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CRITICAL HIT "NATCH" CHART

 

A “natch,” short for “natural-20 on a d20,” is the highest form of a critical hit.  Some weapons score a critical threat on numbers less than 20, and all weapons can have their critical hit range improved by keen edges or feats; refer to the Player’s Handbook for details.  A “natch” always hits regardless of the situation, no matter how unlikely, and sometimes with spectacular result.  (The weapon-specific 19 or 18 does NOT always hit, and does not do more than the multiplied damage applicable to the weapon employed.  When an extended critical threat range is sufficient to hit, it automatically inflicts the multiplied damage shown; that is, roll extra dice.)

When a “natch” occurs, roll percentile and plot the percentile roll against the following table for a general result of the “natch.”  Of course, the DM should adapt the general result given by the table to fit the specific combat situation, for a single table cannot adequately cover every conceivable situation, nor should it try to do so.  Be creative as you feel the need.

**References to “internal damage” means a specific wound (e.g. broken bone, severed muscles/tendons, punctured organs, etc) rather than general combat damage.  These specific injuries cannot be cured by cure spells; it requires either one day of rest (inactivity) per hit point of damage from the specific injury (accompanied by an appropriate Heal check for attending the wounded) OR a heal or greater spell.

 

d%    Result

01

Standard multiplier for weapon only.

02

Standard multiplier for weapon only.

03

Standard multiplier for weapon only.

04

Standard multiplier for weapon only.

05

Standard multiplier for weapon only.

06

Standard multiplier for weapon only.

07

Standard multiplier for weapon only.

08

Standard multiplier for weapon only.

09

Standard multiplier for weapon only.

10

Standard multiplier for weapon only.  Next attack is at +1 to hit.

11

Standard multiplier for weapon only.  Next attack is at +1 to hit.

12

Standard multiplier for weapon only.  Next attack is at +2 to hit.

13

Standard multiplier for weapon only.  Next attack is at +3 to hit.

14

Standard multiplier for weapon only.  Next two attacks are at +1 to hit.

15

Standard multiplier for weapon only.  Next two attacks are at +2 to hit.

16

Standard multiplier for weapon only.  Target’s armor or shield also receives this damage.

17

Standard multiplier for weapon only.  Target’s armor or shield also receives this damage.

18

Standard multiplier for weapon only.  Target’s weapon also receives this damage.

19

Standard multiplier for weapon only.  Target’s weapon also receives this damage.

20

Standard multiplier for weapon only.  Target disarmed.

21

Standard multiplier for weapon only.  Target disarmed.

22

Standard multiplier for weapon only.  Free attack next round.

23

Standard multiplier for weapon only.  Free attack this round.

24

Standard multiplier for weapon only.  “Called” shot next round with no penalty.

25

Standard multiplier for weapon only.  “Called” shot this round with no penalty.

26

Standard multiplier for weapon only.  Target knocked down.

27

Standard multiplier for weapon.  Target knocked down. Minor internal damage appr. to weapon type.

28

Standard multiplier for weapon only.  Target stunned.

29

Standard multiplier for weapon.  Target stunned. Minor internal damage appropriate to weapon type.

30

Standard multiplier for weapon and all applicable bonuses.

31

Standard multiplier for weapon and all applicable bonuses.

32

Standard multiplier for weapon and all applicable bonuses.

33

Standard multiplier for weapon and all applicable bonuses.

34

Standard multiplier for weapon and all applicable bonuses.

35

Standard multiplier for weapon and all applicable bonuses.

36

Standard multiplier for weapon and all applicable bonuses.

37

Standard multiplier for weapon and all applicable bonuses.

38

Standard multiplier for weapon and all applicable bonuses.

39

Standard multiplier for weapon and all applicable bonuses.

40

Standard multiplier for all damage.  Morale boost in self; +1 to all attacks, damage & saves for this melee.

41

Standard multiplier for all damage.  Morale boost in self; +2 to all attacks, damage & saves for this melee.

42

Standard multiplier for all damage.  Morale boost in self; +3 to all attacks, damage & saves for this melee.

43

Standard multiplier for all damage.  Morale boost in party; +1 to all attacks, damage & saves for this melee.

44

Standard multiplier for all damage.  Morale boost in party; +2 to all attacks, damage & saves for this melee.

45

Standard multiplier for all damage.  Morale failure in target; –1 to all attacks, damage & saves for this melee.

46

Standard multiplier for all damage.  Morale failure in target; –2 to all attacks, damage & saves for this melee.

47

Standard multiplier for all damage.  Morale failure in target; –3 to all attacks, damage & saves for this melee.

48

Standard mult. for all damage.  Morale failure in target’s party; –1 to all attacks, damage & saves for this melee.

49

Standard mult. for all damage.  Morale failure in target’s party; –2 to all attacks, damage & saves for this melee.

50

Standard multiplier for all damage.  Target surrenders.

51

Standard multiplier for all damage.  Target surrenders.

52

Standard multiplier for all damage.  Target surrenders. Minor internal damage appr. to weapon type.

53

Standard multiplier for all damage.  Target flees.

54

Standard multiplier for all damage.  Target flees.

55

Standard multiplier for all damage.  Target flees.  Minor internal damage appropriate to weapon type.

56

Standard multiplier for maximum weapon damage and all applicable bonuses.

57

Standard multiplier for maximum weapon damage and all applicable bonuses.

58

Standard multiplier for maximum weapon damage and all applicable bonuses.

59

Standard multiplier for maximum weapon damage and all applicable bonuses.

60

Standard multiplier for maximum weapon damage and all applicable bonuses.

61

Standard multiplier for maximum weapon damage and all applicable bonuses.

62

Standard multiplier for maximum weapon damage and all applicable bonuses.

63

Standard multiplier for maximum damage.  Minor internal damage appropriate to weapon type.

64

Standard multiplier for maximum damage.  Minor internal damage appropriate to weapon type.

65

Standard multiplier for maximum damage.  Minor internal damage appropriate to weapon type.

66

Standard multiplier for max damage.  Target’s armor or shield destroyed.  (Magical items save at DC 10 or lose one property.)  If not applicable, then –2 to AC.

67

Standard multiplier for max damage.  Target’s armor or shield destroyed.  (Magical items save at DC 12 or lose one property.)  If not applicable, then –3 to AC.

68

Standard multiplier for max damage.  Target’s weapon or object destroyed.  (Magical items save at DC 10 or lose one property.)  If no weapon, then applicable attack form is destroyed.

69

Standard multiplier for max damage.  Target’s weapon or object destroyed.  (Magical items save at DC 12 or lose one property.)  If no weapon, then applicable attack form is destroyed.

70

Standard multiplier for max damage.  Gain intuitive knowledge of target’s “soft spot.”  +1 to hit & damage this creature type for life.

71

Standard multiplier for max damage.  Gain intuitive knowledge of target’s fighting style.  +1 to AC versus this creature type for life.

72

Standard multiplier for max damage.  Gain intuitive knowledge of target’s “soft spot.”  +2 to hit & damage this creature type for life.

73

Standard multiplier for max damage.  Gain intuitive knowledge of target’s fighting style.  +2 to AC versus this creature type for life.

74

Standard multiplier for max damage.  Gain intuitive knowledge of target’s “soft spot.”  +3 to hit & damage this creature type for life.  Moderate internal damage appropriate to weapon type.

75

Standard multiplier for max damage.  Gain intuitive knowledge of target’s fighting style.  +3 to AC versus this creature type for life.  Moderate internal damage appropriate to weapon type

76

Standard multiplier for max damage.  Target knocked unconscious for d4 rounds.  Moderate internal damage appropriate to weapon type.

77

Standard multiplier for max damage.  Target knocked unconscious for d4 rounds.  Moderate internal damage appropriate to weapon type.

78

Standard multiplier for max damage.  Target knocked unconscious for d6 rounds.  Moderate internal damage appropriate to weapon type.

79

Standard multiplier for max damage.  Target knocked unconscious for d6 rounds.  Moderate internal damage appropriate to weapon type.

80

Additional multiplier – weapon damage only.  Major internal damage appropriate to weapon type.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

81

Additional multiplier – weapon damage only.  Major internal damage appropriate to weapon type.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

82

Additional multiplier – weapon damage only.  Major internal damage appropriate to weapon type.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

83

Additional multiplier – weapon damage only.  Major internal damage appropriate to weapon type.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

84

Additional multiplier – weapon damage and bonuses.  Major internal damage & body part rendered useless.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

85

Additional multiplier – weapon damage and bonuses.  Major internal damage & body part rendered useless.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

86

Additional multiplier – weapon damage and bonuses.  Major internal damage & body part rendered useless.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

87

Additional multiplier to all damage and hit points are transferred from target to you.  Temporary.

88

Additional multiplier to all damage, and magical/innate ability of target creature or its armor is lost and transferred to you, your weapon, or your armor.  DM’s discretion.  Temporary.

89

Additional multiplier to all damage, and special magical effect at DM’s discretion.  Temporary.

90

Additional multiplier to all damage, and special divine intervention.  DM’s discretion.  Temporary.

91

Additional multiplier to all damage and hit points are transferred from target to you.  Permanent.

92

Additional multiplier – max damage.  Major internal damage & body part severed or destroyed.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

93

Additional multiplier – max damage.  Major internal damage & body part severed or destroyed.  (On a d10, 1-3 = hand; 4-6 = arm/wing; 7-8 = leg; 9 = torso/tail; 10 = skull fractured.)

94

Additional multiplier to max damage, and magical/innate ability of target creature or its armor is lost and transferred to you, your weapon, or your armor.  DM’s discretion.  Permanent.

95

Additional multiplier to max damage, and special significant magical effect at DM’s discretion.  Permanent.

96

Additional multiplier to max damage, and special significant divine intervention.  DM’s discretion.  Permanent.

97

Additional multiplier to max damage, and target stunned and at your mercy.  Auto-kill with finishing move of choice, but according to alignment.  Be creative.  Mercy is an option.

98

Fortitude save DC 16 or die.  Details at DM’s discretion.  If save is successful, two additional multipliers to weapon damage and target is incapacitated.  Details of damage also at DM’s discretion.

99

Fortitude save DC 20 or spectacular death.  Details at DM’s discretion.  If save is successful, two additional multipliers to all damage or target reduced to d4 HP, whichever is the greater damage.

00

Fortitude save DC 20 or target annihilated.  Details at DM’s discretion.  Resurrection only by wish or miracle.  If save is successful, second Fortitude save DC 30 or die a gruesome death, which only a resurrection or greater will undo.  If again successful, die a normal death, lose d4 CON permanently and remain unconscious for d4 days.