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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!!! |
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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
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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