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My games critical fumble chart
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<blockquote data-quote="Celebrim" data-source="post: 4147639" data-attributes="member: 4937"><p>Since we are all doing it, here's mine.</p><p></p><p>01-07 Off Balance – Make a DC 5 balance check or suffer a -2 circumstance penalty on all attacks and opponents have a +2 bonus to hit you until the beginning of your next round.</p><p>08-13 Off Balance – Make a DC 10 balance check or suffer a -2 circumstance penalty on all attacks and opponents have a +2 bonus to hit you until the beginning of your next round.</p><p>14-16 Off Balance – Make a DC 5 balance check or fall prone.</p><p>17-18 Off Balance – Make a DC 10 balance check or fall prone.</p><p>19-22 Off Balance – Make a DC 10 balance check or become flatfooted until the beginning of your next round.</p><p>23-25 Off Balance – Confirm the fumble. If you fail a second time, if you are threatened by your target and the target has an available attack opportunity, the target may make a free trip attempt. If it fails, you may not attempt to trip your opponent.</p><p>26-30 Off Balance – Confirm the fumble. If you fail a second time, your weapon becomes unreadied. If you can ready a weapon as a free action, you may ignore this result.</p><p>31-33 Off Balance – Make a DC 20 balance check or lose remaining attacks in the round, and drop to the end of the initiative order.</p><p>34-35 Off Balance – Make a DC 20 balance check or lose remaining attacks in the round, and you may only take a partial action in your next round.</p><p>36-42 Clumsy Attack – DC 10 Dex check or drop weapon into your space. Ignore this result if you are using a natural weapon.</p><p>43-47 Clumsy Attack – DC 10 Dex check or drop weapon into adjacent space (roll direction randomly). Ignore this result if you are attacking with a natural weapon.</p><p>48-51 Clumsy Attack – DC 10 Str check or drop weapon into adjacent space (roll direction randomly). Ignore this result if you are attacking with a natural weapon.</p><p>52-54 Clumsy Attack – Confirm the fumble. If you fail a second time, and if you are threatened by your target and the target has an available attack opportunity, the target may make a free disarm attempt. If it fails, you may not attempt to disarm your opponent. Ignore this result if you are attacking with a natural weapon.</p><p>55-56 Clumsy Attack – Confirm the fumble. If you fail a second time, and if you are threatened by your target and the target has an available attack opportunity, the target may make a free sunder attempt. If it fails, you may not attempt to sunder your opponent’s weapon in reply. If you are attacking with a natural weapon, your opponent receives an attack of opportunity.</p><p>52-57 Drop Guard – Lose your shield bonus to AC, if you have one, until the beginning of your next round.</p><p>58-62 Drop Guard – Confirm the fumble. If you fail a second time, opponents have a +2 circumstance bonus to hit you until the beginning of your next round.</p><p>63-66 Drop Guard – Confirm the fumble. If you fail a second time, opponents have a +4 circumstance bonus to hit you until the beginning of your next round.</p><p>67-69 Drop Guard – Confirm the fumble. If you fail a second time, become flatfooted until your next action.</p><p>70-71 Drop Guard – Confirm the fumble. If you fail a second time, the target of your attack receives an attack of opportunity against you at the end of your attack. </p><p>72-74 Overexert Self – Make a DC 5 endurance check or become fatigued until you can catch your breath for 1 full round in which you take no other action.</p><p>75-77 Overexert Self – Make a DC 10 endurance check or become fatigued until you can catch your breath for 1 full round in which you take no other action.</p><p>78-79 Overexert Self – Make a DC 10 endurance check or become fatigued until you can rest for 1 minute.</p><p>80-81 Overexert Self – Make a DC 5 endurance check or pull a muscle, dealing 1 pt. of Dex damage at the end of the encounter.</p><p>82-83 Overexert Self - Make a DC 5 endurance check or pull a muscle, dealing 1 pt. of Str damage at the end of the encounter.</p><p>84 Overexert Self – Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Dex damage at the end of the encounter.</p><p>85 Overexert Self - Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Str damage at the end of the encounter.</p><p>86 Overexert Self – Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Dex damage immediately.</p><p>87 Overexert Self - Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Str damage immediately.</p><p>88-89 Trip Self – Confirm the fumble. If you fail a second time, make a trip attack against yourself. Ignore this result if you are using a light weapon.</p><p>90-91 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. Ignore this roll if you are attacking with a bludgeoning or natural weapon.</p><p>92 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. If you are using a bludgeoning weapon, the damage is not lethal. Ignore this roll if you are attacking with natural weapons.</p><p>93 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. Ignore this roll if you are attacking with natural weapons.</p><p>94 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the If the attack is successful, deal normal damage for the weapon including your strength bonus and additional damage from critical hits, but ignoring sneak attacks or other attacks that require precision. Ignore this roll if you are attacking with natural weapons.</p><p>95-00 Roll Again Twice – Ignoring a second roll in the same category.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4147639, member: 4937"] Since we are all doing it, here's mine. 01-07 Off Balance – Make a DC 5 balance check or suffer a -2 circumstance penalty on all attacks and opponents have a +2 bonus to hit you until the beginning of your next round. 08-13 Off Balance – Make a DC 10 balance check or suffer a -2 circumstance penalty on all attacks and opponents have a +2 bonus to hit you until the beginning of your next round. 14-16 Off Balance – Make a DC 5 balance check or fall prone. 17-18 Off Balance – Make a DC 10 balance check or fall prone. 19-22 Off Balance – Make a DC 10 balance check or become flatfooted until the beginning of your next round. 23-25 Off Balance – Confirm the fumble. If you fail a second time, if you are threatened by your target and the target has an available attack opportunity, the target may make a free trip attempt. If it fails, you may not attempt to trip your opponent. 26-30 Off Balance – Confirm the fumble. If you fail a second time, your weapon becomes unreadied. If you can ready a weapon as a free action, you may ignore this result. 31-33 Off Balance – Make a DC 20 balance check or lose remaining attacks in the round, and drop to the end of the initiative order. 34-35 Off Balance – Make a DC 20 balance check or lose remaining attacks in the round, and you may only take a partial action in your next round. 36-42 Clumsy Attack – DC 10 Dex check or drop weapon into your space. Ignore this result if you are using a natural weapon. 43-47 Clumsy Attack – DC 10 Dex check or drop weapon into adjacent space (roll direction randomly). Ignore this result if you are attacking with a natural weapon. 48-51 Clumsy Attack – DC 10 Str check or drop weapon into adjacent space (roll direction randomly). Ignore this result if you are attacking with a natural weapon. 52-54 Clumsy Attack – Confirm the fumble. If you fail a second time, and if you are threatened by your target and the target has an available attack opportunity, the target may make a free disarm attempt. If it fails, you may not attempt to disarm your opponent. Ignore this result if you are attacking with a natural weapon. 55-56 Clumsy Attack – Confirm the fumble. If you fail a second time, and if you are threatened by your target and the target has an available attack opportunity, the target may make a free sunder attempt. If it fails, you may not attempt to sunder your opponent’s weapon in reply. If you are attacking with a natural weapon, your opponent receives an attack of opportunity. 52-57 Drop Guard – Lose your shield bonus to AC, if you have one, until the beginning of your next round. 58-62 Drop Guard – Confirm the fumble. If you fail a second time, opponents have a +2 circumstance bonus to hit you until the beginning of your next round. 63-66 Drop Guard – Confirm the fumble. If you fail a second time, opponents have a +4 circumstance bonus to hit you until the beginning of your next round. 67-69 Drop Guard – Confirm the fumble. If you fail a second time, become flatfooted until your next action. 70-71 Drop Guard – Confirm the fumble. If you fail a second time, the target of your attack receives an attack of opportunity against you at the end of your attack. 72-74 Overexert Self – Make a DC 5 endurance check or become fatigued until you can catch your breath for 1 full round in which you take no other action. 75-77 Overexert Self – Make a DC 10 endurance check or become fatigued until you can catch your breath for 1 full round in which you take no other action. 78-79 Overexert Self – Make a DC 10 endurance check or become fatigued until you can rest for 1 minute. 80-81 Overexert Self – Make a DC 5 endurance check or pull a muscle, dealing 1 pt. of Dex damage at the end of the encounter. 82-83 Overexert Self - Make a DC 5 endurance check or pull a muscle, dealing 1 pt. of Str damage at the end of the encounter. 84 Overexert Self – Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Dex damage at the end of the encounter. 85 Overexert Self - Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Str damage at the end of the encounter. 86 Overexert Self – Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Dex damage immediately. 87 Overexert Self - Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Str damage immediately. 88-89 Trip Self – Confirm the fumble. If you fail a second time, make a trip attack against yourself. Ignore this result if you are using a light weapon. 90-91 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. Ignore this roll if you are attacking with a bludgeoning or natural weapon. 92 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. If you are using a bludgeoning weapon, the damage is not lethal. Ignore this roll if you are attacking with natural weapons. 93 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. Ignore this roll if you are attacking with natural weapons. 94 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the If the attack is successful, deal normal damage for the weapon including your strength bonus and additional damage from critical hits, but ignoring sneak attacks or other attacks that require precision. Ignore this roll if you are attacking with natural weapons. 95-00 Roll Again Twice – Ignoring a second roll in the same category. [/QUOTE]
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