Critical Modifications

Critical Hits. All critical hits are at max weapon damage + an additional damage roll adding proficiency and modifiers.     This option is not required, but a GM may decide to up the difficulty of the campaign.     Crits can now inflict additional wounds and issues in the middle of combat by rolling 1d10.  

GM Recomendation

  • Item: Healer's Kit
  Healer's Kits have 5 charges and cost 1 Gold Piece.    

Confirmed Crit Rule.

On Rolls for the 1d10; 1, 9, or 10 requires a second roll on the d10 to Confirm Crit. The number must land on the same value of 1, 9, or 10. Should the GM's creature crit, the same rule applies. Should the crit not confirm the 1, 9, or 10, roll an extra damage die.    

Roll of 1: Loss of limb. (total removal)

Requires Confirm Crit roll.  
Roll 1d4
  • Odds are Upper Body
  • Evens are Lower Body
 
Roll 1d8
  • 1. Left arm/leg at Shoulder/Hip
  • 2. Left arm/leg at the elbow/knee
  • 3. Left arm/leg at the wrist/ankle
  • 4. Left arm/leg loss of fingers/toes (1d10) pick which ones you lose
  • 5. Right arm/leg loss of fingers/toes (1d10) pick which ones you lose
  • 6. Right arm/leg at the wrist/ankle
  • 7. Right arm/leg at the elbow/knee
  • 8. Right arm at Shoulder/Hip
 
How to fix
  • Requires greater restoration spells to replace.
  • Most of the time this is career-ending depending on how bad it is.
 

Rolls 2 & 3: Broken Arm

Roll 1d4
  • Odds - Left
  • Evens - Right
 
How to fix
  • 8 weeks of rest after setting the bone with 2 charges of a Healer's Kit
  • Healing spells such as Greater Restoration
 

Rolls 4-6: Bleeding

  • 2d6 of damage at the end of the inflicting creature's turn.
  • Bleeds can stack.
 
How to fix
  • Healers Kit charge may be used to halt all instances of bleeding for the targeted creature with no check required as 1 (#) Action.
  • Using 1 (#) Action may halt the bleeding if a Wisdom (Medicine) DSDC 15 is hit.
  • Healing potions automatically heal all bleeds for the targeted creature.
  • Healing spells automatically heal all bleeds for the targeted creature.
 

7 & 8: Mobility Loss

  • -10 ft of total movement speed due to a crushing blow to your legs.
  • This can stack
 
How to fix
  • Long Rest
  • Healing spells such as Lessor Restoration
  • Healers Kit charge may be used to fix all instances of mobility loss for the targeted creature as 1 (#) Action.
 

Rolls 9 & 10: Debilitating blow.

  • Gain a -3 in a stat of Proficiency Die
  • 1d6 to determine the stat (1 starts at the top and 6 is at the bottom)
How to fix
  • 8 weeks of rest
  • Healing spells such as Greater Restoration
  • 3 Healers Kit charges may be used to temporarily halt the loss of stat points on the targeted creature for 12 hours as 1 (#) Action.

You risk an Injury if...

  • You suffer a critical hit.
  • You fall unconscious at 0 hit points.
  • Suffer a blow that is 50% of your total Health


Cover image: Landscape 18 by