3E Skylis Rules
Chapter 08: Critical Fumbles.

 

In some situations, a character may roll a critical fumble while attempting an attack or some other action. A critical fumble is defined as any roll of 1 on a d20 when attempting an attack, specific action, feat or particular skill. When this occurs, use the following guidelines.

Roll 1d20 to determine the result, and treat it similar to a Saving Throw, except that instead of a straight DC, each number has a specific result. The character may modify the Save with their Save Bonus, where appropriate. For attack fumbles, use the Ref Save Bonus. As well, the DM may assign modifiers based on the situation. When in combat, all results end in the loss of any further action, move or attack for the rest of the combat round. Finally, this table is only a guideline, and is subject to alteration by the DM.
 

CRITICAL FUMBLE RESULTS
Modified d20 roll Result
Less than 1 Save vs DC of 15 or item breaks. Wielder falls prone and is open to attacks of opportunity.
1 Save vs DC of 10 or item breaks. Wielder falls prone and is open to attacks of opportunity.
2 Save vs DC of 5 or item breaks. Wielder falls prone and is open to attacks of opportunity.
3 Wielder falls prone and is open to attacks of opportunity.
4 Wielder is open to attacks of opportunity.
5 Wielder stumbles 10' in a random direction.
6 Wielder stumbles 5' in a random direction.
7 Wielder stumbles but recovers.
8 Item flies from grasp, 10' in a random direction.
9 Item flies from grasp, 5' in a random direction.
10 Item drops to ground.
11 Item becomes stuck or jammed for 1d6 rounds.
12 Item becomes stuck or jammed for 1d4 rounds.
13 Wielder strikes unintended target within range of item/action (random roll).
14 Item becomes stuck or jammed for 1 round.
15 and above No additional effect.
Natural 20 Full recovery, re-roll action or attempt. Still lose all additional actions (in combat round).

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May 5, 2002. Copyright Angelo Barovier 1998-2004.