Curse of the Crimson Throne
Melee Critical Fail Table
2 Up End
3 Hurl Weapon (Up End)
4-5 Throw Weapon (Fall Down)
6-8 Toss Weapon (Fall Down)
9-11 Drop Weapon (Off Balance)
12-14 Fall Down
15-19 Off Balance
20 Near Miss
Stupid – Roll Damage as normal, now apply it to yourself.
Up End – With a spectacular swing, you crash to the ground and
take 1d6 stun damage. Also, you spend the entire
next round getting back to your feet. (minimum of
a move equivalent next round before doing anything)
-4 AC for the remainder of this round and next round
while you recover yourself. Only Natural 20 succeeds
for a reflex save.
Hurl Weapon – Losing your grip, you send your weapon flying through the air.
1d8 scatter, 10 + 3d6 feet
Throw Weapon – You throw your weapon: 1d8 scatter, 3d6 feet
Toss Weapon – Tossing your weapon is only effective if you control where it
goes. 1d8 scatter, 2d6 ft
Drop Weapon – Wow, too heavy for you? Its at your feet now. Attack of
Opportunity to retrieve.
Fall Down – You fall down: 1d6 – 1-2 1d8 Adjacent Square (AoO from falling)
3-4 Same Square (AoO from falling)
5-6 Same Square (no AoO from falling)
Off Balance – -2 AC, -2 Reflex saves, Considered flat-footed.
Near Miss – Wow, that almost hit. (no penalties)