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<blockquote data-quote="the Jester" data-source="post: 5523687" data-attributes="member: 1210"><p><span style="font-size: 15px"><u><strong>Critical Hits</strong></u></span></p><p>When a creature deals a critical hit, it typically inflicts double damage. The critical hit also inflicts a critical effect, determined by a severity roll. When a creature inflicts a critical hit with a melee attack, if its Strength score is 12 or higher, it gets a +1 bonus to its severity. If its Strength is 15 or higher, it instead gets a +2 bonus to severity; if its Strength is 21 or higher, it gets a +3 bonus to severity; and if its Strength is 30 or higher, it gets a +4 bonus to severity. The same applies to spell attacks, but based on the attacker's Charisma score, and ranged attacks, based on the attacker's Dexterity score. </p><p><strong><u></u></strong></p><p><strong><u>Critical Hit Inflicts... --- Critical Severity Roll </u></strong></p><p>50% of less of target's current hit points --- 1d12</p><p>More than 50% of current hps but target still conscious --- 2d10</p><p>Target reduced to 0 or fewer hit points --- 2d10+5</p><p>Target slain (-10 or fewer hps) --- 2d8+15</p><p></p><p><strong><span style="font-size: 12px">Critical Effects Chart</span></strong></p><p>If a critical effect cannot apply to a creature (for example, you cannot cut the hand off of a beholder), use the next lowest result until an applicable result comes up. This does not apply if the creature is immune to a condition or effect imposed (e.g. oozes can't be knocked prone); in this case, there is no extra effect.</p><p></p><p></p><p><strong><u>SEVERITY --- CRITICAL EFFECT</u></strong> </p><p>1 --- Attacker may maneuver target 10'.</p><p>2 --- Target knocked prone.</p><p>3 --- Break ribs; -1 to speed.</p><p>4 --- Lose shield; lands 1d4 squares away (attacker's choice of exact space).</p><p>5 --- Lose weapon; lands 1d4 squares away (attacker's choice of exact space).</p><p>6 --- Target's armor gains 1d2 wear points.</p><p>7 --- Ear lopped off, -1 to checks involving hearing.</p><p>8 --- Jaw broken, loose some teeth, -2 to checks involving talking.</p><p>9 --- Nose lopped off, requires regeneration to fix, -2 to checks affected by looks.</p><p>10 --- Break hand, -1 to attacks and damage with that hand.</p><p>11 --- Break foot, -2 to speed.</p><p>12 --- Break arm; -4 to attacks and damage with that hand.</p><p>13 --- Break leg; -3 to speed, can't shift.</p><p>14 --- Lose an eye; -2 to checks involving spotting things, -1 to ranged attacks.</p><p>15 --- Lose a hand</p><p>16 --- Lose a foot</p><p>17 --- Internal damage; target also takes 1d4 Con damage.</p><p>18 --- Lose an arm; also take ongoing 3 damage (save ends on a 10+).</p><p>19 --- Lose a leg; also take ongoing 5 damage (save ends on a 10+).</p><p>20 --- Gutted; 1d6 Str, Dex and Con damage; each time the target moves without shifting, there is a 50% chance he tangles his feet in his guts and falls prone, dealing an additional 1d3 Str, Dex and Con damage to himself. </p><p>21 --- Dain bramage; 1d4 Int, Wis and Cha drain.</p><p>22 --- Both eyes put out, blinded.</p><p>23 --- Throat slit, vocal cords ruined, can't talk</p><p>24 --- Spine shattered, 3d6 Dex drain.</p><p>25 --- Groin destroyed</p><p>26 --- Heart destroyed</p><p>27 --- Brain destroyed</p><p>28 --- Decapitated</p><p>29 --- Unseemed from nave to crotch</p><p>30 --- Head pulped and sprayed over a large radius</p><p>31 --- Cut in two</p><p>32 --- Cut in three</p><p>33 --- Utterly dismembered</p><p>34+ --- Entire body pulped and sprayed over a large radius</p></blockquote><p></p>
[QUOTE="the Jester, post: 5523687, member: 1210"] [SIZE="4"][U][B]Critical Hits[/B][/U][/SIZE] When a creature deals a critical hit, it typically inflicts double damage. The critical hit also inflicts a critical effect, determined by a severity roll. When a creature inflicts a critical hit with a melee attack, if its Strength score is 12 or higher, it gets a +1 bonus to its severity. If its Strength is 15 or higher, it instead gets a +2 bonus to severity; if its Strength is 21 or higher, it gets a +3 bonus to severity; and if its Strength is 30 or higher, it gets a +4 bonus to severity. The same applies to spell attacks, but based on the attacker's Charisma score, and ranged attacks, based on the attacker's Dexterity score. [B][U] Critical Hit Inflicts... --- Critical Severity Roll [/U][/B] 50% of less of target's current hit points --- 1d12 More than 50% of current hps but target still conscious --- 2d10 Target reduced to 0 or fewer hit points --- 2d10+5 Target slain (-10 or fewer hps) --- 2d8+15 [B][SIZE="3"]Critical Effects Chart[/SIZE][/B] If a critical effect cannot apply to a creature (for example, you cannot cut the hand off of a beholder), use the next lowest result until an applicable result comes up. This does not apply if the creature is immune to a condition or effect imposed (e.g. oozes can't be knocked prone); in this case, there is no extra effect. [B][U]SEVERITY --- CRITICAL EFFECT[/U][/B] 1 --- Attacker may maneuver target 10'. 2 --- Target knocked prone. 3 --- Break ribs; -1 to speed. 4 --- Lose shield; lands 1d4 squares away (attacker's choice of exact space). 5 --- Lose weapon; lands 1d4 squares away (attacker's choice of exact space). 6 --- Target's armor gains 1d2 wear points. 7 --- Ear lopped off, -1 to checks involving hearing. 8 --- Jaw broken, loose some teeth, -2 to checks involving talking. 9 --- Nose lopped off, requires regeneration to fix, -2 to checks affected by looks. 10 --- Break hand, -1 to attacks and damage with that hand. 11 --- Break foot, -2 to speed. 12 --- Break arm; -4 to attacks and damage with that hand. 13 --- Break leg; -3 to speed, can't shift. 14 --- Lose an eye; -2 to checks involving spotting things, -1 to ranged attacks. 15 --- Lose a hand 16 --- Lose a foot 17 --- Internal damage; target also takes 1d4 Con damage. 18 --- Lose an arm; also take ongoing 3 damage (save ends on a 10+). 19 --- Lose a leg; also take ongoing 5 damage (save ends on a 10+). 20 --- Gutted; 1d6 Str, Dex and Con damage; each time the target moves without shifting, there is a 50% chance he tangles his feet in his guts and falls prone, dealing an additional 1d3 Str, Dex and Con damage to himself. 21 --- Dain bramage; 1d4 Int, Wis and Cha drain. 22 --- Both eyes put out, blinded. 23 --- Throat slit, vocal cords ruined, can't talk 24 --- Spine shattered, 3d6 Dex drain. 25 --- Groin destroyed 26 --- Heart destroyed 27 --- Brain destroyed 28 --- Decapitated 29 --- Unseemed from nave to crotch 30 --- Head pulped and sprayed over a large radius 31 --- Cut in two 32 --- Cut in three 33 --- Utterly dismembered 34+ --- Entire body pulped and sprayed over a large radius [/QUOTE]
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