Critical hit table

One roll on this table may be substituted for a single damage roll.
Two damage rolls (in the case of triple damage) may be discarded to double the effect of the roll on this table. (Not to roll twice.)
Reroll inapplicable results.
The decision to roll on this table is always the attacker's.

  1. Weapon type-specific damage to armor. (See table.)
  2. Damage is dealt to specific body location. (See table.)
  3. Normal critical hit. Add damage x1.
  4. Accidental sunder! Apply damage x1 to opponent's weapon (subtract hardness).
  5. Apply damage x1 to random gear or clothing (subtract hardness if any).
  6. Expert parrying. Your opponent will be at -5 to hit you for one round.
  7. Free disarm attempt; no attack of opportunity.
  8. Unintentional feint. Your opponent has no Dex bonus against you for one round.
  9. Knock your opponent prone.

Example results of location damage; GM should adjudicate, accounting for damage proportion.
(¼ of total HP for limb, or ½ of total HP for torso, can indicate the worst effect.)
Other parts (e.g. wings) of non-humanoid creatures may be substituted in the table.
RollAreaPiercingSlashing Bludgeoning
1-5TorsoGushing wound
Anal probe
Organ pierced (add damage x2)
Heart pierced
Disemboweled (add damage x2)Stunned 1 round
Broken ribs (2 damage to Dex, Con, Str)
Paralyzed 1d4 rounds
Broken back (disabled, cannot stand)
6-7ArmDrop held itemFinger off
Gushing wound
Arm useless
Arm or hand severed
Funny bone - useless 2d6 rounds
Broken arm/elbow/hand
8-9LegCannot walk for one roundToe off
Hamstrung
Gushing wound
Leg severed
Charlie horse
Broken leg/knee/foot
10HeadEye out
Brain hit (Add damage x4)
Blinded by blood
Eye, ear or nose off
Throat cut (Add damage x3)
Tongue bitten
Bloody nose
Teeth out
Stunned 1d4 rounds
K.O. (Add damage x4 nonlethal)

Anal probe: Cannot walk until one round after the weapon is removed. (Removal by victim is a standard action that provokes an attack of opportunity. Removal by original melee attacker, if they haven't let go, is considered drawing (which is a move action without the Quick Draw feat).)
Charlie horse: Movement reduced to ¼ original; no Dex bonus to AC.
Gushing wound: Victim loses (physical damage dealt / 5) HP per round until healed.

Example results of armor damage; GM should adjudicate.
ArmorPiercingSlashingBludgeoning
Padded
Leather
Studded Leather
Hide
Add damage x1Cut openAdd damage x1
Chain shirt
Chainmail
PiercedCut open Add damage x½
Scale mail
Banded mail
PiercedStrap cutAdd damage x½
Breastplate
Splint mail
PiercedStrap cut Dented
Half plate
Full plate
PiercedAdd damage x½ Dented
Wooden shieldPiercedApply damage x1 to shield
(Subtract hardness 5)
Apply damage x1 to shield
(Subtract hardness 5)
Metal shieldAdd damage x½Add damage x½Apply damage x1 to shield
(Subtract hardness 10)

Cut open: AC bonus is reduced by one-third (at least 1, unless the total AC bonus is 1). A second "cut open" result negates the entire armor bonus.
Strap cut: Armor check penalty increases by two and maximum dexterity bonus decreases by one. A second "strap cut" result causes a piece to hang loose (same effect as "cut open").
Pierced: Add damage x½. Three piercings equal one "cut open" result.
Dented: Armor check penalty increases by two.
See PHB pg. 166 for shield hit points.

These effects linger until the armor is repaired.

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