Formatting is poor. Sorry.
Its very 'humanoid-centric' and requires some thinking on the fly by the DM (had a purple worm 'hamstrung' the other day). Its also quite complicated. Some results have 3 options depending on damage type. I started running out of ideas at the end but I'm not too unhappy with it.
Severe Critical Hit Draft, V.2 (last updated 9/1/09)
Severe Critical Hits: On any roll that indicates a critical hit, against a foe which is susceptible to critical hits, and the confirmation roll is a natural 20, consult the table below. When using a feat or affect that automatically confirms critical hits, make the roll anyways for the chance of a 20.
Permanent damage are removed only with a miracle spell, wish spell, regeneration spell, or when reincarnated into a new body.
Spells or other options that remove certain status effects (sickened, exhausted, etc. ) do not remove these effects. Only those spells above (or other effects that mimic those spells) have any effect on the below consequences.
Bleeding Wounds (X): where x is the number of hit points lost each round. The wound continues to bleed until the individual receives magical healing of at least the amount of X or someone makes a heal check DC 15 + X as a full round action.
Damage Modifier: this is the increase added to the normal critical damage modifier, the increased damage is regardless of saving throw results.
Roll d20:
1.
A. Decapitated! (Slashing); No Save, Immediate Death.
B. Pierced Through Heart! (Piercing) No Save, Immediate Death.
C. Head Caved In! (Bludgeoning) No Save, Immediate Death.
2.
A. Disemboweled! (Slashing): Permanent -1 Fortitude saves. Fort Save DC Damage Dealt:
Failure: Immediate Death
Success: Until the end of the encounter: sickened, -4 on Fortitude Saves, Movement reduced by
½, may not use one arm (Hold those guts in!).
Damage Modifier: +2
B. Pierced Through the Eye! (Piercing): Permanent -2 Spot and Search Checks, -1 to ranged attacks.
Fort Save DC Damage Dealt:
Failure: Immediate Death:
Success: until the end of the encounter you have -4 to hit melee attacks, -8 to hit ranged attacks, -2 to armor class, -2 to reflex saves, -10 to spot and search checks.
Damage Modifier: +2
C. Skull Crushed! (Bludgeoning): Permanent -1 to Will saves. Fort Save DC damage Dealt:
Failure: Immediate Death.
Success: Stunned 1 round followed by dazed 1 round, for the rest of the encounter you have -2 to hit, -4 on all INT and WIS based skills, -4 to will saves, -10 to concentration and balance checks.
Damage Modifier: +2
3.
A. Back Stabbed! (Piercing): Fort Save DC Damage Dealt
Failure: knocked prone, you are helpless on the ground. You may take mental actions, speak, and cast spells or use powers that have only verbal components.
Success: Knocked prone, for the rest of the encounter your movement reduced by ½, you have -4 to hit and damage, 20% spell failure for spells with somatic components, -2 to AC, and -2 to reflex saves
Damage Modifier: +2
B. Spine Slashed (Slashing): See Back Stabbed. Damage Modifier: +1
C. Vertebrae Shattered (Bludgeoning): See Back Stabbed. Damage Modifier: +1
4. A. Lung Pierced! (Piercing): Fort Save DC Damage Dealt:
Failure: Rest of the Encounter you are treated as if exhausted and have -4 on fortitude saves, -6 on CON based skills,
Success: You are exhausted for 1d4 rounds followed by fatigue for the rest of the encounter.
Damage Modifier: +1
B. Torso Gauged! (Slashing) See Lung Pierced above.
Damage Modifier: +1
C. Rib’s Splintered! (Bludgeoning) See Lung Pierced Above.
Damage Modifier: +1
5.
A. Bloody Scalp Wound!(Any): Fort Save DC damage dealt.
Failure: Bleeding Wound (2), while the wound bleeds you have -2 to hit melee attacks, -4 to spot and search, -4 to hit ranged attacks.
Success: as above but Bleeding Wound (1)
6.
A. Face Shredded! (Slashing or piercing): Permanent -4 nonmagical disguise checks, -1 diplomacy, +1 intimidate checks. Fort Save DC damage Dealt:
Failure: For rest of encounter -2 AC, -2 Reflex, -4 to hit rolls on attacks, 50% spell failure for spells with verbal components.
Success: For rest of encounter -1 AC, -1 Reflex, -2 to hit, 25% spell falure for spells with verbal components and no permanent damage.
B. Face Smashed! (Bludgeoning) See Face Shredded Above.
7.
A. Throat Ripped Out! (Slashing or Piercing): Permanent voice change, can’t yell. Fort Save, DC = damage dealt.
Failure: Until end of the encounter; Bleeding Wound (5), can’t speak, can’t cast spells with verbal components, -4 fortitude saves.
Success: Until end of encounter; Bleeding Wound (2), can’t speak, can’t cast spells with verbal components, -2 fortitude saves.
B. Throat Crushed! (Bludgeoning): Permanent voice change, can’t yell. Fort save, DC = Damage Dealt
Failure: for the rest of the encounter you are treated as if exhausted, -4 fortitude saves, movement -10’. You can’t speak or cast spells with verbal components.
Success: For the rest of the encounter you are treated as fatigued, -2 fortitude saves. Movement -5’, You can’t speak or cast spells with verbal components.
8.
A. Arm Mangled!, Primary. (Any). You drop what’s in your hand. Fort Save, DC = damage dealt.
Failure: You can’t use this arm for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, -5 to swim.
Success: For the rest of the encounter; If you wield a weapon in this hand or use a two handed weapon you have -5 to hit and -10 damage, you have -5 climb and -2 swim and a 20% spell failure rate with spells with somatic components.
9.
A. Arm Mangled! Secondary. Primary. (Any). You drop what’s in your hand. Fort Save, DC = damage dealt.
Failure: You can’t use this arm for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, -5 to swim.
Success: For the rest of the encounter; If you wield a weapon in this hand or use a two handed weapon you have -5 to hit and -10 damage, you have -5 climb and -2 swim and a 20% spell failure rate with spells with somatic components. If you are using a shield with this arm you gain only ½ the usual shield bonus.
10.
A. Hand Stabbed! Primary. (Piercing). Drop what’s in your hand. Fort save DC = damage dealt.
Failure: You can’t use this hand for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, disable device, open lock and other skills requiring manual dexterity.
Success: For the rest of the encounter you have -2 to hit and -4 damage with attacks using this hand, you have a 25% spell failure chance with spells with somatic components. You have a -10 penalty to resist attempts to disarm anything in that hand. You have a -5 penalty to climb, disable device and open lock checks.
B. Hand Slashed! Primary (Slashing) As Hand stabbed above.
C. Hand Crushed! Primary (Bludgeoning): As Hand Stabbed Above.
11.
A. Leg Pierced! Secondary (Piercing). Fall Prone. Fort save DC = damage dealt.
Failure: Until the end of the encounter your land speed is to 5’. You can’t run or charge. You have -5 to swim, climb, and jump checks. You have a -2 penalty to AC and damage rolls. You have -5 to checks to resist trip, trample, overrun or bull rush attacks. You may not set a spear to receive a charge.
Success: Until the end of the encounter your land speed is to one half. You can’t run or charge. You have -5 to swim, climb, and jump checks. You have a -2 penalty to AC and damage rolls. You have -5 to checks to resist trip, trample, overrun or bull rush attacks. You may not set a spear to receive a charge.
B. Leg Gashed! Secondary (Slashing) As Hand stabbed above.
C. Leg Splintered! Secondary (Bludgeoning): As Hand Stabbed Above.
12.
A. Hamstrung! (Any) Permanent -5’ to base land and swim speed. Fort save DC = Damage Dealt.
Failure: You are knocked prone. For rest of the encounter your movement is reduced to 5’, you can’t run, charge or take 5’ steps. You have -10 to climb and -5 to swim and -10 to checks to resist trip, trample, overrun, and bull rush attempts. You may not set a spear to receive a charge.
Success: for the rest of the encounter your movement is reduced by ½. You can’t run, charge or take 5’ steps. You have -5 to climb and -3 to swim and -5 to resist trip, trample, overrun, and bull rush attempts. You may not set a spear to receive a charge.
13.
A. Foot Shattered! (Any): Permanent -5’ to base land and swim speed. Fort Save DC = Damage Dealt.
Failure: You are knocked prone. For the rest of the encounter your movement is reduced by 50%, you may not run or charge or take 5’ steps. You have -8 to jump and climb checks. You have -8 to resist bull rush, trample, overrun or trip attempts.
Success: Your movement is reduced 10’, you can’t run or charge or take 5’ steps. You take -4 on jump and climb checks. You have -4 to resist bull rush, trample, overrun, or trip attempts.
14.
A. Blow to Head! (Any) Fortitude Save DC = Damage Dealt.
Failure: Stunned 1d4 rounds then dazed 1 round, for the rest of the encounter you have -10 on concentration and -5 on balance checks and spot, 25% spell failure, -4 to will saves, -2 to hit.
Success: Dazed for 1d3 rounds. For rest of encounter you have -5 on concentration checks, -3 on balance checks, 10% spell failure check, -2 on will saves and -1 to hit.
15.
A. Groin Injury! (Any) Fort Save DC = Damage Dealt
Failure: You are knocked prone. You are nauseated for 1d3 rounds. For the rest of the encounter you are sickened, your movement is cut in half, an additional -4 on concentration checks, and -2 on attack rolls.
Success: Nauseated 1 round. For the rest of the encounter you are sickened.
16.
A. Wind Knock out of You! (Any). Fort save DC = Damage Dealt
Failure: for the next 1d4+1 rounds you cannot run or charge and may not take a full attack option. You have -2 to hit and damage rolls until then. You have a 20% spell failure for spells or powers with verbal components.
Success: Until the end of your next turn you cannot run or charge and may not take full attack option. You have -2 to hit and damage rolls until then. . You have a 20% spell failure for spells or powers with verbal components.
17.
A. Glancing Blow to the Head! (Any) Fort save DC = Damage dealt.
Failure: dazed until the end of you next turn, for 1d4+1 rounds you have -5 on concentration checks, -3 on balance checks and spot, 20% spell failure, -2 on will saves and -1 to hit.
Success: until the end of you next turn you have -5 on concentration checks, -3 on balance checks and spot, 20% spell failure, -2 on will saves and -1 to hit.
18.
A. Numbing Blow to the Arm! (Any) Fort save DC = Damage dealt.
Failure: Drop what is in your hand (50% primary, 50% secondary). For the next 1d4+1 rounds you have -2 to attack and damage rolls when using that arm (including a two handed weapon), a -2 on open lock, disable device checks.
Success: Until the end of your next turn you have -2 to attack and damage rolls when using that arm (including a two handed weapon), a -2 on open lock, disable device checks.
19.
A. Numbing Blow to your Leg! (Any) Fort save DC = Damage dealt.
Failure: Fall prone, for the next 1d4+1 rounds your movement is reduced by ¼. You cannot run or charge. You have -3 to resist being tripped, tramples, overrun, or bull rushed.
Success: Until the end of your next turn, your movement is reduced by ¼. You cannot run or charge. You have -3 to resist being tripped, tramples, overrun, or bull rushed.
20. A. Near Miss! Count your blessings.