fumble card deck


Customer Service


what is going on I had it on backorder now it is removed please update me on what you are going to do with it I was at a convention and got to play with it and the critical hit deck and would love a set of each.


Use this till it arrives...

FUMBLE CHART
Once a one has been rolled the rollees turn ends and they get no further actions this round.
If a roll calls for a magic weapon to be damaged roll here instead...
D20 roll + luck bonus and + of weapon with a + for each ability.
Natural 1 - Explodes in a ball of magic all in 15 ft take 1-6 D6 from magic force damage and bits and are knocked prone no save.
2 Explodes with a loud pop, Wielder takes 1- 6 damage from magic force damage and bits and is knocked prone no save.
3 Breaks in half with the sound of shattering glass and the smell of green smoke.
4-6 Becomes Damaged.- gets broken conditon- any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
7 Gets bent slightly - 1 to damage
8 Gets a nick. -1 to hit.
9 + no effect.

1 Crit self . roll a confirmed cirt.
2 yield 10ft or suffer free attack.
3 You fail to anticipate your opponent’s manoeuvres and you step into your opponents trap. You provoke an attack of opportunity from any opponents that threaten you.
4 chaos in combat! cause nearest ally to change places with opponent .
5 Your opponent effortlessly circles around your attack and is flanking you at the begining of the next round.
6 deflect enemy attack with personal gear; random item totally destroyed.
7 You swing wildly at your enemy but your opponent swiftly turns away from your attack leaving you unsure -4 to next attack.
8 You have grit in your eye. Bloody irritating. You are at -2 to hit for 1d4 rounds.
9 You slip, fall prone and knock your head hard. You are stunned for 1-3 rounds.
10 hit by flying bits for 1d 3 damage
11 Suffer hic-ups: +/- d3 on each swing until end of combat (odd-neg)
12 enemy slobber lands in eye; blind next round
13 A sudden burst of adrenaline causes you to miss and wee your pants a little.
14 hesitate; make only a free action next round.
15 stumble; force opponent back 10ft (does not provoke AoO from or to YOU)
16 Weapon flies from grasp and lands behind opponent.17 footwear malfunctions sole of shoe rips out, trip & fall prone.
18 your near miss of friend causes nearest ally to freeze in terror 1 round ( keeps AC, no actions )
19 Weapon breaks off at hilt.
20 you cause massive chaos forcing all adjacent combatants to fumble
21 Fling weapon random direction and speed / distance.
22 Mistep hurt foot twisting ankle, movement 1/2 until healed (odd-left)
23 stumble back 5 ft but recover - provoke AoO
24 Open self to widely an Attack of Opportunity from all applicable foes
25 sneeze: -3 to AC for next round
26 force ally to yield ground (10 ft) or roll to hit ally (ally open to AoO if moves )
27 Totally smash weapon into tiny bits
28 sweat in eyes blind next round
29 knock heads with opponent; both stunned 1 round
30 armor binds and jammed and busts -2 to AC until repaired / clothing tangles and rips
31 suffer seizure; Twitch for 1 round - counts as flatfooted.
32 trousers fall/robes tangle/armor slides; no movement beyond 5 ft till fixed.
33 armor busts - gains Broken condition.
34 weapon badly damaged - gains Broken condition
35 bad follow-through; Move 5ft to right or left accepting any Attacks of Opportunity
36 itch; spend next round scratching (-2 to AC)
37 Bump into friend cause nearest ally to fumble
38 sneeze: phlegm hits opponent in eye; foe blinded one round.
39 lose wind; fatigued until 1 minute of rest
40 distraction; must defend for next round.
41 weapon lodged in random object: roll STR DC 10 + 1d20 to recover
42 chaos in combat; you and all beings in your threatened area roll fumbles
43 Roll opposed Bluff or Intimidate to keep opponent from taking free attack.
44 Gore gets in eyes; blind for 1 - 3 rounds
45 no opening found; lose attack next round trying.
46 fall; hurt wrist 1d4 damage and hand useless until healed (odd-left) Prone.
47 hit friends Weapon smashing it to Flinders
48 enemy assault causes you to withdraw 10ft (provokes a max of one AoO)
49 hit friend roll dam; have him roll fumble and lose all attacks this round
50 confusion during melee causes you & opponent to switch places
51 Dazed by a dazzling display. Dazed next round.
52 Stumble over face first prone.
53 lose grip on weapon - flies free d12 direction 1 d20 ft.
54 dropped your guard--doh!; enemy gets free Attack of Opportunity
55 Break off top 1/4 of weapon.
56 trip and fall whacking head : stunned 1-3 rounds
57 hit friend totally destroying a random item.58 stumble into opponent both go down prone.
59 out of breath: -3 to all actions until 1 round of rest
60 get into a clinch with opponent - start next turn in a grapple.
61 hesitate: Limited to 5ft move next turn and nothing else.
62 bite tongue: no speech and no action but defending.
63 bad grip causes you to suffer - 4 to hit until one round spent regripping
64 Break weapon in half.
65 slip and drop defenses: 1 opponent gets 1 free attack .
66 bump into friend, cause ally lose next attack
67 weapon damaged gains broken condition.
68 hit self for 1- 100 % of max damage
69 massive fumble disrupts combat; re-roll initiative & start new round
70 Throw weapon hard and far
71 lose grip; drop weapon near
72Sudden feeling of impending doom - 6 to all rolls for next 3 rounds.
73 weapon slightly damaged. -1 to hit/damage until repaired
74 break weapon handle in half.
75 worst move in ages:-4 to attack rolls for next round.
76 bad miss;- weapon tip breaks off.
77 Loge weapon in floor or object. Minutes of work to remove.
78 lose grip weapon flies up and digs in ceiling or if no ceiling look out !
79 disarmed; opponent can recover weapon if desired! (doesn’t provoke AoO)
80 hit friend; damage armor/clothing. -1d3 to AC;
81 bad follow-through; swing leaves you Flat footed one round.
82 Break weapon off at hilt.
83 stumble 10ft d12 for random direction, cause all you collide with to fumble (doesn’t provoke AoO)
84 weapon tangled with opponent: No attack for either of you next round.
85 weapon knocked away: d12 for direction, d10 distance in feet
86 Freeze in place - all enemies in range get AoO
87 your weapon collides with enemies both shatter.
88 weapon breaks in half vertically.
89 hit self: half damage
90 hit self: normal damage
91 hit self normal critical
92 Hit self Confirmed critical.
93 hit friend: half damage
94 hit friend: normal damage
95 hit friend - normal Critical
96 hit friend confirmed critical
96 Fling weapon at enemy
97 Fling weapon at friend98 weapon explodes into tiny fragments blinding all in 10 ft for one round.
99 roll 1d3+1 times and suffer
100 Chosen of the Gods Roll 3 confirmed criticals on up to 3 targets of your choice.

Paizo Employee Chief Technical Officer

We've reprinted the Critical Fumble Deck, and had the first few copies drop-shipped to Gen Con. The rest should be reaching our warehouse soon.

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