 75% of max hp), major bleeding, 1/3 move, -2 to attacks; wing hit forces crash landing
97 Leg/wing severed at midpoint, 1/3 move, major bleeding, wing hit forces uncontrolled fall
98 Knee destroyed, major bleeding, 1/3 move, -2 to all attacks
99 Hip/shoulder destroyed, no move or attack; wing hit forces crash landing
00 Leg/wing severed at mid-thigh, no move or attack, severe bleeding
Tail (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-90 Tip of tail struck; if prehensile, any items carried are dropped, minor bleeding, -2 penalty to attacks
91-94 Tail injured (reduced to 75% of max hp), minor bleeding, -2 to tail attacks, normal animals must save vs. death or retreat
95-98 Tail severed near end, major bleeding, lose tail attacks, stunned 1-3 rounds; if creature uses tail for movement, no move or attack
99 Tail severed, stunned 1-3 rounds, no tail attacks, no move if creature uses tail for movement, major bleeding
00 Tail severed, stunned 1-3 rounds, major bleeding, ½ move, -2 to all attacks; no move or attack if animal uses tail for movement
Abdomen (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Abdomen grazed, minor bleeding
86-90 Abdomen struck, victim stunned 1 round, 2/3 move, minor bleeding
91-93 Abdomen struck, victim stunned 1-3 rounds, 2/3 move, minor bleeding
94-95 Abdomen injured (reduced to 50% of max hp), ½ move, minor bleeding, -2 to attacks
96 Spine injured, no move, minor bleeding, -4 to attacks
97 Abdomen injured, no move or attack, major bleeding
98 Spine destroyed (reduced to 25% of max hp), no move or attack, major bleeding, victim paralyzed
99 Abdomen destroyed, reduced to 0 hp, severe bleeding
00 Massive abdominal injuries, immediate death
Piercing Weapons
Vs. Animals
Torso (8-9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Torso grazed, minor bleeding
86-90 Torso struck, victim stunned 1 round, 2/3 move, minor bleeding
91-93 Torso struck, stunned 1-6 rounds, minor bleeding
93-94 Spine struck, major bleeding, 2/3 move, -2 to attacks
95-96 Ribs broken (reduced to 50% of max hp), major bleeding, 1/3 move, -4 to attacks
97-98 Ribs broken, severe bleeding, no move or attack
99 Spine destroyed, reduced to 0 hp, severe bleeding, victim paralyzed
00 Torso destroyed, victim killed
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Head grazed, stunned 1 round, minor bleeding
86-90 Snout struck, minor bleeding, save vs. death or retreat 1-10 rounds
91-94 Head struck, minor bleeding, -2 to attacks
94 Throat injured, major bleeding, 2/3 move, -4 to attacks
95 Skull broken, reduced to 0 hp, major bleeding
96 Snout/Face destroyed, major bleeding, ½ move, no bite attacks, -4 to all other attacks
97 Head injured, reduced to 0 hp, severe bleeding, 1/3 move, -4 penalty to attacks for 1-3 months
98 Eye punctured, 1/3 move, major bleeding, -2 to attacks
99 Throat destroyed, severe bleeding
00 Head struck, immediate death
Piercing Weapons
Vs. Monsters
Legs/Wings (1-4)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Leg grazed, minor bleeding
86-90 Knee struck, 2/3 move, minor bleeding
91-93 Leg struck, 2/3 move, minor bleeding
94-95 Foot/Claw injured (reduced to 75% of max hp), 2/3 move, minor bleeding, -2 to attacks with that limb
96 Hip injured, major bleeding, 1/3 move; wing hit forces crash landing
97 Leg/Wing severed at midpoint, 1/3 move, major bleeding; wing hit forces uncontrolled fall
98 Knee destroyed (reduced to 50% of max hp), major bleeding, -2 to attacks with that limb
99 Hip/Shoulder destroyed, major bleeding, no move, -4 to attacks, wing hit forces crash landing
00 Leg/Wing severed, no move or attack, severe bleeding
Tail (5)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-90 Tip of tail struck, if prehensile any items carried are dropped, minor bleeding, -2 to tail attacks
91-95 Tail injured (reduced to 75% of max hp), minor bleeding, no tail attacks, -2 to all others
96-97 Tail severed, major bleeding, 1/3 move, no tail attacks
98-99 Tail severed, stunned 1 round, major bleeding, 1/3 move, no tail attacks, -4 to all other attacks if creature uses tail for movement
00 Tail severed, stunned 1-3 rounds, major bleeding, 1/3 move, no tail attacks, -2 to all attacks; no move or attack if creature uses tail for movement
Abdomen (6-7)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Abdomen grazed, minor bleeding
86-90 Abdomen struck, stunned 1 round, minor bleeding
91-93 Abdomen struck, stunned 1-3 rounds, 2/3 move, minor bleeding
94 Abdomen injured (reduced to 50% of max hp), ½ move, minor bleeding, -2 to attacks
95 Abdomen injured, 1/3 move, minor bleeding, -4 to attacks
96 Spine injured, 1/3 move, minor bleeding, -4 to attacks
97 Abdomen injured, 1/3 move, major bleeding, -2 to attacks
98 Abdomen injured, 1/3 move, major bleeding, -4 to attacks
99 Spine injured, stunned 1-6 rounds, no move or attack, major bleeding
00 Abdomen destroyed, reduced to 0 hp, severe bleeding
Piercing Weapons
Vs. Monsters
Torso (8-9)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Torso grazed, minor bleeding
86-90 Torso struck, stunned 1 round, minor bleeding
91-93 Torso struck, stunned 1-3 rounds, minor bleeding
94-95 Spine struck, minor bleeding, 2/3 move, -2 to attacks
96 Torso injured (reduced to 50% of max hp), major bleeding, 1/3 move, -4 to attacks
97 Ribs injured, major bleeding, 1/3 move, -4 penalty
98 Ribs broken, severe bleeding, 1/3 move, no attacks
99 Spine broken (reduced to 25% of max hp), no move or attack
00 Torso destroyed, victim killed
Head (10)
Die Roll Result
01-60 Double Damage
61-80 Triple Damage
81-85 Head grazed, minor bleeding
86-90 Snout struck, minor bleeding, save vs. death or retreat for 1 round
91-93 Head struck, minor bleeding, -2 to attacks
94-95 Throat injured (reduced to 50% of max hp), major bleeding, 2/3 move, -2 to attacks
96 Skull injured, major bleeding, 1/3 move, no bite attacks, -2 to all other attacks
97 Snout/Face injured, major bleeding, 1/3 move, no bite attacks, -2 to all other attacks
98 Head injured, reduced to 0 hp, 1/3 move, no bite attacks, -4 to all other attacks for 1-3 weeks
99 Throat destroyed (reduced to 25% of max hp), severe bleeding
00 Head struck, immediate death
Fumbles
When a natural 1 is rolled on the attack die, there is a possibility that the failed attack causes a fumble. Roll a normal attack roll against the opponent’s AC and if a miss results, roll percentile dice and consult the table below. Whether there is a fumble or not, a natural 1 rolled on the attack die, the character loses all other actions in that melee round. For those situations that do not apply to the dice roll (a shield or helm fumble when the character has no helm or shield), re-roll the result.
Die Roll Result
01-19 Slip; make a Dexterity check or fall and be stunned 1-6 rounds
20 Slip; as above, -2 penalty
21 Slip; as above, -4 penalty
22-31 Stumble; make a Dexterity check or fall and be stunned 1-8 rounds
32 Stumble; as above, -3 penalty
33 Stumble; as above, -5 penalty
34-39 Trip and Fall; stunned 1-6 rounds
40-42 Off Balance; make a Dexterity check or no action next round
43 Off Balance; as above, -2 penalty
44 Off Balance; as above, -4 penalty
45-47 Lose Grip on Weapon; make a Dexterity check or no attack next round
48 Lose Grip on Weapon; as above, -2 penalty
49 Lose Grip on Weapon; as above, -4 penalty
50-52 Lose Weapon; make a Dexterity check or drop weapon
53 Lose Weapon; as above, -3 penalty
54 Lose Weapon; as above, -5 penalty
55-59 Lose Weapon; weapon dropped
60-61 Shield tangled with opponent; no shield bonus and –2 to attacks until shield is freed
62-63 Shield tangled with opponent; neither attacker nor opponent attacks next round
64-65 Weapon tangled with opponent; no attack next round
66-69 Weapon knocked away; d8 for direction, d10 for distance in feet
70-74 Weapon breaks; weapon must save vs. crushing blow or break, +1 bonus for each magical plus of the weapon
75-76 Hit self; half damage
77-78 Hit self; normal damage
79 Hit self; maximum damage
80 Hit self; double damage
81-82 Hit friend; half damage
83-84 Hit friend; normal damage
85 Hit friend; maximum damage
86 Hit friend; double damage
87-88 Hit self; critical hit
89-90 Hit friend; critical hit
91 Twist ankle; 1-4 damage, ½ move and -2 penalty to AC and Dexterity checks for 1-3 days; save vs. Dexterity or fall
92 Sprain ankle; 1-6 damage, 1/3 move and -4 penalty to AC and Dexterity checks for 1-8 weeks, save vs. Dexterity with a -3 penalty or fall
93 Break ankle (reduced to 75% of max hp); ¼ move and -6 penalty to AC and Dexterity checks for 1-3 months, automatic fall
94-95 Helm slips; save vs. Dexterity and sacrifice one attack to fix, -4 to attacks until fixed
96-97 Helm slips; as above, no attacks until fixed
98 Distracted; +3 bonus to opponent’s next attack
99 Roll twice, ignoring rolls of 99-00
00 Roll three times, ignoring rolls of 99-00