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7/30/2019 Pathfinder Fumble List
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Pathfinder Fumble chart:
Melee:
Melee fumbles triggers on the roll of a 1 on the to hit dice. If the character that rolled the dice fails
to hit the target on a second roll, the fumble is confirmed.
1-10: Overextend(You provoke an attack of opportunity from all adjacent opponents.)
11-20: Offbalance(-4 to attack rolls for all attacks for 1 round.)
21-30:Slipped! (You are knocked prone.)
31-40: This sword is heavy!(You are fatigued.)
41-50:Awkward attack.(You take a -2 penalty to AC for 1d4 rounds.)
51-60: Wrong target!(Your attack hits the wrong target. Roll a random target within reach including the attacker.
Re-roll to hit.)
61-70:Bonk!(You are stunned for 1 round.)
71-80: On the receiving end. (The attack deals damage to you instead of the target.)
81-90:Head, meet wall!(You are dazed for 1d3 rounds.)
91-97:Everything you got.(You are exhausted.)
98: Care to share? (reroll the fumble, everyone within 5' of you get the same effects.)
99: WAIT! WHAT?(You are confused for 1d4 rounds.)
100: We have a wiener(You fall unconscious for 1d6 rounds.)
Ranged:
Ranged fumbles triggers on the roll of a 1 on the to hit dice. If the character that rolled the dice
fails to hit the target on a second roll, the fumble is confirmed.
1-10: Errant aim!(You attack the creature closest to the one you were aiming for. Re-roll to hit.)
11-20: Wide open!(You are considered flat-footed for 1 round.)
21-30:Klutz!(You drop your weapon.)
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31-40:Lost the target!(You take a -4 penalty on all attack rolls for 1 round.)
41-50:Amazing miss! (You are stunned for 1 round.)
51-60:In the line of fire! (Your attack hits the nearest ally and is a critical threat. Roll to confirm critical hit.)
61-70:Lowered guard! (You provoke attacks of opportunity from all threatening foes.)
71-80: Weapon jam!(Your projectile weapon jams, or your thrown weapon entangles in your gear. Spend onestandard action to clear up the mess.)
81-90:Recoil! (You move backwards 1 square and fall prone.)
91-97: Overcompensate. (All targets with cover gain an additional +4 bonus to AC against you for 3 rounds.)
98: Care to share? (re-roll the fumble, everyone within 5' of you get the same effects.)
99: Huh? (You are confused for 1d4 rounds.)
100: Bulls eye! (Your shot ricochets and hits you near the eye. You are blinded for 1d3 rounds.)
Magic:
Magic fumbles triggers on the roll of a 1 on concentration checks. If the character that rolled thedice fails the concentration check the second time, the fumble is confirmed.
1-10: Mind Drain (You take 1d4 points of damage to int, wis or charisma determined randomly.)
11-20: Power Drain (You lose one prepared spell or spell slot (determined randomly))
21-30: Tiring Spell(You are fatigued)
31-40:Distance Rift(You are teleported to the nearest square adjacent to the target)
41-50:Arcane Fire (You take 2d6 points of fire damage)
51-60:Reflection (The spell hits you instead of the target.)
61-70:Not me, you fool! (Your attack hits a random target in the vicinity of the intended target.)
71-80:Monster Rift(Your spell is converted to a summon monster spell that attacks you.)
81-85:Blastoff(You are thrown 1d6x10' into the air (or in a random direction if flying.)
86-90: Vertigo (You are sickened for 1d4 rounds)
91-98 You made him stronger! (The intended target(s) gain +8 str for 1d4 rounds.)
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99: Magic Fatigue (You cannot cast any spells for 1d3 rounds.)
100: Wild Magic (You have created a temporary rift in reality, all spells will trigger wild magic
for 1d4 rounds.)