by Tim Wallace
This system combines
the critical hit rules in the Core Rulebook and the called shot system introduced in Ultimate Combat to create a
critical hit system that makes it always rewarding to roll a natural 20 on an
attack roll.
When you make an
attack roll and it threatens a critical hit (depending on your weapon and whether it has the keen weapon ability or you
have the Improved Critical feat) on a roll
less than a natural 20, follow the normal rules for critical hits. If
your attack threatens a critical hit on a roll of a natural 20, roll the
confirmation roll as normal and then roll on the following chart to determine
the location on the target the hit lands.
Chart:
Critical Hit Location
d% Roll
|
Location
|
01-15
|
Head
|
16-30
|
Primary Arm
|
31-45
|
Off Hand Arm
|
46-70
|
Torso
|
71-85
|
Right Leg
|
86-00
|
Left Leg
|
Or you can use this fun image (inspired by
the Dark Heresy RPG character sheets).
Next, roll on the
corresponding location table below to see exactly where the hit lands (a
critical hit to a leg does not require an additional roll to further determine
where the hit lands).
Chart:
Critical Hit to the Head
d20 Roll
|
Location
|
1-5
|
Skull
|
6-8
|
Right Ear
|
9-11
|
Left Ear
|
12-14
|
Right Eye
|
15-17
|
Left Eye
|
18-20
|
Neck
|
Chart:
Critical Hit to the Arm
d6 Roll
|
Location
|
1-4
|
Upper Arm
|
5-6
|
Hand
|
Chart:
Critical Hit to the Torso
d12 Roll
|
Location
|
1-6
|
Chest
|
7-10
|
Vitals
|
11-12
|
Heart
|
If the confirmation
roll is a hit, roll damage a number of times equal to your weapon’s critical
multiplier –1 (i.e. damage from a weapon with a critical multiplier of ×2 is
rolled once instead or twice, damage from a weapon with a critical multiplier
of ×3 is rolled twice instead of three times, et cetera), with all your usual
bonuses, and add the rolls together. If the confirmation roll is a miss, roll
damage as a regular hit. In addition apply one of the following effects based
on where the critical hit landed. If the effect allows for a saving throw, the
DC is equal to your attack roll which initially threatened the critical hit.
Location-Based
Critical Hit Effects
Chest
Confirmed Critical
A critical hit to the
chest deals 1d4 points of Constitution damage and fatigues the target. A successful
Fortitude saving throw (made after the Constitution damage is applied) negates
the fatigue. The creature also suffers the effects of an unconfirmed critical
hit to the chest.
Unconfirmed Critical
An unconfirmed
critical hit to the chest deals no additional damage, but any skill checks
caused by the hit (such as an Acrobatics check while balancing or
a Climb check while climbing) take a –2 penalty.
Ear
(left or right)
Confirmed Critical
A critical hit to the
ear deafens that ear for 2d6 minutes
and leaves the target staggered for 1 round. The target
also suffers the effects of an unconfirmed critical to the ear for that
duration.
Unconfirmed Critical
An unconfirmed
critical to the ear deafens that ear for 1 round, and imposes a –2 penalty
on Perception checks. A creature that loses hearing in all ears is
deafened until hearing is returned by way of the remove blindness/deafness spell
or a similar effect.
Eye
(left or right)
Confirmed Critical
A critical hit to the
eye costs the target sight in that eye for 1d4 minutes. The target also suffers
the effects of an unconfirmed critical to the eye for that duration.
Unconfirmed Critical
An unconfirmed
critical to the eye gives all of the target's foes concealment against its attacks
for 1 round and gives it a –2 penalty on Perception checks. If the
creature only has one functional eye prior to the called shot, it is blinded for 1 round instead.
Hand
(left or right)
Confirmed Critical
A critical hit to the
hand deals 1d4 points of Dexterity damage. In addition, the target drops
anything it is holding in that hand unless it succeeds at a Reflex saving
throw. Items held in two hands aren't dropped, but the target still loses its
grip with the injured hand. The target also suffers the effects of an
unconfirmed critical to the hand for 1d4 minutes.
Unconfirmed Critical
For 1d4 rounds, any
attack rolls, damage rolls, ability checks, or skill checks made using the
wounded hand take a –2 penalty, including attack and damage rolls with
two-handed weapons. In addition, the target takes a –4 penalty to its CMD to
resist disarm attempts, and drops its weapon (if any) on an attack roll result
of a natural 1.
Heart
Confirmed Critical
A critical hit to the
heart pierces the organ, causing exhaustion and 1d4 points of
Constitution bleed damage. A successful Fortitude save reduces this to fatigue and 1 point of
Constitution bleed damage. In either case, stopping the bleeding requires
either regeneration (spell or special ability), magic healing
that heals as many points of damage (from one or more sources) as the original
blow dealt, or a successful DC 20 heal check that takes 1d4 rounds to complete.
A critical hit to the
heart against a vampire made with a piercing
weapon composed entirely of wood leaves the vampire impaled through the heart
by the weapon if it fails its Fortitude save.
Unconfirmed Critical
An unconfirmed critical to the heart is just a normal hit
with no extra effect.
Leg
(left or right)
Confirmed Critical
A critical hit to the
leg deals 1d4 points of Dexterity damage and knocks the target prone. A successful Fortitude
save keeps the creature from falling prone. The creature also suffers the
effects of an unconfirmed critical to the leg for 1d4 minutes.
Unconfirmed Critical
An unconfirmed
critical to the leg lowers the target creature's speed by 10 feet for 1d4
rounds if it has two or fewer legs, and by 5 feet if it has three or four legs.
In either case, the creature's speed cannot be reduced below 5 feet per round. An
unconfirmed critical to the leg has no effect on creatures with five or more
legs. Hitting the same leg more than once has no extra effect, but the speed
penalty for hits on different legs stack. Additionally, any skill or ability
checks involving movement (such as Acrobatics or Swim checks)
take a –2 penalty for 1d4 rounds.
Neck
Confirmed Critical
A critical hit to the
neck deals 1d6 points of bleed damage. In addition, the target must succeed at
a Fortitude saving throw or suffer a crushed windpipe and be unable to breathe
or speak, possibly suffocating. A crushed windpipe
can be repaired by magical healing (from one or more sources) that heals as
many hit points of damage as the original hit dealt, or by a DC
25 Heal check to open up a hole into the windpipe. The latter check
deals 2d6 hit points of damage, and leaves the creature still unable to speak.
If target makes its saving throw, it still suffers the effects of a called shot
to the neck for 1d4 minutes.
Unconfirmed Critical
An unconfirmed
critical to the neck makes speaking above a hoarse whisper impossible for 1
round. Spells with verbal components have a 20% chance of failing outright, as
do attempts to activate command-word items (although for magic items, the use
of the item is not wasted).
Skull
Confirmed Critical
A critical hit to the
skull deals 1d6 points of Intelligence, Wisdom, or Charisma damage (randomly
determine which) and staggers the target for 1d4
rounds. A successful Fortitude saving throw prevents the target from being staggered.
The target also suffers the effects of an unconfirmed critical to the skull for
1d4 minutes.
Unconfirmed Critical:
An unconfirmed
critical to the skull leaves the target sickened for 1d4 rounds.
Upper
Arm (left or right)
Confirmed Critical
A critical hit to the
upper arm deals 1d4 points of Dexterity damage and 1d4 points of Strength
damage. A successful Fortitude saving throw halves the ability damage (minimum
1 point to each attribute). The target also suffers the effects of an
unconfirmed critical to the upper arm for 1d4 minutes.
Unconfirmed Critical
An unconfirmed
critical to the upper arm deals no additional damage, but for 1d4 rounds, any
attack rolls, ability checks, or skill checks made using the wounded arm take a
–2 penalty. A flying creature shot in the wing must make a Fly check
to avoid descending involuntarily.
Vitals
Confirmed Critical
A critical hit to the
vitals deals 1d4 points of Constitution damage. In addition, the target is nauseated for 1d4 rounds and sickened for 1d6 minutes. A
successful Fortitude saving throw negates the nauseated condition. While the
target is sickened from the blow, it cannot run or charge.
Unconfirmed Critical
An unconfirmed
critical to the vitals leaves the target sickened for 1d4 rounds. A
successful Fortitude save reduces this duration to 1 round. While sickened from
the blow, the target cannot run or charge.
Location-Based
Critical Hits and Piecemeal Armor
If you are also using
the piecemeal armor rules (also
introduced in Ultimate Combat), the rules
are the same, except you do not need to be wearing all armor pieces of the same
special material to gain the benefits of a specific piece of armor against a
location-based critical hit. For example, if you are wearing piecemeal armor
including an adamantine plate torso armor piece as a breastplate and red
dragonhide plate arm armor pieces against an opponent wielding a +1 flaming longsword and your opponent
scores a critical hit on your torso then you gain the benefit of DR 2/– against
the critical hit, even though you don’t gain the same benefit against normal
attacks. Similarly, if your opponent scores a critical hit against one of your
arms, the fire damage from his flaming
weapon is negated, even though you don’t gain the same benefit against normal
attacks.
You can use the following image to help you
keep track of where you are wearing what type of piecemeal armor, and what its
benefits are.
Image used under Creative Commons Attribution 3.0 License
(original image).
Updated
Piecemeal Armor Costs
The following rules
are for using some of the special materials introduced in Ultimate Equipment as piecemeal
armor.
In the case of chain shirts, breastplates, agile
breastplates, and any other armor pieces that are treated as a category lighter
when worn alone, to determine the cost of creating that piece of
armor from a special material, use the base armor category (medium in the case
of a chain torso armor piece, and heavy in the case of a plate torso armor
piece) when pricing the item, but in the case of adamantine and similar armors,
the item gains the material benefit of the lighter category (damage reduction
1/— in the case of the chain torso armor piece worn as a chain shirt, or damage
reduction 2/— in the case of plate torso armor piece worn as a breastplate).
Adamantine
Armor pieces made of
adamantine grant their wearers damage reduction of 1/— if they are light armor,
2/— if they are medium armor, and 3/— if they are heavy armor. Adamantine armor
pieces are always masterwork in quality. Armor pieces normally made of steel
that are made of adamantine have one-third more hit points than normal.
Table: Adamantine
Item Costs
Type of Adamantine Item
|
Cost Modifier
|
Medium arm armor piece
|
2,500 gp
|
Medium leg armor piece
|
2,500 gp
|
Medium torso armor piece
|
5,000 gp
|
Heavy arm armor piece
|
2,500 gp
|
Heavy leg armor piece
|
2,500 gp
|
Heavy torso armor piece
|
10,000 gp
|
Dragonhide
If the dragonhide
used to construct this armor comes from a dragon that had immunity to an energy
type, the armor pieces also have immunity to that energy type. A piece of
dragonhide armor costs double the armor piece cost + 100 gp. Alternatively, a
plate torso armor piece can be constructed from dragonhide for 700 gp, and an
agile plate torso armor piece can be constructed from dragonhide for 1,100 gp;
if either is worn alone, it bestows any energy damage immunity possessed by the
dragon to the wearer.
Eel Hide
Leather, hide, or
studded leather armor can be produced with eel hide. Wearing eel hide
grants the wearer electricity resistance 2. Armor crafted from eel hide is
always masterwork quality. Eel hide has the same hit points and hardness as
leather.
Table: Eel Hide Item
Costs
Type of Eel Hide Item
|
Cost Modifier
|
Medium arm armor piece
|
600 gp
|
Medium leg armor piece
|
600 gp
|
Medium torso armor piece
|
900 gp
|
Elysian Bronze
Armor made of Elysian
bronze also protects its wearer against the natural weapons or unarmed strikes
of magical beasts and monstrous humanoids, providing damage reduction as if it
were adamantine (1/— for light armor, 2/— for medium armor, or 3/— for heavy
armor). It does not provide this protection against creatures of other types. Elysian
bronze has the same hit points and hardness as steel.
Type of Elysian Bronze Item
|
Cost Modifier
|
Medium arm armor piece
|
500 gp
|
Medium leg armor piece
|
500 gp
|
Medium torso armor piece
|
1,000 gp
|
Heavy arm armor piece
|
500 gp
|
Heavy leg armor piece
|
500 gp
|
Heavy torso armor piece
|
2,000 gp
|
Fire-Forged Steel
When it is crafted
into armor, heat is channeled away from the wearer, offering some limited
protection. Armor crafted from fire-forged steel grants the wearer fire
resistance 2. Fire-forged steel has the same hit points and hardness as steel.
Type of Fire-Forged Steel Item
|
Cost Modifier
|
Medium arm armor piece
|
500 gp
|
Medium leg armor piece
|
500 gp
|
Medium torso armor piece
|
1,250 gp
|
Heavy arm armor piece
|
500 gp
|
Heavy leg armor piece
|
500 gp
|
Heavy torso armor piece
|
2,500 gp
|
Frost-Forged Steel
When it is crafted
into armor, cold is channeled away from the wearer, offering some limited
protection. Armor crafted from frost-forged steel grants the wearer cold
resistance 2. Frost-forged steel has the same hit points and hardness as steel.
Type of Frost-Forged Steel Item
|
Cost Modifier
|
Medium arm armor piece
|
500 gp
|
Medium leg armor piece
|
500 gp
|
Medium torso armor piece
|
1,250 gp
|
Heavy arm armor piece
|
500 gp
|
Heavy leg armor piece
|
500 gp
|
Heavy torso armor piece
|
2,500 gp
|
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