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
I run my games here on the Paizo forums, from Monday to Friday during business hours EST.
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 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
Umbra as Arma the defender CG
Umbra as Terririx, bringer of fear
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
Red legion
Rank:
Officer
Dignitary
Speciality:
Combat
Chaplain
Scout
Assassin
Magister
Black legion
Red legion
Rank:
Officer
Dignitary
Speciality:
Combat
Chaplain
Scout
Assassin
Magister
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.
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?
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
Save DCs
Until Healed
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. |