CRITICAL HIT CHART

The following chart was sent to me by Sin, and in order to keep with the spirit and ideals of the most holy SDMS, I share it with my fellow SDMS brothers and DMs in general. I think the chart speaks for itself (insert evil laugh). Enjoy!!!

 

hhh

 

SLASHING (scimitar, bastard sword, broad sword, long sword, great sword, axes)

01-09 Hit vulnerable area, damage X2

10-12 Strike vital area, damage X3

13-20 Destroy 1d4 items, 1/2 damage

21-22 Slit throat; 20+1d10 damage plus 1d8 for next 5 rounds until binding

23-55 Limb damaged: see limb damage chart

56-60 Hit face; scar, -1 charisma

61-63 Scalped, damage X2, -3 charisma, no hair will grow

64-65 Removed nose, -10 to charisma

66 Removed left ear, -20% chance of hearing, -2 charisma

67 Removed right ear, -20% chance of hearing, -2 charisma

68-70 Blind in one eye, 1/2 damage, -2 to hit, -4 with missiles, Lose DEX bonus on AC

71-72 Blind in both eyes, 1/2 damage, -6 to hit, -10 with missiles, lose DEX bonus on AC

73-77 Gut wound, 1/2 damage, takes 2 rounds to bind, see STOMACH WOUNDS

78-79 Sever spinal cord, save vs. Paralyzation or legs paralyzed. +10 damage

80-88 Organ hit, see ORGAN chart

89-95 Removed weapon. No damage unless monster (claws or teeth removed)

96-98 Limb, major tendon severed, roll on LIMB chart

99 Limb, major nerve severed, no sense of touch, roll on LIMB chart

00 DEATH

 

 

THRUSTING (Short Sword, Dagger)

01-09 Hit vulnerable area, damage X2

10-12 Strike vital area, damage X3

13-15 Puncture throat, damage +10, 1d8 for 4 rounds or until bound

16-30 Limb struck: use LIMB chart, roll 1d4 for EXTENT

31-36 Blind in 1 eye, +50% damage, see SLASHING for results

37 Blind in both eyes, +75% damage, see SLASHING for results

38-44 Organ hit, see ORGAN chart

45-47 Blade stuck in bone, max weapon damage every round until removed

48-51 Limb: tendon severed, 1 limb useless- see LIMB chart

52-62 Lodged in vital area, take damage again when removed

63-69 Destroyed 1 item, damage -d4

70-78 Solar plexus hit, damage X2.5

79-90 Gut wound, effects as stomach wound use ORGAN chart

91-99 Exceptional blow- blade passes through body, damage X3

00 Strike perfect blow- instant death

 

CRUSHING (Bo-stick, Club, Hammer, Mace, Morning Star, Jo-stick, Quarterstaff, Flail)

01-03 Crush neck- damage =20+ 1d10, save vs. paralysis or paralyzed from neck down until cured for 2x damage taken

04 Crush throat, damage +50% and can't breathe; unconscious in CON/6 rnds, suffocate to death 10 rnds later.

15-20 Limb cracked, roll on LIMB chart to see which one. Useless for 2 months,

21 -2 days per CON

22-27 Crack skull, damage =10 + 1d10, save vs death or lose 1-2 points of WIS and INT

28-29 Spine cracked, see SLASHING for effects

30-36 Rib cracked, damage +20%, -1 to hit

37-42 If wearing plate, crunched inside +10 damage and 50% chance of not being able to breathe until removed; if not removed, treat as crushed throat, -1 AC worse for armor.

43-46 If wearing chain, horrible imprint left, +25% damage and 25% chance of scar

47-50 Organ ruptured; see ORGAN chart

51-57 Stunned for 1d10 segments, can’t fight or defend for 1d6 rnds

58-63 Hit face, -1 charisma, damage +25%

64 Helm destroyed (only magic helms get saving throw) save vs CON or knocked out

65 1d4 rnds

66-73 Shield destroyed (only magic shields get saving throw)

74-77 Destroy 1d4 items, damage -25%

78-83 Hit tip of sternum, damage x2, -2 to hit

84-85 Crush pelvis, damage +50% and 1 HP/rnd until magically cured for 10 HP

86-90 Crack jawbone, +10% damage and can't talk or eat for 1d12 days

91-94 Glancing blow to face, 1/2 damage, 1d8 teeth knocked out, -2 Charisma

95-99 Shoulder crushed and arm useless

  1. Head crushed in- dead

 

SHARP PROJECTILE (Arrow, Dart, Thrown Dagger, Crossbow Bolt)

01-09 Hit vulnerable area, damage X2

10-12 Strike vital area, damage X3

13-23 Blind in one eye, X3 damage,-2 to hit, -4 with missiles, lose DEX bonus on AC

24-30 Stick in bone, take damage again to remove

31-36 Pierce hand, useless for one week or until 2X damage cured

37-40 Pierced neck, 1d10 damage, + 1d4 damage for next three rounds from bleeding

41-45 Limb hit at joint (use LIMB chart), limb useless until projectile removed, then -1 to hit with that limb until healed

46-50 Remove finger, see LIMB chart

51-59 Pass entirely through body, X2 damage

50-68 Pin arm to chest, chance to remove-chance to open doors +10%

69-77 Hit weapon hand, see LIMB chart for ARM damage

78-84 Organ hit, see ORGAN chart

85-93 Projectile sinks all the way in, unpleasant damage X2

94-98 Projectile lodged in bone, max weapon damage until removed

99 Limb, stuck in major tendon, making that limb useless, us LIMB table for location

00 Perfect shot- DEATH

 

 

POLE ARM (Bardiche, bec de corbin, bill-guisarme, fauchard, fauchard-fork, glaive, par ransuer, spetum, voulge)

01-09 Hit vulnerable area, damage X2

10-12 Strike vital area, damage X4

13-18 Mutilate chest, damage X2

19-24 Horrible gash, damage X2, infection in 1d6 days

25-40 Limb struck, see LIMB chart

41-43 Grazed face, damage +1/2, -1 on charisma until X3 damage cured

44-47 Destroyed armor if chainmail or weaker

48-51 Blind in one eye, damage X2, see SLASHING

52-54 Blind in both eyes, damage X2, see SLASHING

55-62 Rip shield from grasp, 1/2 damage (if no shield, MAX damage)

63-71 Organ hit, see ORGAN chart

72-78 Stuck in ribs, take damage every round until removed

79-80 Blade goes entirely through, take X3 MAX damage

81-88 Polearm disarms opponent, no damage unless opponent has teeth or claws

89-94 Destroy 1d4 items, 1/2 damage

95-99 Hack out chunk of flesh, X3 MAX damage, -4 to charisma, will leave bad scar

0 Blade cleaves skull, save vs. Death at -5. If saved then instant death, if failed, character loses 1d4 on constitution permanently and dies very horribly

 

SPEAR-LIKE (Spear, Javilin, Trident, Lance, Fork, Pick, Pike)

01-09 Hit vulnerable area, damage X2

10-12 Strike vital area, damage MAX X2

13-20 Impaled, MAX damage and takes 1d6 rounds to remove

21-29 Victim pinned to ground for 1d4 rounds

30-36 Neck punctured, see THRUSTING

37-41 Arm pinned to body, MAX damage

42-46 Hit shoulder, arm useless, -4 to hit due to pain

47-48 Impaled and lifted off ground, X3 damage

49-55 Sticks in shield, makes both shield and spear useless, 10% chance of hitting arm 1/2 damage if this occurs

56-60 Hit ribs and break several X2 damage -2 to hit

61-70 Blind in one eye, X2 damage, see SLASHING

71-79 Roll on THRUSTING table

80-83 Destroyed 1-2 items, 1/2 damage

84-87 Hit face, X2 damage, 25% chance of scar, -1 charisma until cured for 2x damage

88-94 Hit in gut, see SLASHING

95-99 Goes clear through body, MAX X2 damage

00 Pierces heart, save vs. death at -5 or dead, if saved HP reduced to 0

 

SPIKED (Some maces, Morning-stars, Flails, Clubs)

01-50 Roll on crushing table, with +1d4 damage

51-57 destroyed chainmail or weaker armor

58-67 Removed finger, see LIMB chart for effects

68-73 Stuck in bone, take damage every round until removed (removal takes damage)

74-77 Punctured one eye, damage X2, see SLASHING

78-83 Punctured both eyes, damage MAX X2, see SLASHING

84-88 Many spikes hit, MAX X2 damage

89-94 Deep puncture wound, damage X2, will infect in 1d6 days

95-99 Organ hit, see ORGAN chart

00 Crushed skull, dead

 

THROWN STONES (Sling stones, Sling bullets)

01-30 Stunned for 1d10 segments, can't fight or move for 1d4 rounds

31-50 Blind in one eye, X2 damage, see SLASHING

51-70 Limb cracked, X2 damage (25% chance of being useless), see LIMB chart

71-80 Limb broken, MAX X2 damage, (75% chance of being useless), see LIMB chart

81-99 Vital area, MAX X2 damage

00 Shattered skull, save vs death at -10 or dead. If saved, INT -1d4 and WIS -1d4, HP=0

 

BITES AND CLAWS (Monsters, unarmed humanoids)

01-09 Hit vulnerable area, MAX damage

10-12 Hit vital area, MAX X2 damage

13-31 Limb hit, see LIMB chart

32-35 Break ribs, damage X2, -4 to hit due to pain

36-38 Organ gouged, see ORGAN chart

39-51 Knocked down (if possible), MAX damage, monster gets +2 to hit on next attack save vs. paralysis or lose next attack

52-54 Blind in one eye, damage X2, see SLASHING

55-57 Blind in both eyes, damage X2 see SLASHING

58-65 Severed major tendon, see SLASHING

66-75 Roll on SPIKED table

76-79 Unpleasant things done to face, X2 damage, -2 charisma, 5% each major feature being made useless. Cure for 5x damage to heal.

80-99 Deep gouge, MAX X2 damage, weird scar and will be infected if possible

00 Removed throat, save vs death at -10 or dead. If saved, reduced to 0 HP and charisma -6 due to huge scar on neck.

 

 

LIMB DAMAGE

AREA (WITH SHIELD 1D6, W/O SHIELD 1D4)

Reverse all L & R for left-handers

 

die roll

1 R. Leg

2,5 L. Leg

3,6 R. Arm

4 L. Arm

 

LOCATION (d10)

1 Fingers (toes)

2-3 Wrist (ankle)

4-5 Mid-forearm (mid-calf)

6-8 Elbow (knee)

9-10 Shoulder (hip)

 

EXTENT (D6)

1 Temporarily damaged

2 Badly hacked

3-4 Crippled severely

5-6 Completely severed

 

ARM

Temporarily damaged -4 to hit, -4 to damage

Badly hacked -6 to hit, -6 to damage

Crippled severely -8 to hit, -8 to damage

Fingers remove 1-2 fingers, lose 1 hp each, 25% chance thumb. If thumb or 3+ fingers lost, save vs paralysis each blow or drop weapon

Completely severed -10 to hit, -10 damage

 

LEG

Toes -10% movement

Temporarily damaged -10% movement

Badly hacked -25% movement

Crippled severely -50% movement

Completely severed -90% movement

 

ORGAN DAMAGE

Location (d6)

 

1 Lung- Damage X2, save vs. poison or lung collapses: unconscious for 10-20rnds then half move until healed

2 Heart- (nicked): Damage MAX X2

3 Kidney- Damage +2, blood poisoning, death in 4d12+CON hours; neutralize poison will add 10 hours

4 Liver- Damage +3, bleed for 1d4 hp for 5 rounds

5 Spleen- Damage +3, bleed for 1d6 hp for 5 rounds

6 Stomach- Damage X2, take full damage again daily from digestive fluids.

Will become terminally infected in one day. This will weaken the victim at 1 Strength and 1 Constitution point / day. The victim dies when Strength, Constitution, or HP goes below zero. A cure disease is required to stop infection; thereafter, the character will regain Strength and Constitution at the rate of 1 point per day.

 

FIRE

01-09 Hit exposed area, MAX X2 damage

10-40 All oil, alcohol, or other flammables explode for 1/2 damage each

41-45 If holding metal item, it melts onto hand permanently (only if fire is strong enough)

46-50 Destroy 1d4 items, take full damage

51-54 One eye is burned, X2 damage, see SLASHING

55-60 Both eyes are burned, X2 damage, see SLASHING

61-66 Blinded for 1d6 rounds

67-74 Smoke inhalation, out of action for 1d4 rounds

75-80 Flame gets under clothes or armor, X2 damage

81-99 Burned face and skin, causing scars and -3 charisma, must cure for 5x damage to regain charisma.

00 Inhaled flame, save vs death at -10 or lungs burned out and death. If saved, MAX damage X2

 

COLD

01-40 Limb frozen, cure within 10 rnds or lose it (roll on LIMB table)

41-50 1d6 non-magical glass and metal items turn brittle; save at -5 if struck

51-60 Severely frozen, Strength and Dexterity -2 for 2d6 rounds

61-70 Go into shock from cold (same effects as being unconscious) Roll less than CON on d20 every round to come out the next round unharmed

71-75 Body completely numbed- all surface nerves paralyzed for 1d4 hours: will not know damage taken per each blow, must roll under DEX on d20 for each attack or will drop weapon

76-88 Severe frostbite- lose toes, nose, etc. (see Druid's Chill Metal Spell)

89-99 Flesh frozen and gangrene will set in, X2 damage

00 Blood crystallized, save vs death at -10 or die. If saved HP reduced to 0

  

ELECTRICITY

01-20 Hits unprotected area, X2 damage

21-40 Goes into convulsions for 1d4 rnds, X2 damage

41-46 All potions carried make saving throw or are changed: 1-50 useless, 51-90 changed, 91-00 poison

47-52 If wearing metal armor, welded inside; MAX damage

53-65 Severe burns at entry and exit points, X2 damage

66-70 One limb burned off (roll on LIMB table) MAX X2 damage

71-80 Nervous system damaged: lose 1d4 of dexterity (regained if healed magically for 5X damage)

81-85 Nervous system damaged: lose 1d4 of wisdom (regained if healed magically for 5x damage)

86-90 Nervous system damaged: lose 1d4 of intelligence (regained if healed magically for 5x damage)

91-93 Temporary amnesia lasts (9+d20) days. Save vs. paralyzation or also lose all 1 level (including experience and spells memorized).

94 Permanent amnesia, save vs. paralyzation or lose all experience (back to 1st level)

95-98 Temporary insanity 1d8 days

99 Permanent insanity

00 Strikes heart, death

  

POISON

01-40 Temporary insanity, lasts for 3d6 days

41-49 Permanent insanity

50-59 Lingering results- poison won't leave system for 1d4+2 days and there will be "flashbacks" which do 10-80% of poison damage

60-79 Unusually high dosage, effects (damage) +MAX

80-97 One score lowered 1-2 must neutralize poison and heal 5x damage to regain

98-99 Save vs. poison or enters major artery, damage MAX X3

00 Poison has unique effect on this individual; save vs. death at -5 ( or at +5 for non-damaging poisons) or fatal

 

ACID, dissolving

01-40 Limb struck, use LIMB chart or DM's choice

41-60 Hits exposed area, X2 damage

61-70 All items close to area hit save at -3 or destroyed

71-77 Acid gets into potion flask, water skin, etc.

78-82 One eye blinded, damage X2, see SLASHING

83-90 Both eyes blinded, damage X2, see SLASHING

91 Hair burned off, -3 damage

92-99 Severe facial damage, -3 charisma, heal damage X6 to regain

00 Death melted to a puddle

 

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