For the chaotically-aligned DM, the following table can be used to introduce an additional random element of chance into a battle. At the start of each round the DM rolls once on the table. At the whim of the DM, the result is arbitrarily applied to any one combatant (or pair of combatants) that matches the appropriate circumstances.
Code:
[B]1d20 Result[/B]
01 On a failed melee attack against a weapon-wielding
opponent, the weapons (or shields) become entangled. It
requires a move action to become unentangled. While
locked together, can initiate a grapple as a free
action without provoking an attack of opportunity or
needing to succeed at a grab. If they do so they can
not perform an attack of opportunity during the round.
02 While moving within 5' of a fallen combatant, a creature
slips on the blood and entrails. The creature must
succeed at a DC 12 Balance skill check or fall prone.
03 During a near miss on an attack, the opponents weapon
(or shield) is placed in an unfavorable position and
the strike may result in a sundering. The sunder attempt
can be initiated by the attacker as a free action
without provoking an attack of opportunity. During the
opposed attack rolls, use the result of the failed
attack for the attack roll of the attacker, applying a
+2 circumstance bonus due to the favorable placement.
04 In the heat of combat, a spell is miscast in a subtle
manner and interacts with another spell already in
effect. One of the two spells (chosen at random) fails
while the other is maximized in effect for the duration
of the spell, per the Maximize Spell metamagic feat.
05 An event during the round briefly distracts all the
combatants. One character (or creature) realizes a
sudden opportunity to take advantage of the distraction.
The character's initiative is set to the current count,
and they are no longer flat-footed. In addition they are
not subject to attacks of opportunity during the current
round.
06 Following an exchange of blows, a piece of armor comes
loose on one of the combatants (chosen at random).
This makes movement more awkward until the armor is
properly re-attached, an activity that requires a full
round action. Until this occurs, the Maximum Dexterity
Bonus of the armor is reduced by -4 (to a minimum of 0)
and the Armor Check Penalty is increased by the same.
07 Two combatants that exchanged melee attacks during the
round find their positions reversed. The two
automatically swap positions on the battlefield.
08 A combatant suddenly has a favorable opportunity
to hurl their melee weapon at an exposed enemy, to
devastating effect. As a normal attack, they can choose
to throw their weapon at the selected opponent, even if
the weapon can not normally be thrown. In so doing they
receive a +4 circumstance bonus on the attack and a
minimum range increment of 10 ft.
09 One of the combatants is temporarily blinded during a
melee. This may be caused by a helmet getting knocked
to the side by a blow, or some fluid or dirt being
flung into the eyes of the defender. It requires a move
action for the creature or character to restore their
sight to normal.
10 An attacker who has not properly maintained their bow
string suddenly has it snap under tension. Most archers
and crossbow-wielding warriors carry extra strings, but
it requires a standard action to replace the broken
cord. However, such accidents are unheard with expert
archers or fighters who are wielding a magical bow.
11 In the heat of battle a spell wielder experiences
problems employing material components while casting
a spell. They must succeed on a Concentration skill
check at DC 15 in order to recover and successfully
unleash the spell.
12 One of the enemy NPCs who is currently engaged in the
combat (usually a leader) deliberately pulls back from
the fight and begins to yell instructions in their
native tongue. This could be a command for a particular
maneuver; an attempt to rally morale; a a call for aid
from allies or a reserve, or a futile and stupid
gesture. The message requires a full round action to
complete, and the effect depends on the circumstances
and the relation of the enemy NPC with his or her
allies.
13 A favorable moment during the combat allows for a
well-placed kick by a combatant. The character gains a
bonus action that they must use for the kick, which can
be used for a bull rush, disarm, sunder or trip without
provoking an attack of opportunity.
14 Following a failed melee attack, the attacker swiftly
pulls a light weapon out of their belt (or a concealed
location) and makes a bonus attack with a -2 penalty.
They can take no other actions during the round and
can not perform an attack of opportunity.
15 During a poorly executed attack, the combatant may lose
their grip on their weapon. On a roll of a natural 1,
the combatant must succeed on a Strength or Dexterity
check (whichever is less favorable) at DC 10 or lose
the weapon. It crashes to the ground at least 5' away
in a random direction.
16 On a successful critical hit the melee weapon becomes
stuck in the opponent, and must be dislodged as a
physical action. The weapon can be extracted by a move
action, which usually requires Strength check at DC 10
+ natural armor, as a standard action, depending on the
nature of the foe. Each round the weapon remains lodged
in the opponent, however, it inflicts normal damage
from blood loss (but with no bonus for Strength).
17 At the start of the round a character (or creature)
realizes a sudden, golden opportunity and acts on the
impulse. The creature's initiative is increased by +4,
and they are moved to the appropriate spot in the order.
18 A combatant wielding a one-handed weapon has a sudden
opportunity to put a melee opponent off balance by
switching hands. The attacker receives a -2 penalty
for the off-hand attack, but the defender loses their
Dexterity bonus to AC (if any) due to the surprise
move.
19 A missile weapon (or a hurled weapon) that misses its
original opponent goes badly awry and instead flies
toward the nearest creature to the target. The
attacker makes another attack roll, but with a -4
penalty for the wild shot. On a successful attack the
target takes the normal damage from the weapon.
20 One of the combatants has not been properly maintaining
their edged weapon, armor, or shield. In the case of a
(non-magical) weapon, the damage inflicted is reduced
by -1 until it is repaired or sharpened. For the armor
or shield, the AC is reduced by -1 until it is repaired.
Characters that regularly maintain their equipment are
rarely affected by this result.