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<blockquote data-quote="Murkmoldiev" data-source="post: 6501371" data-attributes="member: 6777915"><p>Heres my rad charts </p><p></p><p>FUMBLE CHART </p><p></p><p>Once a one has been rolled the rollees turn ends and they get no further actions this round. Only one round of actions is missed .</p><p></p><p>If no weapon then limb bashed in deflection monster limb suffers disadvantage till end of combat.</p><p></p><p>1 roll to hit friend if nearby otherwise Wild swing , spin around once and roll two fumbles.</p><p>2 -3 You fail to anticipate your opponent’s maneuvers and you step into your opponents trap.Your opponent effortlessly circles around your attack and is flanking you at the beginning of the next round. You provoke an attack of opportunity from any opponents that threaten you with advantage . </p><p>4 WEAPON BREAK. </p><p>5 deflect enemy attack with personal gear; random item totally destroyed</p><p>6 poor follow through , position swap AOO</p><p>7 sudden terror hesitate piss pants a tiny bit go last next round.</p><p>8 Weapon Break. </p><p>9 Fling weapon random direction D12 /1d % feet </p><p>10 weapon lodged in random object or floor: roll STR DC 10 + 1d10 to recover. </p><p>11. Weapon Break</p><p>12 You have grit or gore in your eye. Blinded 1d4 rounds. </p><p>10 You slip, fall prone , cutting / bashing yourself for 1d6 </p><p>11. Fall hurt foot twisting ankle, movement 1/2 until healed (odd-left)</p><p>12. fall prone ; hurt wrist 1d4 damage and hand useless until healed (odd-left) </p><p>13 stumble back arms flailing 5 ft - provoke AoO with advantage ! </p><p>14 Weapon Break </p><p>15 armor / clothing struck and gains- gains Broken condition/destoyed Luck DC 10. </p><p>16 Weapon break. </p><p>17 get into a clinch with opponent - start next turn in a grapple.</p><p>18 - Your attack ricochets back and you hit yourself for 1d6 damage</p><p>19 - Slip over banging head - stunned one round..</p><p>20 - MIRACULOUS recovery - Whole new turn of actions. With advantage ! </p><p></p><p>If a roll calls for a magic weapon to be damaged roll here instead...</p><p></p><p></p><p>D20 roll + of weapon with a + for each ability.</p><p>Natural 1 - Explodes in a ball of magic all in 15 ft take 1-6 D6 from magic force damage and bits and are knocked prone no save.</p><p>2-3 Explodes with a loud pop, Wielder takes 1- 6 damage from magic force damage and bits and is knocked prone no save.</p><p>3-4 Breaks in half with the sound of shattering glass and the smell of green smoke.</p><p>5-6 Becomes Damaged.- gets broken conditon- any attacks made with the item suffer disadvantage due to warping.</p><p>8 Gets bent slightly - 1 to damage</p><p>9 Gets a nick. -1 to hit</p><p>10 + no effect. except for light saber like sparks and sound. </p><p></p><p>Weapon breaking. </p><p>1. Break weapon in half. </p><p>2. Weapon breaks off at hilt.</p><p>3. Totally smash weapon into tiny bits</p><p>4. weapon badly damaged - gains Broken condition ( disadvantage) </p><p>5. Top 1/4 of weapon snaps off .</p><p>6 weapon breaks off tip</p><p>7-8 Both your and enemy’s weapons break ( roll D6 )</p></blockquote><p></p>
[QUOTE="Murkmoldiev, post: 6501371, member: 6777915"] Heres my rad charts FUMBLE CHART Once a one has been rolled the rollees turn ends and they get no further actions this round. Only one round of actions is missed . If no weapon then limb bashed in deflection monster limb suffers disadvantage till end of combat. 1 roll to hit friend if nearby otherwise Wild swing , spin around once and roll two fumbles. 2 -3 You fail to anticipate your opponent’s maneuvers and you step into your opponents trap.Your opponent effortlessly circles around your attack and is flanking you at the beginning of the next round. You provoke an attack of opportunity from any opponents that threaten you with advantage . 4 WEAPON BREAK. 5 deflect enemy attack with personal gear; random item totally destroyed 6 poor follow through , position swap AOO 7 sudden terror hesitate piss pants a tiny bit go last next round. 8 Weapon Break. 9 Fling weapon random direction D12 /1d % feet 10 weapon lodged in random object or floor: roll STR DC 10 + 1d10 to recover. 11. Weapon Break 12 You have grit or gore in your eye. Blinded 1d4 rounds. 10 You slip, fall prone , cutting / bashing yourself for 1d6 11. Fall hurt foot twisting ankle, movement 1/2 until healed (odd-left) 12. fall prone ; hurt wrist 1d4 damage and hand useless until healed (odd-left) 13 stumble back arms flailing 5 ft - provoke AoO with advantage ! 14 Weapon Break 15 armor / clothing struck and gains- gains Broken condition/destoyed Luck DC 10. 16 Weapon break. 17 get into a clinch with opponent - start next turn in a grapple. 18 - Your attack ricochets back and you hit yourself for 1d6 damage 19 - Slip over banging head - stunned one round.. 20 - MIRACULOUS recovery - Whole new turn of actions. With advantage ! If a roll calls for a magic weapon to be damaged roll here instead... D20 roll + of weapon with a + for each ability. Natural 1 - Explodes in a ball of magic all in 15 ft take 1-6 D6 from magic force damage and bits and are knocked prone no save. 2-3 Explodes with a loud pop, Wielder takes 1- 6 damage from magic force damage and bits and is knocked prone no save. 3-4 Breaks in half with the sound of shattering glass and the smell of green smoke. 5-6 Becomes Damaged.- gets broken conditon- any attacks made with the item suffer disadvantage due to warping. 8 Gets bent slightly - 1 to damage 9 Gets a nick. -1 to hit 10 + no effect. except for light saber like sparks and sound. Weapon breaking. 1. Break weapon in half. 2. Weapon breaks off at hilt. 3. Totally smash weapon into tiny bits 4. weapon badly damaged - gains Broken condition ( disadvantage) 5. Top 1/4 of weapon snaps off . 6 weapon breaks off tip 7-8 Both your and enemy’s weapons break ( roll D6 ) [/QUOTE]
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