Houserules
- General Rules - Critical Fumbles
Any character who rolls a natural one
on an attack roll must make a DC 10 reflex save. If the character
fails the save, roll d% and consult the appropriate table below.
If the result is impossible in a given situation, consult the next
lowest result.
Melee Weapon:
- 0-20
Character slips and is slightly off-balance, -2 to AC for one round.
- 21-40
Character slips and is off-balance, considered flat-footed for one
round. Loses all further actions this round.
- 41-60
Character slips and falls prone in square.
- 61-80
Character overextends, leaving himself vulnerable to his target.
Target gets AOO against character.
- 81-85
Character looses grip on weapon, which flies 5 feet as per grenade-like
weapon scatter rules. If weapon is locked, it is considered out
of alignment.
- 86-90
Character misses and lodges weapon in nearby terrain. Full-round
DC 15 strength check required to retrieve weapon.
- 91-95
Character misses and damages weapon. Roll damage, apply vs.
weapon hardness and hp.
- 96-99
Character misses, striking an ally. Roll attack on a random ally
within character's threatened range. Ally is ocnsidered
flat-footed.
- 00
Character misses, slips, and falls on own weapon. Roll attack vs.
self. Character is considered flat-footed vs. own attack.
Character falls prone.
Natural Weapon:
- 0-20
Character slips and is slightly off-balance, -2 to AC for one round.
- 21-40
Character slips and is off-balance, considered flat-footed for one
round. Loses all further actions this round.
- 41-60
Character slips and falls prone in square.
- 61-80
Character overextends, leaving himself vulnerable to his target.
Target gets AOO against character.
- 81-95
Character misses and strikes something hard, taking 1d4 points of
damage..
- 96-00
Character misses and strikes something hard, taking 1d4 points of
damage, and breaking whatever body part they were attacking with.
Missile Weapon:
- 0-15
Character slips and is slightly off-balance, -2 to AC for one round.
- 16-30
Character slips and is off-balance, considered flat-footed for one
round. Loses all further actions this round.
- 31-45
Character slips and falls prone in square.
- 46-60
Character spills quiver/quarrel onto the gorund.
- 61-90
Character misses badly and strikes an ally. Roll attack on ally
closest to intended target. Ally is considered flat-footed.
- 91-95
Recoiling bowstring strikes hand. Character takes -4 on attack
rolls using that hand for next 1d10 rounds.
- 96-00
Bow string snaps. Stringing bow is a full-round action.
Thrown Weapon:
- 0-15
Character slips and is slightly off-balance, -2 to AC for one round.
- 16-30
Character slips and is off-balance, considered flat-footed for one
round. Loses all further actions this round.
- 31-45
Character slips and falls prone in square.
- 46-50
Character misses and lodges weapon in nearby terrain. Full-round
DC 15 strength check required to retrieve weapon.
- 51-65
Character misses and damages weapon. Roll damage, apply vs.
weapon hardness and hp.
- 66-99
Character misses badly and strikes an ally. Roll
attack on ally closest to intended target. Ally is considered
flat-footed.
- 00
Character misses, slips, and falls on own weapon. Roll attack vs.
self. Character is considered flat-footed vs. own attack.
Character
falls prone.
Rays/Orbs/Spells:
- 0-15
Character slips and is slightly off-balance, -2 to AC for one round.
- 16-30
Character slips and is off-balance, considered flat-footed for one
round. Loses all further actions this round.
- 31-45
Character slips and falls prone in square.
- 46-70
Character fumbles spell component pouch, spilling all components on
ground.
<>71-00
Character misses badly and strikes an ally. Roll
attack on ally closest to intended target. Ally is considered
flat-footed.
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