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Anytime a player rolls a 1 on an attack roll, he has a chance of suffering a critical mishap. Generally a DC 15 Reflex save is rolled to avoid the mishap; if the save is failed, roll 2d6 and consult the following tables:

Melee (including thrown)Edit

2

Weapon is bent or damaged; cannot be used until repaired.

3

Weapon flies from your grasp 1d6 squares. Consult grenade-like weapon for scattering and make an attack roll against whatever is in that square.

4 – 5

You are off-balance. You are flat-footed until your next action.

6 – 8

Weapon is dropped. Must spend a standard action to retrieve.

9 – 10

You trip and fall prone.

11

Wild swing. Make an attack roll against a target adjacent to creature attacked (determine randomly; ignore if no suitable targets available)

12

You fall on your weapon. You are prone and roll base damage against yourself.

RangedEdit

2

Bowstring snaps or mechanism jams; weapon is useless until repaired.

3

Shot goes wide. Consult grenade-like weapon for scattering and make an attack roll against whatever is in that square.

4 – 5

Weapon recoils unexpectedly and slips from your grasp. Must use a standard action to retrieve.

6 – 8

Weapon recoils unexpectedly and knocks you off-balance. Your next action is a partial action.

9 – 10

Weapon recoils unexpectedly and knocks you prone.

11

Wild ricochet. Make an attack roll against a random target, including your initial target and yourself.

12

Weapon backfires. Roll base damage against yourself and weapon is unusable until repaired.

NaturalEdit

2

Injury. Take 1d6 points of DEX damage; attack is unusable until the DEX damage is healed.

3

Swing goes wide. You clobber yourself on your opponent’s hard parts. You are stunned until your next action.

4 – 5

You are off-balance. You are flat-footed until your next action.

6 – 8

Your wild swing causes you to fall prone.

9 – 10

Swing goes wide. You strike the ground or a nearby wall and take 1d4 nonlethal damage.

11

Wild swing. Make an attack roll against a target adjacent to the creature attacked (determine randomly; ignore if no suitable targets available).

12

You accidentally strike yourself. Roll base damage against yourself, and you are dazed for one round.

Spell (single-target spells only; DC 15 + spell level caster level check avoids)Edit

2

Serious mishap. Take 1d6 points of DEX damage; spells with a somatic component have a 35% chance of failure until DEX damage is healed.

3

Cramp. Cannot cast spells with somatic components for 1d3 rounds.

4 – 5

You are off-balance. You are flat-footed until your next action.

6 – 8

Magical feedback. Cannot cast spells for 1d3 rounds.

9 – 10

You lose your breath. Dazed and cannot cast spells with a verbal component for 1d3 rounds.

11

Wild swing. Make an attack roll against a random target in range (not including yourself).

12

Backfire. Spell affects you; relevant saves apply as normal.

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