Criticals

Post has published by ..

Criticals and Critical Effects

Whenever you roll a natural 1 or 20 on a martial check to attack, Spellcasting check, Save, or some other specific check, this is considered a Critical. A natural 1 is a Critical Fail causing the check to automatically fail, while a natural 20 is a Critical Success causing the check to automatically succeed. With some actions, such as attacking or Spellcasting, when a critical happens a confirmation roll is required to see if a greater effect occurs.

Strong Critical

When a critical success on an attack or spell cast is confirmed, a Strong Critical occurs. Strong Criticals have additional effects depending on the type of action that was successfully confirmed. Some talents, abilities, and items can influence what number a Strong Critical can occur on. For example, a weapon with a critical range of 19 can trigger a Strong Critical on a 19 or 20. A critical on a 19 would not be an automatic success.

  • Weapon Attacks: When a weapon attack confirms a Strong Critical it deals double damage before any reductions. In addition it triggers an effect based on the type of damage dealt and it’s Critical Rating, see chart below. If the attack is applying an ongoing condition or other effect, the duration of the effect is doubled.
  • Spell Casting: When a Spellcasting  check confirms a Strong Critical it gains a number of free Upcasting effects equal to the Spell Level. These Upcasting effects are in addition to any benefits already applied and ignore the normal limits to how many Upcasts can be applied to a spell. In addition, if the spell deals damage it triggers an effect based on the type of damage dealt and it’s Critical Rating, see the table below. Note: Attack rolls made as part of casting a spell to apply the spell effects cannot trigger Strong Criticals or Hotstreaks on the spell.
  • Note: Any ongoing effect from a Strong Critical has it’s duration reset if another Strong Critical of the same type occurs during the effect. If a Strong Critical deals multiple types of damage, only the damage that is multiplied by the Strong Critical has an additional effect. If multiple types of damage are multiplied by the critical, the attacker chooses which additional effect occurs.
Hotstreak

When a Strong Critical that was triggered by a natural 20 is confirmed by another natural 20, a Hotstreak occurs. Hotstreaks cause greater effects that can swing momentum and turn the tide of battle. An action that deals damage now deals maximum damage and increases the Tier of critical effect by one step, and any ongoing effects durations are quadrupled. If the Hotstreak was triggered by a spell, any resources used for that spell are not spent and the caster is not restricted from taking another Spellcasting  action that turn. Finally, if a Hotstreak triggers on an attack, the attacker rolls a d100 and an additional effect based on the table below occurs. 

Critical Fumble

When a critical miss caused by a natural 1 is confirmed by another natural 1 a Critical Fumble occurs. Critical Fumbles are disastrous results that can upset the flow of battle. If a Spellcasting  check Critically Fumbles a minor Wild Magic event occurs. If an attack Critically Fumbles the attacker rolls a d100 to determine the Fumble effect based on the table below.

Strong Critical Effect Table

Every damage type has access to the minor effect for strong criticals, moderate and major effects can be accessed through talents and other abilities.

Damage TypeMinor EffectModerate EffectMajor Effect
BludgeoningTarget has Critical Rating Active Reduction for 1d4 RoundsTarget is Staggered for Critical Rating roundsTarget is Stunned for Critical Rating rounds
PiercingAttack bypasses Critical Rating amount of physical DRTarget has grappled condition for Critical Rating roundsTarget is Nauseated for Critical Rating rounds
SlashingTarget gains Critical Rating points of stackable bleedTarget takes Critical Rating Str or Dex damageTarget gains half Critical Rating Con bleed
AcidTargets physical hardness or DR lowered an amount equal to Critical Rating for 1d4 roundsTargets physical AC and DR lowered an amount equal to Critical Rating for 1d4 roundsTargets physical AC and DR lowered an amount equal to Critical Rating until repaired or healed
ColdTarget lowers movement speed by 5ft per Critical Rating for 1d4 roundsTarget is affected by Critical Rating hours’ worth of Severe Cold ExposureTarget is Disabled for Critical Rating rounds
ElectricityTarget has Critical Rating Unbalanced for 1d4 roundsTarget Staggered for Critical Rating roundsTarget is Helpless for half Critical Rating rounds
FireTarget has a number of applications of Burning equal to critical ratingTarget is affected by Critical Rating hours’ worth of Severe Heat ExposureTarget has Burning Panic
ForceTarget pushed back 5ft per critical ratingTarget is knocked proneTarget is Unconscious for Critical Rating rounds
GloomTargets vision is treated as if in fog for Critical Rating roundsTarget has 10 percent miss chance per critical ratingTargets critical fail/fumble range is increased by Critical Rating for 1d4 rounds
NecroticTarget takes reduced healing equal to Critical Rating for 1d4 rounds. This effect can stack.Target takes Critical Rating in Con damageTarget must make a DC 15 + Critical Rating Body save or be paralyzed
PoisonTarget takes penalty to save against the poison equal to critical ratingTarget has Intoxication (Slight) for poison duration or Critical Rating roundsTarget has Intoxication (Moderate) for poison duration or Critical Rating rounds
Positive / NegativeTarget is Sickened for Critical Rating roundsTarget is Nauseated for Critical Rating roundsTarget is Paralyzed for Critical Rating rounds
PsychicTarget has Critical Rating Clouded for 1d4 roundsTarget is Horrified for Critical Rating roundsTarget is Frightened for Critical Rating rounds
RadiantTarget Dazzled for Critical Rating roundsTarget Blind for Critical Rating roundsTarget permanently Blind
SonicTarget Deafened for Critical Rating roundsTarget Deafened for Critical Rating minutesTarget permanently Deafened
AstralTarget takes 5 Mana Burn per critical ratingTarget is Dazed for Critical Rating roundsTarget is Stunned for Critical Rating rounds
CrushingTarget is Entangled (Anchored) for Critical Rating roundsTarget is Grappled for Critical Rating roundsTarget is Pinned for Critical Rating rounds
Holy / UnholyTarget has Critical Rating Defensive Reduction for 1d4 roundsTarget has Critical Rating Dire Reduction for 1d4 roundsTarget has Disadvantage for Critical Rating rounds
PrimalTarget has Intoxication (Slight) for Critical Rating roundsTarget has Intoxication (Moderate) for Critical Rating roundsTarget has Intoxication (Heavy) for Critical Rating rounds
Primary AlignmentsTarget has Critical Rating Active Reduction for 1d4 roundsTarget has Critical Rating Dire Reduction for 1d4 roundsTarget has Disadvantage for Critical Rating rounds
ShadeTarget is Sickened for Critical Rating roundsTarget gains a number of fatigue steps equal to attacks Critical Rating for a number of rounds equal to the critical rating.The target gains double the attacks Critical Rating in fatigue steps that last until removed. These fatigue steps count as magical and cannot be removed from time alone.
VoidTarget has Confusion for Critical Rating roundsTarget takes Critical Rating in Int damageTarget is Helpless for Critical Rating rounds

Hotstreak Effect Table

The following Hotstreak effects only happen if able, if an affect would be impossible in the situation either nothing happens or reroll, up to GM.

D100Hotstreak Effects
1No Special Effect
2-5Target is Dazzled for 1 round
6-10Target is Sickened for 1 round
11-15Attack bypasses half the DR
16-20Target is Entangled
21-25Target takes attacks damage dice in bleeding
26-30Target is Staggered for 1 round
31-35Target knocked Prone
35-40Attack deals 25 percent damage to enemies adjacent to the target
41-45Target is Disarmed
46-50Attack deals 25 percent more damage
51-55Target is Entangled (Anchored)
56-60Target is Blind for 1 round
61-65Target is Nauseated for 1 round
66-70Target provokes from attacker
71-75Attack deals 50 percent more damage
76-80Target is Stunned for 1 round
81-85Target must make DC 20+Critical Rating Body Save or be knocked Unconscious
86-90Target provokes from all allies
91-95Attack bypasses DR and gives armor Broken state
96-99Attack has an additional .5 multiplier to damage on the strong critical
100Target must make DC 20+Critical Rating Body Save or Die

Critical Fumble Effect Table

The following Critical Fumble effects only happen if able, if an affect would be impossible in the situation either nothing happens or reroll, up to GM.

D100Critical Fumble Effects
1Attacker hits themselves and rolls to confirm a Strong Critical against themselves, this can trigger a Hotstreak.
2-5Attackers weapon is broken, if already broken it is destroyed
6-10Attacker hits nearest ally and rolls to confirm a Strong Critical against them
11-15Attacker provokes from all enemies threatening them
16-20Attackers ally within range is Nauseated for 1 round
21-25Attacker falls Prone
26-30Attackers nearest ally within attack range is tripped
31-35Attacker provokes from target
35-40Attacker Blind for 1 round
41-45Attacker hits themselves
46-50Attackers nearest ally provokes from target
51-55Attackers nearest ally within range is Blind for 1 round
56-60Attacker Dazed for 1 round
61-65Attacker hits nearest ally
66-70Attacker takes attacks damage dice in bleed
71-75Attacker is Entangled
76-80Attackers nearest ally within range is Sickened for 1 round
81-85Attacker has Disadvantage on next Attack
86-90Attacker drops weapon
91-95Attacker swaps weapons with target
96-99Attacker Dazzled for 1 round
100No Special Effect
A password will be emailed to you.