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Fumble Chart 3.5

The fumble chart provides various negative effects that can occur when a natural 1 is rolled on an attack roll. These effects range from slipping or stumbling and becoming dazed, to tripping and falling prone, to accidentally hitting oneself or an ally instead of the intended target, to outright breaking one's weapon. More serious outcomes include knocking oneself unconscious or suffering a critical hit against oneself.

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0% found this document useful (0 votes)
14K views1 page

Fumble Chart 3.5

The fumble chart provides various negative effects that can occur when a natural 1 is rolled on an attack roll. These effects range from slipping or stumbling and becoming dazed, to tripping and falling prone, to accidentally hitting oneself or an ally instead of the intended target, to outright breaking one's weapon. More serious outcomes include knocking oneself unconscious or suffering a critical hit against oneself.

Uploaded by

sprinkle123
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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FUMBLE CHART 3.

5
All weapons. 01-19 Slip; roll Reflex DC 15, or slip and be Dazed for 1d4 rounds. 20-33 Stumble; roll Reflex check DC 20, or stumble and be Dazed for 1d6 rounds 34-39 Trip; Shaken for 1d6 rounds 40-44 Off Balance; roll Dexterity Check DC 18, or no action next round, and Flat-footed 45-49 Lose grip on weapon; roll Reflex Save DC 20, or no attack next round and Flat-footed 50-54 Lose grip on weapon; roll Dexterity DC 20, or drop weapon, provokes AoO* 55-59 Lose grip on weapon; drop weapon, Shaken for 1d4 rounds, provoke AoO* 60-61 Dumbfounded by own ineptness. Will Save DC 20 or Slowed for 1d4 rounds 62-63 Slip, knocked prone in current space taking 1D6 nonlethal damage, provoke AoO* 64-65 Random Fluid gets in eyes. All opponents concealed (50% miss) and lose Dex bonus to AC for 1d6 rounds. 66-69 Weapon knocked away; consult grenade landing chart 2d20 in feet for distance+ Dazed 1 round 70-74 Weapon breaks (base 100%: -10% Masterwork, -10% for each plusor ability) 75-77 Hit Self; damage + Shaken 1d3 rounds 78-79 Hit self; normal damage + Dazed 1d3 rounds 80 Hit self; auto-critical + Stunned 1d3 rounds 81-83 Hit ally; damage + provokes an AoO* 84-85 Hit ally; normal damage + provokes an AoO* 86 Hit ally; auto-critical + provokes an AoO* 87-88 Critical hit self+Slowed 1d2 rounds, Provokes an AoO* 89-90 Critical hit ally+ Stunned 1d2 rounds 91-92 Twist ankle; Slowed for 10 rounds, Dex check DC 20 or fall Prone. 93-95 Trip and Fall; Prone, Slowed for 1d3 minutes 96-97 Spectacular display provokes an AoO*, renders you prone, and Slowed for 1d6 rounds 98 Knock yourself cold in a daring feat of incompetence. Helpless for 1d6 rounds. 99 Critical hit self, knocked unconscious 1D6 minutes, Provokes an AoO* 00 Both 99 and 70-74 Grenade table: Located on page 138 in the Player's Handbook

AoO: Attack of opportunity Blinded: -2 penalty to AC, lose Dex bonus to AC, -4 on Search checks and Most Strength & Dex based skill checks, all checks and activities that rely on vision will Auto Fail, all opponents considered total concealment (50% miss chance) Dazed: Take no action, (no penalty to AC, however) Flat-footed: Lose Dex bonus to AC and no AoO for the creature caught flat footed Helpless: Completely @ opponents mercy(Dex of Zero = -5 penalty to AC, Melee attacks against helpless creatures get a +4 attack bonus, vulnerability to sneak attack/coup de grace[auto hit & auto crit]) Shaken: -2 penalty on attacks, saves, skills & ability checks (less severe state of fear than frightened or panicked) Slowed: Can only take a single move action or standard action each turn, but not both; -1 penalty to attacks, AC, & reflex saves; move rate is halved; jump is affected as per speed Stunned: Drops everything held, take no actions, auto -2 penalty to AC and lose Dex bonus to AC

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