Critical Hit

A critical hit occurs when a natural 20 is rolled on an attack roll (AR), or when the roll falls within the critical hit range. The chance to obtain a critical hit may increase with a character’s WIS (Wisdom).

When a critical hit occurs, the Game Master (GM) consults the critical hit table below to determine the additional effects of the attack. The table is usually kept by the GM, while the player performs the roll.

Roll d20 Result
1Recovery: After unleashing a powerful strike, the attacker stumbles but still deals Damage x2.
2Shattering Blow: Damage x2, and the target suffers a -10 penalty on its next attacks.
3Perfect Strike: Damage x2 at maximum damage.
4Staggering Hit: Damage x2, and the target is slowed for 4 rounds (speed halved).
5Brutal Attack: Damage x3.
6Exploit Opening: Damage x2, and the attacker gains 1 extra attack against the target at the beginning of the next round (before other attacks).
7Driving Assault: Damage x2, and the target is pushed back 10 feet in any available direction.
8Cleaving Hit: Damage x2, plus 1 extra attack on another target within reach.
9Momentum Surge: Damage x2, plus 1 extra action this round immediately.
10Armor Breaker: Damage x2, and the target’s Armor Class is reduced by 10 for the remainder of the fight.
11Overwhelming Force: Damage x2, and the target falls prone for 1 round.
12Rending Wound: Damage x2, plus bleeding for 2 rounds (normal damage).
13Savage Blow: Damage x3.
14Disarming Strike: Damage x2, and the target drops a weapon or item.
15Tactical Advantage: Damage x2, and the attacker may reposition freely without penalty.
16Stunning Blow: Damage x3, and the target is stunned for 4 rounds.
17Executioner’s Blow: If the target has less than 50% HP, deal maximum damage (Damage x2).
18Terrifying Display: Damage x3, and all creatures witnessing the attack must succeed on a WIL check or flee for 1 round.
19Heroic Attack: Damage x3, and allies gain +10 to AR on their next attacks.
20Legendary Strike: Damage x4, plus 1 extra attack.