Critical Hit Deck

This game will utilize the GameMastery Critical Hit Deck.


Whenever a critical hit is confirmed, a card is drawn from the Critical Hit Deck. The type of weapon damage is used to determine the appropriate result on the card and the effects listed are applied. For weapons with a critical multiplier greater than x2, the listed damage is increased by one step for every critical multiplier step greater than x2.

If the character scoring the critical hit also has Weapon Focus in the weapon used, he player draws an additional card and chooses which result to apply.

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.


  • 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 Hit Deck

King of the Stolen Lands Governor