| I’ve Got Reach |
Unarmed/Natural Weapons (d20)
1) Blow it. Roll twice and add 1 to the rolls on this table, re-rolling duplicate effects.
2 – 3) Stumble. Balance check DC15 or fall prone in your area on this attack action. Continue with remaining attacks/actions if possible. If already prone, then as for 11 - 12.
4 – 5) Fall. Randomly determine an open adjacent area to fall prone into on this attack action. This movement does not draw an Attack of Opportunity. Continue with remaining attacks/actions if possible. If already prone, then as for 13.
6 – 7) Fall and injure foot/leg or other movement appendage. Randomly determine an open adjacent area to fall prone into on this attack action. This movement does not draw an Attack of Opportunity. Fortitude Save DC15 or suffer from Hampered Movement (half movement) until the encounter ends, a successful Heal check DC15, or any “Cure” spell is cast upon you. Continue with remaining attacks/actions if possible. If already prone, then as for 13.
8) Drop your guard. All threatening enemies may take an immediate Attack of Opportunity on you if possible. You miss with this botched attack but may continue with remaining attacks/actions if possible.
9 – 10) No opening found. Loss this attack/action and the remaining attacks/actions for the round.
11 – 12) Distracted. Concentration check DC15 or suffer -2 AC penalty for 1 round. You miss with this botched attack but may continue with remaining attacks/actions if possible.
13) Vision (or other sensory functions) impaired. All targets are considered to have concealment (20% miss chance) from you for the rest of the encounter or until a full round action is made to correct the situation (this provokes an Attack of Opportunity). You miss with this botched attack but may continue with remaining attacks/actions if possible.
14 - 15) Hesitate. Lose this attack action and all other attacks/actions for the round.
16) Hit head. Fortitude Save DC15 or suffer from Dazed for 1 round. You miss with this botched attack but may continue with remaining attacks/actions if possible.
17 - 18) Armor fails. Make a breakage roll on a random armor item (typically a shield or worn armor) using standard breakage rules. Broken armor is useless until repaired. You miss with this botched attack but may continue with remaining attacks/actions if possible. If no armor, then as for 11 - 12.
19) Armor or clothing/gear binds. Suffer -1 to AC for the rest of the encounter or until a full round action is made to correct the situation (this provokes an Attack of Opportunity). You miss with this botched attack but may continue with remaining attacks/actions if possible. If no armor or clothing/gear, then as for 14 - 15.
20 - 21) Strike at nearest ally. Determine a random ally within reach and make a new attack roll on this victim. This attack roll does not count toward the normal number of attacks/actions you may make and is considered a free action. If no ally, then as for 16.
| I’ve Got Reach |
Ranged Weapons (d20)
1) Blow it. Roll twice and add 1 to the rolls on this table, re-rolling duplicate effects.
2 – 3) Stumble. Balance check DC15 or fall prone in your area on this attack action. Continue with remaining attacks/actions if possible. If already prone, then as for 11.
4) Fall. Randomly determine an open adjacent area to fall prone into on this attack action. This movement does not draw an Attack of Opportunity. Continue with remaining attacks/actions if possible. If already prone, then as for 13.
5) Fall and injure foot/leg or other movement appendage. Randomly determine an open adjacent area to fall prone into on this attack action. This movement does not draw an Attack of Opportunity. Fortitude Save DC15 or suffer from Hampered Movement (half movement) until the encounter ends, a successful Heal check DC15, or any “Cure” spell is cast upon you. Continue with remaining attacks/actions if possible. If already prone, then as for 13.
6 - 7) Potential weapon breakage. You miss with this botched attack but may continue with remaining attacks/actions if possible. If no weapon, then as for 2 – 3.
8) Drop your guard. All threatening enemies may take an immediate Attack of Opportunity on you if possible. You miss with this botched attack but may continue with remaining attacks/actions if possible.
9 – 10) No opening found. Loss this attack/action and the remaining attacks/actions for the round.
11) Distracted. Concentration check DC15 or suffer -2 AC penalty for 1 round. You miss with this botched attack but may continue with remaining attacks/actions if possible.
12) Lose grip and drop weapon. Weapon is dropped to the ground on this attack as a free action in your area. You miss with this botched attack but may continue with remaining attacks/actions if possible. If no weapon, then as for 13.
13) Vision (or other sensory functions) impaired. All targets are considered to have concealment (20% miss chance) from you for the rest of the encounter or until a full round action is made to correct the situation (this provokes an Attack of Opportunity). You miss with this botched attack but may continue with remaining attacks/actions if possible.
14 - 15) Hesitate. Lose this attack action and all other attacks/actions for the round.
16) Hit head. Fortitude Save DC15 or suffer from Dazed for 1 round. You miss with this botched attack but may continue with remaining attacks/actions if possible.
17) Armor fails. Make a breakage roll on a random armor item (typically a shield or worn armor) using standard breakage rules. Broken armor is useless until repaired. You miss with this botched attack but may continue with remaining attacks/actions if possible. If no armor, then as for 11.
18) Drop Ammo. If no ammo, then as for 14 – 15.
19) Armor or clothing/gear binds. Suffer -1 to AC for the rest of the encounter or until a full round action is made to correct the situation (this provokes an Attack of Opportunity). You miss with this botched attack but may continue with remaining attacks/actions if possible. If no armor or clothing/gear, then as for 13.
20 - 21) Strike ally. Determine the closest ally to the original target (randomize ties) and make a new attack roll on this victim. This attack roll does not count toward the normal number of attacks/actions you may make and is considered a free action (and should be considered the original recipient of the attack). If no ally, then as for 16.
| I’ve Got Reach |
Melee Weapons (d20)
1) Blow it. Roll twice and add 1 to the rolls on this table, re-rolling duplicate effects.
2 – 3) Stumble. Balance check DC15 or fall prone in your area on this attack action. Continue with remaining attacks/actions if possible. If already prone, then as for 11.
4) Fall. Randomly determine an open adjacent area to fall prone into on this attack action. This movement does not draw an Attack of Opportunity. Continue with remaining attacks/actions if possible. If already prone, then as for 13.
5) Fall and injure foot/leg or other movement appendage. Randomly determine an open adjacent area to fall prone into on this attack action. This movement does not draw an Attack of Opportunity. Fortitude Save DC15 or suffer from Hampered Movement (half movement) until the encounter ends, a successful Heal check DC15, or any “Cure” spell is cast upon you. Continue with remaining attacks/actions if possible. If already prone, then as for 13.
6 – 7) Potential weapon breakage. You miss with this botched attack but may continue with remaining attacks/actions if possible.
8) Drop your guard. All threatening enemies may take an immediate Attack of Opportunity on you if possible. You miss with this botched attack but may continue with remaining attacks/actions if possible.
9 – 10) No opening found. Loss this attack/action and the remaining attacks/actions for the round.
11) Distracted. Concentration check DC15 or suffer -2 AC penalty for 1 round. You miss with this botched attack but may continue with remaining attacks/actions if possible.
12) Lose grip and drop weapon. Weapon is dropped to the ground on this attack as a free action in your area. You miss with this botched attack but may continue with remaining attacks/actions if possible.
13) Vision (or other sensory functions) impaired. All targets are considered to have concealment (20% miss chance) from you for the rest of the encounter or until a full round action is made to correct the situation (this provokes an Attack of Opportunity). You miss with this botched attack but may continue with remaining attacks/actions if possible.
14 - 15) Hesitate. Lose this attack action and all other attacks/actions for the round.
16) Hit head. Fortitude Save DC15 or suffer from Dazed for 1 round. You miss with this botched attack but may continue with remaining attacks/actions if possible.
17) Armor fails. Make a breakage roll on a random armor item (typically a shield or worn armor) using standard breakage rules. Broken armor is useless until repaired. You miss with this botched attack but may continue with remaining attacks/actions if possible. If no armor, then as for 11.
18) Toss weapon. Toss your weapon a random direction (per scatter) and distance (10ft. Plus 1ft. per current Strength score). The thrown weapon has no chance of striking any creature for damage. You miss with this botched attack but may continue with remaining attacks/actions if possible.
19) Armor or clothing/gear binds. Suffer -1 to AC for the rest of the encounter or until a full round action is made to correct the situation (this provokes an Attack of Opportunity). You miss with this botched attack but may continue with remaining attacks/actions if possible. If no armor or clothing/gear, then as for 13.
20 - 21) Strike at nearest ally. Determine a random ally within reach and make a new attack roll on this victim. This attack roll does not count toward the normal number of attacks/actions you may make and is considered a free action. If no ally, then as for 6 - 7.