Melee Weapons, and Thrown Ranged Weapons: ROLL 1d12
1. STUMBLE BACK – Move back 5’ in a random direction. If you can’t move, fall prone, take 1d4 subdual damage and provoke an AoO.
2. OFF BALANCE – You are flat-footed until the beginning of your next turn and provoke an AoO.
3. OVER SWING – Make a Reflex Save (DC is the AC of your target) or lose your balance and fall prone, take 1d4 subdual damage, provoke an AoO, and are Stunned for 1 round.
4. DAMAGE WEAPON – If weapon is not magical, it becomes damaged and will only do half normal damage until repaired. If magical, weapon is -2 to attack and damage until repaired.
5. RUIN WEAPON – If weapon is not magical, it becomes ruined and is no longer usable. If magical, then weapon makes Fort Save (DC 10 + 1d12) or loses +1 enhancement or ability until repaired.
6. WEAPON/ITEM GOES FLYING – Weapon/Item ends up 1d6 squares away, Roll 1d8 for direction.
7. WILD SWING – Hit wrong target. Roll randomly between adjacent foes and allies to determine target. Re-roll attack and provoke an AoO.
8. KNOCK OVER NEARBY COMBATANT – Roll randomly between adjacent foes and allies to determine target. Target must make a Reflex Save (DC is 10 + the attack modifier used for the fumble) or be knocked prone, taking 1d4 subdual damage, and provoking an AoO.
9. HIT SELF – Make a Reflex Save (DC is the AC you were trying to hit) or take damage. Take 1/2 damage normally and 1/2 as subdual. Provokes an AoO.
10. DISTRACTED – Make a Will Save (DC is 15 + 1d12) or be -1 to AC, attacks, damage, ability checks, skill checks, and saves for remainder of this turn and your next turn.
11. INCREDIBLE MISS! – Score a critical hit on the target, but you lose your grip on your weapon as it is stuck in their body. Resolve critical hit damage. If the opponent lives, the weapon remains stuck and can only be withdrawn with a grapple (to grab the weapon) and a Strength check (DC is 12 + 1d12). A weapon can be freed from a dead opponent with a Strength check (DC is 8 + 1d12) that provokes an AoO.
12. COMICAL DISTRACTION – Something comical occurs, reroll on chart ignoring a result of a 12, and improvise the result (fall, fail, hit nuts, etc.). Humorous activity distracts all others within 30’ that fail a Will Save (DC is 12 + 1d12) which opens them up to an AoO.