Dr Lucky

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Organized Play Member. 1,894 posts (1,953 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 10 aliases.


Lantern Lodge

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Is there errata or patch notes for this book? e.g. Nugrah has Pathfinder spells in his stat block.

Lantern Lodge

1 person marked this as a favorite.

What do you folks think of this?

The history of the world.

Once there was nothingness.

The Beginning:
Then The Creator created the world and all the things in it. The Creator created the three tribes, the three people. The People of the Earth were strong and durable, dependable. They spoke to the plants and the animals, life was theirs to steward in all it’s forms. they could also be stubborn and xenophobic. The People of the Air were fast and nimble. The skies, the clouds and all things in them were theirs to shepherd. They could also aggressive and boastful, prone to fighting. The People of Magic were bright and inventive. They excelled at magic and could make the impossible possible, theirs were the secrets of magic to harness. They could also be greedy and overbearing, assuming that others were beneath them.

The War of the Tribes:
These three people lived in peace for a time, each doing their part to help the others. One day a dark time came, the Earth People refused to provide food for the other two. The Air People became violent and expansionist. The Magic People demanded rulership over the others. This division ruined their homeland and forced them to seek another. There they agreed to put their disputes aside and work together again. The Creator was pleased by their decision and took form to guide and teach them in the stewardship of their new lands. In time The Creator felt he had done all he could to aid his people so he returned to whence he had come.

The New Homeland:
Before leaving His people, who were now three people in one, He appointed a Prince Regent, to settle disputes and lead wisely. The Regent did all that and more for many years.

A lineage of Princes and Princesses Regent arose, creating an established monarchy who ruled, ostensibly in the name of The Creator. Most of these ruled well and all were kindly enough. It was the final prince who truly broke the mold

He had two daughters, one light and one dark, each miraculous in their own different way. Age and rulership had granted considerable magic power to the Prince Regent and as the years passed but he grew no older he saw it as a form of divine favour. His rule became stern and forbidding, his decrees increasingly demanding. His daughters, both kind and loving in heart, came to him and tried to reason with him, trying to show him the error of his ways.

The War of the Three People:
He did not take kindly to this and imprisoned them both. Fearing treachery he grew paranoid and militarised the three people, seeing enemies in every shadow. His rule grew increasingly cruel but the three people believed their Creator had mandated the Prince Regent to rule over them and they felt they could do little to oppose him. His power grew and he seemed to become increasingly godlike. He began to cull those he thought of as betrayers and imprisoned any he felt plotted against him. He created concentration camps for those he felt were useless for anything but backbreaking labour.

He turned his eyes beyond the homeland of the three people and began conquering his neighbours. The two princesses were miserable in their confinement, they could not bear to see the pain and suffering their father had brought to the land and their people. They prayed to The Creator to set right what had gone wrong. The Creator visited them and told them that he could not oppose the Prince Regent for he had stolen some of his power and was now something of a god himself. But he could give all that he had to the two princesses, more than enough power to free themselves and lead their people against the unjust rule of their father.

The Creator would make this sacrifice on behalf of his Three People, and on behalf of the two princesses whose hearts were good and pure. The princesses agreed, and vowed to make good on the faith given to them. They freed themselves with the power of The Creator, now as powerful as goddesses themselves, although not powerful enough to challenge their father.

So began the war of the Three People, with some remaining loyal to the Prince and some following the two princesses. The elder sister fought under a white banner, she was a cunning tactician and an inspiring leader. The younger sister fought under a black banner, she was a fearsome warrior, never matched on the field of combat. The war raged for years, going around and around, incredible victories and terrible losses one after the other. The princesses steadily gained power and support, whereas their father had to rely on his power and intimidation to rally his loyalists to his side.

In the end the two sisters were victorious, they destroyed their father’s army and took his capitol. When they entered the palace they found him alone, deserted by any who used to follow him. They ordered their own followers out and spoke with their father for the first time since he had imprisoned them. None knew what was said between them but only the princesses emerged from the palace. Some say they slew their father, other claimed they exiled him or imprisoned him, but all they knew for certain was that the princesses swore to the crowds of the liberated city and their assembled armies that the war was over and that the Prince Regent had received his justice and would never trouble them again.

The New Era:
The princesses ascended to twin thrones that day, one of gold and one of silver. They established a co-rulership with the elder ruling during the day and the younger ruling by night. Together they worked to heal the land and the Three People Who Are One of the terrible hurts they had suffered during the war.

Which is where you come in, your people need you, your Queens need you

Character Creation:

20 point Creation
Must choose one of the Races of the Three People (see below)
Must choose from the Basic and Advanced classes (Core Rules and Advanced Players Guide only for now, nothing newer or third party)
Any Cleric must venerate one of the aspects of the two Goddesses

I run my games here on the Paizo forums, from Monday to Friday during business hours EST.
I use Ditzie for mapping, but I plan on running this game map lite, in an effort to reduce fussing over minor tactical matters and emphasize roleplay

no abilities below 8 after adjustments or above 18 before adjustments, no evil characters, average gold, maximum hit points at 1st level and then half+1 (d8 is 5, d12 is 7, etc.) for other levels, one regular trait and one campaign trait.No drawbacks. character submissions must include some idea of character appearance, background, personality

The Mark of the Creator:

Mark of The Creator, all of the three people are born with a birthmark that is said to foretell their destiny and provide some hint as to their vocation. While not always obvious once a person has deciphered their birthmark it provides a lasting pillar to their identity and destiny.

Races of the Three People:


  • The People of the Earth:

    Type:Humanoid
    Size:Medium
    Language: Common
    Mark of the Creator: Bonus Feat: Skill Focus

    +2 Strength, +2 Constition
    Speak with Animals
    Speak with Plants
    Dual Minded
    Toughness

  • The People of the Air:

    Type:Humanoid
    Size:Medium
    Language: Common
    Mark of the Creator: Bonus Feat: Skill Focus

    +2 Dexterity, +2 Wisdom
    Wings
    +2 Perception
    Cloudwalk

  • The People of Magic:

    Type:Humanoid
    Size:Medium
    Language: Common
    Mark of the Creator: Bonus Feat: Skill Focus

    Arcane Focus: Magic Mark
    Mage Hand
    One other spell
    +4 intelligence, -2 Constitution, -2 Wisdom
    Skill Bonus: +2 Spellcraft

The two Goddesses:

Once they obtained their divine mantle the sisters were able to share some of their powers with their followers. It didn’t take long for cults to spring up around them. It’s important to note that the sisters were born mortal and at heart still see themselves this way. As such they do not endorse their own worship. They see the power they lend their clerics and paladins as no more than empowering those who would serve them. They do not actually inform the doctrine or the cults that worship them, preferring to let each decide for themselves what is true and what is divine. In their hearts they regard The Creator as the only true deity of the Three People. As the only living creatures to have met The Creator in person, and the last, they are saddened that so few keep faith in The Creator and often feel awkward about being worshipped themselves.

Godly Aspects:

Aurora as wise ruler Sophia LG
Community
Knowledge
Nobility

Aurora as Infernus, the devastating fire LE
Fire
Magic
Glory

Umbra as Arma the defender CG
Protection
Strength
Luck

Umbra as Terririx, bringer of fear
Darkness
Destruction
War

Campaign Traits:

Armies:
White legion
You served under the white banner during the war.
+2 to bluff and you do not provoke OAs for the first square of any movement.

Black legion
You served under the black banner during the war.
Proficiency in one weapon of your choice and low light vision.

Red legion
you served under the red banner during the war.
+2 vs fear and intimidation effects (either to roll or dc to resist). One suit of armour of your choice. This armour clearly marks you as a former member of the red legion, which does not automatically make you a pariah, but it doesn’t help

Rank:
Soldier
You know where the old soldiers gather to drink and talk. You are always welcome there and given an hour’s time you gain a +2 bonus to diplomacy for the purpose of gathering information.

Officer
Yous commission had yielded financial rewards, perhaps from connections to other officers or high society, you begin with an extra 500gp. You still command some respect around former and current soldiers and can expect to be obeyed, but you yourself will ultimately have to answer to your superior.

Dignitary
your position was slightly beyond the normal military context. Perhaps you were a diplomat, merchant or scientist. Your position was important but did not often bring you to the front lines. You still retain your contacts and can at any time deliver a message to some powerful connection. the benefits of their aid are up to the gm, but could potentially be far reaching

Speciality:
Medic
+2 heal, always a class skill

Combat
+2 cmb

Chaplain
1 extra divine spell slot of first level per day

Scout
+5ft movement speed with in light or no armour

Assassin
+2 stealth, always a class skill

Magister
1 extra arcane spell slot of first level per day
Armies:
White legion
You served under the white banner during the war.
+2 to bluff and you do not provoke OAs for the first square of any movement.

Black legion
You served under the black banner during the war.
Proficiency in one weapon of your choice and low light vision.

Red legion
you served under the red banner during the war.
+2 vs fear and intimidation effects (either to roll or dc to resist). One suit of armour of your choice. This armour clearly marks you as a former member of the red legion, which does not automatically make you a pariah, but it doesn’t help

Rank:
Soldier
You know where the old soldiers gather to drink and talk. You are always welcome there and given an hour’s time you gain a +2 bonus to diplomacy for the purpose of gathering information.

Officer
Yous commission had yielded financial rewards, perhaps from connections to other officers or high society, you begin with an extra 500gp. You still command some respect around former and current soldiers and can expect to be obeyed, but you yourself will ultimately have to answer to your superior.

Dignitary
your position was slightly beyond the normal military context. Perhaps you were a diplomat, merchant or scientist. Your position was important but did not often bring you to the front lines. You still retain your contacts and can at any time deliver a message to some powerful connection. the benefits of their aid are up to the gm, but could potentially be far reaching

Speciality:
Medic
+2 heal, always a class skill

Combat
+2 cmb

Chaplain
1 extra divine spell slot of first level per day

Scout
+5ft movement speed with in light or no armour

Assassin
+2 stealth, always a class skill

Magister
1 extra arcane spell slot of first level per day

Need to add domain powers to the Aspects and Translate the Races back out of Race builder-speak.

Also I'm not 100% content with the flying mechanic of the Air people. I've seen where some people attach a level based penalty to the fly skill. So inherently skilled fliers (stacked characters can fly very well at the beginning, but others who do not invest in it are not so skilled. This way a characters flying ability increases with level, or rather the penalty decreases.

Lantern Lodge

1 person marked this as a favorite.

That night you all have a dream, and I'm including Natalya in this because she did sleep in the temple as well. You find yourselves flying over the land, above the treetops. You are flying northwest and you soon you pass over the forest and find yourselves above plains.

There you see a barrow mound, with a stone door built into the side of it. The door is decorated with barbarian runes and sigils, some seeming to depict tigers, in particular their mighty claws, but near the center of the door there is a dark purple stain, like that of a dark berry juice.

You can tell just by looking at this stain, in the way that one knows things in dreams, that there is something wrong, some unnatural taint here.

Next morning you all awake with a feeling of unease. Off to Oleg's then?

Lantern Lodge

1 person marked this as a favorite.

So, for now we'll give these critical rules a shot. If they don't work, we'll drop them.

Critical hits and fumbles:

These Critical Hit and Fumble charts are taken, with some modification, from the card decks released by Paizo.

Critical hits no longer need to be confirmed. When a critical threat is scored, it is automatically successful. Upon scoring a critical hit, a result is generated by rolling a d52 against an appropriate table based on the damage type of the attack (bludgeoning, piercing, or slashing). For magical attacks that can score critical hits, the Magic table is used. The number of results generated is determined by the critical hit multiplier of the attack, for a x2 one result is generated, for a x3 multiplier two results are generated. The player then accumulates the damage multiples from al the results, but only chooses one effect to apply to the target.

For Example: A Fighter scores a critical hit with a Greatsword. a d52 is rolled once with a 34 as the score, resulting in double damage and a free chance to either grapple the target or bind his weapon. If the fighter in question had been wielding a weapon with a x3 multiplier, a d52 would have been rolled twice. Had this been the case and a 7 rolled for the second result, the player would have the choice of the free grapple check or causing the target to become bewildered and losing 2 from their AC temporarily. Since two results were generated with double damage, the damage of the attack is tripled, rather than quadrupled.

Fumbles are handled similarly, when a natural 1 is rolled on an attack a d52 is rolled and checked against the appropriate critical fumble table based on the type of attack (melee, ranged, natural, or magical). In most cases only a single result will be generated for a critical fumble.

Critical hits and critical fumbles can optionally be transferred to Action Points. A critical hit adding one to the action point total of the character and a critical fumble being negated by an action point. This also allows a player to spend an action point to generate an automatic critical effect on a hit.

DEFINITIONS

Bleed
Effects that cause Bleed damage 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 DCs
Unless otherwise noted, the DC for any save is equal to 10 + 1/2 Character Level or Hit Dice + the Attribute Modifier used in the attack. Saves apply only to effects, not base weapon damage.

Until Healed
Always refers to addition damage or bleed effects, not the weapon (or spell) damage.

Bludgeoning Critical Hits:

1. Shattered Hand - Normal damage and 1d2 Con and Str damage. Hand uselss until healed
2. Rattled - Normal damage and target is confused for 1d3 rounds (Fort negates)
3. Thunder Strike - Double damage and target is deafened for 1d4 rounds
4. Lights Out - Normal damage and target is blinded for 1d3 rounds
5. Crushed Trachea - Normal damage and target cannot breathe or speak DC 20 Heal check ends condition
6. Split Open - Double damage and 1d4 bleed
7. Feeble Parry - Double damage and target is disarmed (1 item)
8. Surprise Opening - Double damage and one free attack against the target with a -5 penalty
9. Back Breaker - Double damage and 1d6 Dex damage
10. Terrible Bruise - Double damage and 2d6 nonlethal damage
11. Broken Leg - Normal damage and 1d4 Con and Dex damage. Target's speeds are reduced by half until healed
12. Spun Around - Normal damage and target is flat-footed for 1 round
13. Where Am I? - Normal damage and target is stunned for 1 round
14. To Your Thinky Bits - Double damage and 1 Int bleed (Fort negates save each round)
15. Crunch - Double damage and target is nauseated for 1 round (Fort negates)
16. Armor Dent - Double damage and 2d6 damage to metal armor (ignore hardness)
17. Breathless - Normal damage and target is exhausted for 1d4 rounds
18. Mace to da Face - Normal damage and target dazed and blinded for 1 round
19. Tiring Blow - Double damage plus target is fatigued
20. Concussion - Normal damage and 1d2 Int and Wis damage
21. Ruptured Spleen - Normal damage and 1d6 bleed. This bleed can only be cured with magic
22. Solid Blow - Triple damage
23. Crumpling Blow - Double damage and target is knocked prone
24. Collapsed Lung - Normal damage and target is staggered for 1d6 rounds
25. Flat Foot - Double damage and 1 Dex damage and target's speeds are reduced by 5 feet until healed
26. Skull Crush - Double damage and 2d6 Int drain (Fort half)
27. And Stay Down! - Normal damage and target is knocked prone and stunned for 1 round (Fort negates stun)
28. Bone Masher - Normal damage and either 1d3 Dex damage and halve speed (leg) or 1d3 Str damage (arm). Limb useless until healed
29. 2 for 1 - Double damage to target and normal damage to adjacent target
30. Crushed Intestines - Normal damage and 1d4 Con bleed (DC 15 Fort negates, save each round)
31. Numbing Blow - Normal damage and 1d4 Dex damage and target is disarmed (1 item, Ref negates drop)
32. Roundhouse - Normal damage and a free attack against adjacent foes at the same bonus
33. Staggering Blow - Normal damage and double nonlethal damage
34. My Teef! - Normal damage and 1 Con damage. Target loses bite, gains 20% spell failure chance for verbal spells
35. Earth Rumble - Normal damage and a free trip attempt versus target and all adjacent enemies
36. Pimp Slap - Normal damage and target dazed for 1d4 rounds
37. Cracked Rib - Normal damage and 1d3 Con damage and target is fatigued
38. Box the Ears - Normal damage and target deafened for 1d4 hours
39. Bell Ringer - Normal damage and 1d2 Int damage and sickened for 1d4 rounds
40. Momentum - Double damage and +2 on all your attack rolls for 1 round
41. Broken nose - Normal damage and 1 Cha damage and 1 bleed
42. Broken Ribs - Double damage and target cannot heal naturally for 1d4 days
43. Knockback - Double damage and target is pushed 1d6 squares directly away
44. Low Blow - Normal damage and target is sickened for 1d6 rounds
45. Brained - Double damage and target can take only one move or standard action next round
46. Shield Smack - Double damage and target's shield is disarmed
47. I See Stars - Normal damage and target takes a 20% miss chance for 1d4 rounds
48. Nighty Night - Normal damage and target is unconscious for 1d4 rounds (Fort negates)
49. Cracked Knee - Normal damage and 1d2 Dex damage. Target's base land speed reduced to 10 feet until healed
50. What's Going On? - Double damage and 1d4 hours of target's memory erased
51. Crushed Toe - Normal damage and 1d4 Dex damage. Target's land speed is halved until healed
52. Off Balance - Normal damage and target provokes attacks of opportunity from all threatening opponents

Piercing Critical Hits:

1. Leg Wound - Double damage and target's land speed is halved for 1d4 rounds
2. Grazing Hit - Normal damage and target is stunned for 1 round
3. Knockback - Double damage and target is pushed 1d6 squares directly away
4. Vulnerable Spot - Normal damage and target takes 1d4 ability damage of your choice
5. Bleeder - Double damage and 1d6 Bleed
6. Heart Shot - Triple damage and 1 Con bleed
7. Deep Wound - Double damage and target is nauseated for 1 round (Fort negates)
8. Ragged Wound - Normal damage and 1d8 bleed
9. Sucking Chest Wound - Double damage and target is exhausted (Fort negates)
10. Lodged in the Bone - Double damage and 2 bleed. This bleed requires a DC 20 Heal check to stop
12. Pinned Arm - Double damage and one arm cannot move (DC 20 Str or Heal to be freed)
13. Punctured Lung - Double damage and target begins to drown 3 round later. DC 20 Fort save each round to end effect
14. Ventilated - Double damage and 2d6 nonlethal damage
15. Hand Wound - Normal damage and 1d2 Dex damage. -4 penalty on all rolls using that hand until healed
16. Pinhole - Double damage and 1 bleed. Target takes 1 additional bleed each round until healed
17. Perfect Strike - Triple Damage
18. Nerve Cluster - Normal damage and target is stunned for 1d6 rounds (Fort save each round to act)
19. Penetrating Wound - Double damage and ingore DR
20. Kidney Piercing - Double damage and target sickened for 2d4 round (Fort negates)
21. Achilles Heel - Normal damage and 1d2 Dex damage. Target's speeds are reduced by half until healed
22. Spinal Tap - Normal damage and -4 penalty on attack rolls, skill checks and ability checks for 1d4 rounds
23. In a Row - Double damage to target and normal damage to adjacent target
24. Blown Back - Double damagen and target is knocked prone
25. Appendicitis - Double damage and target is poisoned (treat as greenblood oil)
26. Javelin Catcher - Double damage and 1d6 bleed if from ranged attack
Momentum - Double damage and +2 on all your attack rolls for 1 round
27. Cheek Pierced - Normal damage and 1d4 bleed. Target gains 50% spell failure chance for verbal spells until healed
28. Calf Hole - Normal damage and 1d4 Dex damage
29. Painful Poke - Double damage and target can take only one move or standar action until next round
30. Pierced - Double damage and target is dazed for 1 round
31. Tenacious Wound - Normal damage and 1d2 Con damage. Target does not heal this damage naturally
32. Muscles Severed - Normal damage and 1d6 Dex and 1d6 Str damage
33. Infection - Double damage and target contracts filth fever (Fort negates)
34. Overreaction - Normal damage and target provokes attacks of opportunity from all threatening opponents
35. Spun Around - Normal damage and target is flat footed for 1 round
36. Eye Patch for You - Triple damage and 1d2 Con drain. -4 Spot, Search and ranged attacks until healed
37. Forearm Piercing - Double damage and target is disarmed (1 item)
38. Clean Through - Normal damage and 1d6 bleed and 1 Con drain
39. Surprise Opening - Double damage and one free attack against the target with a -5 penalty
40. Organ Scramble - Double damage and 1d6 Con damage
41. Deep Hurting - Double damage and target is fatigued
42. Tongue Piercing - Normal damage and 1 Con damage. Target gains 50% spell failure chance for verbal spells until healed
43. Shoulder Wound - Double damage and 1d2 Str and Dex damage
44. Left Reeling - Double damage and target takes a -2 penalty to AC for 1d4 rounds
45. Elbow pierced - Double damage and target drops whatever is being held (1 item)
46. Bicep Wound - Normal damage and 1d4 Str damage
47. Nailed in Place - Double damage and target cannot move (DC 20 Str check negates)
48. Guarded Strike - Double damage and +4 to your AC for 1 round
49. Right in the Ear - Normal damage and 1 Int damage and 1 bleed
50. Chipped Bone - Double damage and 1 Dex damage
51. Stinger - Normal damage and target is sickened for 1d6 rounds
52. Nicked an artery - Normal damage and 2d6 bleed

Slashing Critical Hits:

1. Carve your Initials - Normal damage and target suffers from humiliation and may only attack you (Will negates)
2. Missing Digits - Normal damage and target looses 1d3 fingers and takes 1 Con and Str drain (Fort negates)
3. Hack and Slash - Double damage and all critical threats against target automatically confirm for the next 3 rounds
4. Stand Aside - Double damage and push target 1 square in any direction
5. Severed Tendon - Normal damage and 1d6 Dex damage
6. Decapitation - Double damage and death (Fort negates)
7. Bewildering Display - Double damage and target takes a -2 penalty to AC for 1d4 rounds
8. Long Gash - Normal damage and 8 bleed. A successful Heal check cuts the bleeding in half, rather than ending it
9. Shattered Jaw - Normal damage and 1 Con damage. Target cannot speak or bite until healed
10. Hamstring - Normal damage and 1d2 Dex damage and target is knocked prone
11. Brow to Chin - Normal damage and 1 Con and Cha damage. -2 penalty on Spot, 1 Search and ranged attacks until healed
12. Gut Slash - Double damage and 1d4 bleed. Target cannot swallow whole
13. Wing Tear - Double damage and target loses flight if it uses wings
14. Missing Ear - Normal damage and 1 Cha drain. -4 penalty on Listen check until healed
15. Wide Open - Normal damage and target provokes attacks of opportunity from all threatening opponents
16. We've Got a Bleeder - Normal damage and 2d6 bleed
17. Throat Slash - Normal damage and 2d6 bleed. Target cannot talk or breathe while bleeding
18. Parrying Strike - Double damage and +4 to your AC for 1 round
19. Lean into the Blow - Triple damage, but you drop your weapon
20. Flay - Normal damage plus 1d6 Str damage
21. Paper Cut - Normal damage and -4 penalty on attack rolls, skill checks and ability checks for 1d4 rounds
22. Severed Hand - Normal damage and target loses hand and takes 1d3 Con and Str drain (Fort negates)
23. Flat Blade Thwack - Triple damage but all damage is nonlethal
24. Surprise Opening - Double damage and one free attack against the target with a -5 penalty
25. Broad Swipe - Normal damage and 1d8 bleed
26. Disembowel - Double damage and 1d4 Con damage and 1d6 bleed
27. Sapping Slash - Double damage and target is fatigued
28. Rupture Abdominal Cavity - Double damage and 1 Con bleed
29. Muscle Wound - Double damage and 1d2 Str damage
30. Fingertipped - Normal damage and 1 Dex damage. Target cannot use one hand until healed
31. Bad Parry - Double damage and target is disarmed (1 item)
32. Nerve Slice - Double damage and target can take only one move or standard action next round
33. Weapon Strike - Double damage and normal damage to target's weapon
34. Tangled - Double damage and you may automatically grapple the target
35. Momentum - Double damage and +2 on all your attack rolls for 1 round
36. Lip Cut - Double damage and 1 bleed. Target gains 20% spell failure chance for verbal spells until healed
37. Gory - Normal damage and target is sickened for 1d6 rounds
38. Across the Eyes - Normal damage and target permanently blinded (Ref negates)
39. Ugly Wound - Normal damage and 1d3 Cha damage and 1 Cha drain (Fort negates drain)
40. KnockBack - Double damage and target is pushed 1d6 squares directly away
41. Pain and Simple - Double damage and 2d6 nonlethal damage
42. Cut Straps - Double damage and double armor check penalty until fixed (DC 15 Craft)
43. Severed Spine - Double damage and 3d6 Dex damage (Fort halves)
44. Overhand Chop - Double damage and 1d4 bleed
45. Delayed Wound - Normal damage and target takes bleed damage equal to your normal damage
46. Brow Cut - Normal damage and 1d4 bleed. Target blinded while bleeding
47. Leg Swipe - Double damage and target is knocked prone
48. Terrible Gash - Double damage and 1 Cha drain
49. Shield Cleave - Double damage and normal damage to target's shield
50. Armor Damage - Double damage and normal damage to target's armor
51. Swing Through - Double damage and one free attack against an adjacent foe at the same bonus
52. Spun Around - Normal damage and target is flat-footed for 1 round

Magic Critical Hits:

1. Time Vortex - Normal damage and target vanishes, reappearing 1d4 rounds later
2. Maximum Effect - Maximize all spell variables
3. Draining Spell - Double damage and target randomly loses one spell or one use of a spell-like ability
4. Wild Surge - Normal damage and normal damage of a random energy type
5. Excruciating - Normal damage and target is sickened for 1d6 rounds
6. Terrifying Display - Normal damage and target frightened for 1d4 rounds (Will negates)
7. Dispelling Aura - Normal damage and dispel magic on the target
8. Concussive Spell - Double damage and 1d4 bleed
9. Knockback - Double damage and target is pushed 1d6 squares directly away
10. I Love You, Man - Normal damage and target is charmed for 3 rounds (Will negates)
11. Electrocuted - Double damage. If electricity spell, target stuneed for 1d4 rounds
12. Hypnotic Link - Double damage and you may give the target 1 suggestion (as the spell. Will negates)
13. Frozen - Double damage. If cold spell, target takes 1d4 Dex damage
14. Side Effect - Double damage and you become invisible for 1d4 rounds
15. Turned Around - Double damage and target can take only one move or standard action next round
16. Stunned - Normal damage and target is stunned for 1 round
17. Call of the Wind - Double damage or triple damage to animals, fey, magical beasts, and vermin
18. Petrified - Normal damage and target is petrified for 1d4 hours (Fort negates)
19. Pretty Colors - Double damage and target is dazzled for 1d4 rounds
20. Nerve Damage - Normal damage and target is slow for 1d6 rounds
21. Arcane Blast - Double damage and 2d6 random energy damage (Reflex half)
22. Planar Rift - Normal damage and target sent to a random plane (Will negates)
23. Eyeburn - Normal damage and target blinded for 1d4 rounds (Fort negates)
24. Intense Strike - Double damage and ingore energy resistance (but not immunity)
25. Transposition - Double damage and you and target switch places
26. Light Blast - Double damage and target is blinded for 1 round
27. Conduit - Double damage and target takes a -4 penalty on saves vs your spells for 1d6 rounds
28. Lingering Magic - Normal damage this round and half damage each round for 1d4 rounds
29. Allergic Reaction - Double damage and 1d4 damage to a random ability score
30. Arcane Glow - Double damage and target glows like faerie fire for 1d6 rounds
31. Combustion - Double damage. If fire spell, target catches fire, taking 2d6 fire damage per round until extinguished
32. Unnatural Selection - Double damage or triple damage to aberrations and outsiders
33. Corrosive - Double damage. If acid spell, target takes 2d6 acid damage for 1d4 rounds
34. Funny Bone - Double damage and target spends 1 round laughing (as hideous laughter spell, Will negates)
35. Phased - Double damage and target is incorporeal for 1d3 rounds (Will negates)
36. Life Leech - Normal damage and 1 negative level (Fort negates after 1 day)
37. Siren Song - Double damage or triple damage to giants, humanoids and monstrous humanoids
38. Distraction - Double damage and an illusion appears to attack foe, flanking him for you for 1d6 rounds
39. Arcane Goo - Normal damage and target is entangled (DC 20 Str or Escape Artist to be freed)
40. Hoarder's Wrath - Double damage or triple damage to dragons
41. Mind Cloud - Double damage and target is dazed for 1 round
42. Elemental Call - Normal damage. If elemental spell, Medium elemental appears to serve for 1d4 rounds
43. Splash Spell - Normal damage and half damage to all adjacent targets
44. Olfactory Overload - Double damage and target loses scent and blindsense for 1 day
45. Cut off from Magic - Normal damage and target cannot cast spells or use spell-like abilities for 1d4 rounds
46. Aura of Protection - Double damage and +4 to your AC for 1 round
47. Vulnerability - Double damage and if the spell did elemental damage the target is now vulnerable to that element for 3 rounds
48. Roaring Spell - Double damage and target is deafened for 1d4 rounds
49. Returning Spell - Double damage and spell is not lost
50. Power Surge - Triple damage
51. Vampiric Magic - Normal damage. You are healed the same amount
52. Shrink Ray - Normal damage and target is reduced for 3 rounds (as Reduce person, Will negates)

Melee Fumbles:

1. Butterfingers - Drop your weapon
2. Catch your breath - You can only take a move action next round
3. Stuck - Your weapon is stuck in a nearby surface. DC 20 Str check to free it
4. Backswing - The attack deals damage to you instead of the targe
5. Slipped - You are knocked prone
6. This sword is too heavy - You are fatigued
7. Awkward Attack - You take -2 penalty to AC for 1d4 rounds
8. Overextend - You provoke an attack of opportunity from all adjacent opponents
9. Pulled Muscle - You take 1d4 points of Str damage
10. Fling - You drop your weapon and it lands 1d6 squares away in a random direction
11. Broken Blade - Your weapon is destroyed (Ref Negates) Magic weapons use their own save bonus (DMG 214)
12. Notched - Your weapon takes 1d6 points of damage, ignoring hardness
13. Parry! Dodge! Spin! Thrust! - You are dazed for 1 round
14. Hand it over - Your target gains possession of your weapon (Ref Negates)
15. Shield Crash - Your attack deals damage to your shield
16. Winded - You are exhausted (Fort negates)
17. Wide Open - You are flat-footed for 1 round
18. Critical Mistake - The attack hits you and is a critical threat. You must roll to confirm the critical hit
19. Strain - You take 1d4 points of Dex damage
20. Too Much Stuff - You become entangled in your gear until you spend a standard action to free yourself
21. Spinning Swing - You are sickened for 1d4 rounds
22. I told you it was sharp - You take 1d6 points of bleed
23. Pin Prick - You take 1 point of bleed
24. Off Balance - You take a -4 penalty on all attack rolls for 1 round
25. Sorry - Your attack hits an ally adjacent to you or the target
26. Bonk - You are stunned for 1 round (Fort Negates)
27. Catastrophic Failure - You fall unconscious for 1d6 rounds (Will negates)
28. Pointy End Goes There - You take 1 point of Con damage
29. Broken Haft - Your weapon loses reach. You have a -4 penalty on attack rolls with it until repaired (DC 20 Craft check)
30. Fog of War - You threaten no square for 1d6 rounds
31. Go For The Eyes - You are blinded for 1 round
32. Punt - Your weapon flies 2d6 squares in a random direction
33. Bad Grip - Your weapon deals nonlethal damage for the next 3 rounds
34. Who Was That - You are dazed for 1d3 rounds
35. You Meant to do That - Move 10 feet in a random direction and provoke attacks of opportunity as normal
36. Eat Dirt - You fall prone and are blinded for 1d3 rounds (Fort Negates)
37. Second Thoughts - You are sickened for 1d6 rounds
38. Attack the Darkness - All your enemies have concealment from you for 1d4 rounds
39. Wait! What? - You are confused for 1 round
40. Wrong End - If you're using a slashing weapon, you take 1d6 points of damage and 1 point of bleed
41. Vibration - If you're using a bludgeoning weapon, you take 1d3 of Str damage and drop your weapon
42. No Way - Your attack hits the target, but deals minimum damage
43. Funny Bone - You drop whatever is in your off hand
44. Bent - You take -4 penalty on all attacks with this weapon until it is repaired (DC 20 Craft Check)
45. All or Nothing - You take a -1 penalty on attack rolls until you score a critical hit
46. Surrounded by Foes - Your attack hits an ally within reach and is a critical threat. You must roll to confirm the critical hit
47. On the Receiving End - The attack deals damage to you instead of the target
48. Bohemian Earspoon - You are deafened until healed (DC 15 Heal Check)
49. Better to Give - You attack damages you instead. Use your target's Str modifier
50. Cutter - You take 1 point of Str bleed
51. This is Bad - You take an amount of bleed equal to your Str bonus (minimum 1)
52. Armor Smash - Your attack deals damage to your armor

Ranged Fumbles:

1. Mix it Up - You are unable to make ranged attacks for the next 1d6 rounds
2. Aim Carefully Next Time - For 3 rounds, you must spend a full round action to make a single attack
3. Don't Hit Me! - For 3 rounds, you take an additional -2 penalty on ranged attacks for each ally in melee combat with your target
4. Phantom Wind - You compensate for a breeze which isn't there. You take -2 penalty on ranged attack rolls for 3 rounds
5. Recoil - You move backward 1 square and fall prone
6. Amazing Miss - You are stunned for 1 round (Fort negates)
7. Not My Pony - Your attack hits the nearest allied animal or mount
8. Double Miss - You use twice as much ammunition on this attack
9. Close to the Ear - You are deafened until healed (DC 15 Heal Check)
10. Insecure - You take a -1 penalty on attack rolls for 1d4 rounds or until you score a critical hit
11. In the Line of Fire - Your attack hits the nearest ally and is a critical threat. You must roll to confirm the critical hit
12. Lowered Guard - You provoke attacks of opportunity from all threatening foes
13. Weapon Jam - If using a projectile weapon it does not function. Spend 1 standard action to clear
14. Um, oops - The attack deals damage to you instead of the target
15. What are the Odds? - If you made a thrown attack, you hit the target, but the weapon ends up in the target's possession
16. Lost Grip - You can only take a move action next round
17. Pinch in Parts - You take 1d6 points of damage
18. So much Blood - You are sickened for 1d6 rounds
19. Huh? - You are confused for 1 round
20. Seeing Double - All your attacks have a 50% miss chance for 1 round
21. Midjudged the distance - All attack rolls beyond the first ranged increment have triple the normal distance penalty for 3 rounds
22. Overcompensate - All targets with cover gain an additional +4 bonus to AC against you for 3 rounds
23. Friendly Fire - Your attack hits your ally closest to the target
24. Lost the Target - You take a -4 penalty on all attack rolls for 1 round
25. Shot Your Foot - You take 1d2 points of Dex damage and your speed is reduced by half until healed
26. Overthrow - If attack was made with a thrown weapon, the weapon travels 5 times its range increment in a random direction
27. Tunnel Vision - For the next 3 rounds, you have a +1 bonus on attack rolls, but you flat-footed
28. All Thumbs - You lose your Dex bonus on attack rolls for 3 rounds
29. Bull's Eye - Your shot ricochets and hits you near the eye. You are blinded for 1 round
30. Bad Alignment - You take -4 penalty on all attacks with this weapon until repaired (DC 20 Craft check)
31. Cracked - Your weapon (not ammunition) takes 1d6 points of damage, ignoring hardness
32. Whoops! - You are knocked prone
33. Tied Up - You become entangled in your gear until you spend a standard action to free yourself
34. Sprain - You take 1d4 points of Dex damage
35. Nicked - You take 1 point of bleed
36. Klutz - You drop your weapon
37. Spilled Ammo - Your ammunition falls from its container and takes 1d6 rounds to gather up
38. Head Rush - You are sickened for 1d4 rounds
39. My Spleeny Bits! - You take 1 point of Con damage
40. Notched Fingers - You take 1d6 points of bleed
41. Torn Tendon - You take 1 point of Dex bleed
42. Broken - Your weapon is destroyed (Ref negates). Magic weapons use their own save bonus (DMG 214)
43. Everything you Got - You are exhausted (Fort negates)
44. Snapped String - If attack was made with a bow or crossbow, the string breaks and requires 1d3 round to fix
45. Wrong Weapon - If you made a thrown attack, you throw a random object from your gear
46. Archer's Elbow - You take a -2 penalty on all ranged attack rolls for 1d4 minutes
47. Wide Open - You are flat-footed for 1 round
48. Backfire - The attack deals damage to you instead of the target
49. Errant Aim - Reroll attack against creature nearest the target (yourself excluded)
50. You'll Shoot Your Eye Out - The attack hits you and is a critical threat. You must roll to confirm the critical hit
51. Arching Back - You are fatigued
52. Awkward Attack - You take -2 penalty to AC for 1d4 rounds

Magic Fumbles:

1. Wild Magic - Roll twice on the Rod of Wonder table (DMG 237)
2. Magic Fatigue - You cannot cast any spells for 1 round
3. You made Him Stronger - The target gains a +8 enhancement bonus to Str for 1d4 rounds
4. Clatto Verata Necktie - Your attack hits the nearest ally and is a critical threat. You must roll to confirm the critical hit
5. Hit by the Ugly Forest - You take 1 point of Cha bleed
6. The Magic is Gone - You take a -4 penalty to attack rolls until you scare a critical hit
7. Can you hear me now? - You are deafened until healed (DC 15 Heal check)
8. Error! - The attack deals damage to you instead of the target
9. Why Me? You provoke an attack of opportunity from all threatening foes
10. Left Reeling - You are stunned for 1 round (Fort negates)]
11. Nothing to Fear - You are shaken for 2d4 rounds
12. Bleeding Eyes - You take 1d6 points of bleed
13. Acidic Backlash - You take 2d6 points of acid damage
14. Backblast - The attack hits you and is a critical threat. You must roll to confirm the critical hit
15. Arcane Fire - You take 2d6 points of fire damage
16. Electrical Feedback - You take 2d6 points of electricity damage
17. Cursed - You take a -4 penalty on attack rolls, saves, skill checks, and ability checks. This effect can only be cured with remove curse
18. You made him faster - The target is hasted for 1d4 rounds
19. You made him tougher - The target gains DR 5/-for 1d4 rounds
20. Vertigo - You are sickened for 1d4 rounds
21. Apprentice Move - Reroll attack against creature nearest the target (yourself excluded)
22. Not me, You fool! - Your attack hits your ally closest to the target
23. Tiring Spell - You are fatigued
24. Tangled - You become entangled in your gear until you spend a standard action to free yourself
25. Nose Bleed - You take 1 point of bleed
26. Weakened - You take a -2 penalty to all your Spell DCs for 1d4 minutes
27. Poor Trade - The attack hits you but you must lose a spell or slot of the highest available leve (your choice)
28. Distance Rift - You are teleported the nearest square adjacent to the target
29. Mind Drain - You take 1d4 points of damage to Int, Wis, or Cha (determined randomly)
30. Cold Snap - You take 2d6 points of cold damage
31. Caster's Block - You cannot cast this spell for 24 hour
32. You made him bigger - Target increases one size category for 1d4 rounds
33. Weak-Minded Fool - You take 1 point of Wis bleed
34. Power Down - You take 1 point of Int bleed
35. Mental Slip - On his next turn, your target may give you one suggestion
36. Power Transfer - The highest level spell effect on you is transferred to your target
37. Magical Vacuum - 1d3 spell effects active on you are dispelled (determined randomly)
38. Blastoff - You are thrown 1d6x10 feet into the air (or in a random direction if flying) (Will negates)
39. It's Sparkly - You are blinded for 1 round
40. Now I see you...Your target becomes invisible for 1d4 rounds
41. Unexpected Blast - The spell affects all targets within 30 feet of you. You are immune to this effect
42. Jumbled Components - You can only take a move action next round
43. Spell Shield - The target gains SR equal to 11 + your caster level for 1d6 rounds
44. Side Effect - One of your magic items permanently gains a random drawback (DMG 273)
45. This is Hard - You take 1 point of Con damage
46. Magical Smackdown - You automatically fail your next saving throw
47. Reflection - The spell hits you instead of the target (normal saves apply)
48. Monster Rift - Your spell is converted to a summon monster spell of the same level. The monster attacks you
49. Fragmented Magic - 1d4+2 mirror images spring up around your target. These images last for 1 minute or until destroyed
50. How did that happen? - A stinking cloud appears, centered on you
51. Energy Transfer - Lose one randomly determined spell or spell slot. Your target can cast this spell next round
52. Power Drain - You lose one prepared spell or spell slot (determined randomly)

Natural Attack Fumbles:

1. Tripped - You are knoced prone
2. Bruised Ego - You can attack no other target for 1d4 rounds (or until the target is dead)]
3. Awkward Attack - You take a -2 penalty to AC for 1d4 rounds
4. Tiring Attack - You are fatigued
5. Upset Tummy - You are sickened for 1d4 rounds
6. I Bit My Tug - You take 1 point of bleed
7. Muscle Tear - You take 1d4 points of Str damage
8. Stinging Failure - You take 1d6 points of nonlethal damage and a -2 penalty on attack rolls with that attack for 1d4 rounds
9. Smash the Floor - You kick up dust that blinds you for 1d4 rounds (Fort negates)
10. He's Sharp - You take 1d6 points of damage & your Str modifier
11. Torn Muscle - You take 1 point of Str drain (Fort negates)
12. Got Too Close - Your attack hits the target but the target may start a grapple against you for free
13. Off Balance - You can only take a move action next round
14. He Bit Your Fist - The target deals bite damage to you
15. Fist Meets Face - The attack hits you and is a critical threat. You must roll to confirm the critical hit
16. Out of Position - You cannot use this attack for 1 round
17. Wide Open - You are flat-footed for 1 round
18. Bleeding Fist - You take 1d6 points of bleed
19. Twisted - You become entangled in your gear until you spend a standard action to free yourself
20. Stop Hitting Yourself - The attack deals damage to you instead of th target
21. Just a Taste - Your attack hits an ally adjacent to you or the target
22. Overextend - You provoke an attack of opportunity from all adjacent opponents
23. Frustration - You take a -4 penalty on all attack rolls for 1 round
24. Broken Tooth - You take a -2 penalty on attack rolls for 1d6 minutes
25. Not the Weak Point - Your enemy's armor takes 1d6 points of damage. You take 1d6 points of damage and cannot use that attack for 1d3 rounds
26. That Tastes Awful! - If this was a bite attack, you are nauseated for 1d6 rounds
27. Broke a Nail - You take 1d4 points of damage and you cannot use this attack until healed
28. Sprain - You take 1d4 points of Dex damage
29. Overexertion - You are exhausted (Fort Negates)
30. Don't Pick At It - You take 1 point of Con damage
31. We have a Wiener - You fall unconscious for 1d6 round (Will Negates)
32. Whiff - The attack deals damage to you instead of the target
33. Jam a Finger - Your target takes normal damage, you take double damage
34. Caught Your Attack - The target may attempt to trip, bull rush or overrun you (target's choice)
35. Pins & Needles - You are sickened for 1d6 rounds
36. Great Roar - You are deafened until healed (DC 15 Heal Check)
37. Head, Meet Wall - You are dazed for 1d3 rounds
38. Ferocious Fumble - Your attack hits an ally within reach and is a critical threat. You must roll to confirm the critical hit
39. Sneeze! - You are dazed for 1 round
40. Ingrown Nail - You take a -1 penalty on attack rolls until you score a critical hit
41. Whirlwind of Shame - Your attack deals damage to all targets adjacent to you except the original target
42. Battered - You take a -2 penalty on skill checks and saves for 1d4 hours
43. Winds of Change - You threaten no squares for 1d6 rounds
44. Unintentional Move - Move 10 feet in a random direction and provoke attacks of opportunity as normal
45. Eye Strain - You are blinded for 1 round
46. Hangnail - If this was a claw attack, slam or unarmed strike, you cannot use that attack for 1d6 rounds
47. Brutal Collision - Your attack hits, but you are stunned for 2 rounds (For save reduces the stun to 1 round)
48. Pinched Nerve - If you had reach greater than 5 feet, it is reduced to 5 feet for 3 rounds
49. Overthink It - Your target's armor and natural armor bonuses are doubled against you for 3 rounds
50. Punctured Foot - You take 1d3 points of damage and your speed is halved until healed
51. Bone Bruise - You take 1d2 point of Con damage
52. Bad Headbutt - You are stunned for 1 round (Fort negates)

I want to thank the dedicated person who was kind enough to type all of that out so I didn't have. I owe you a drink.