Critical Fumble Deck

This game will utilize the GameMastery Critical Fumble Deck.

Rules

Whenever an attacker rolls a natural 1 on the attack die, the character fumbles and a card is drawn from the Critical Fumble Deck. The type of attack is used to determine the appropriate result on the card and the effects listed are applied. Unless otherwise stated, all of these effects are in additional to the attack failing.

If the character committing the fumble also has Weapon Focus in the weapon used, he player draws an additional card and chooses which result to apply. A character is Greater Weapon Focus may draw three cards and choose which one to apply.

If a character is not proficient with the weapon used in the attack, a fumble occurs on the result or a natural 1, 2, or 3 on the die.

Instead of drawing a card from the Critical Hit Deck, when a player confirms a critical hit he may instead take a Fate token and deal normal damage. The Fate token can be turned in to negate the draw from the Critical Fumble Deck when a critical fumble is rolled.

Definitions

  • Bleed: Effects that cause bleed deal the listed amount of damage at the end of the affected character’s turn. Unless otherwise noted, all ability bleed is damage (not drain). Bleed can be ended by any magical cure spell or a DC 15 Heal check made as a standard action.
  • Save: Unless a DC is listed, the DC for any save that is called for is equal to the confirmation roll used to score the critical hit (after all modifiers have been applied). Saves only affect additional critical effects, never base weapon damage.
  • Until Healed: This always refers to the additional damage done or bleed effect, not the weapon or spell damage.

Critical Fumble Deck

King of the Stolen Lands Governor