Custom Critical Hit and Fumble for Pathfinder 1e Website


Pathfinder First Edition General Discussion


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Hey Fellow Pathfinder 1e players,

A critical hit system was done for confirmed critical hits and fumble situations for Pathfinder 1e users. This is not from Paizo. This system adds a unique twist and is a value-add during game play with critical hits and fumbles. It is free.

The unique critical hit aspects are for confirmed and applicable crits for piercing, slashing, bludgeoning, magic, and ranged weapons as well as fumbles for melee, ranged and magic.

Critical Hits for like natural 20's or Fumble aspects when a natural 1 is rolled. Or however your game play deems critical hits or fumbles.

It’s a great addition for gaming. Whether you’re a DM looking for brutal realism or a player wanting extra entertainment with your rolls,

Check it out at DragonDefiance


PF1 has the critical hit and fumble decks that are lots of fun as well.


I do not personally advocate for critical fumbles. Martial characters have it rough enough without needing to worry about one of their 6 attacks a turn causing them to decapitate themselves.


ShroudedInLight wrote:
I do not personally advocate for critical fumbles. Martial characters have it rough enough without needing to worry about one of their 6 attacks a turn causing them to decapitate themselves.

Agree. If I ever find myself in a game using that, I just play a witch. Then I hardly ever need to roll a d20, and make enemies roll more with misfortune.


ShroudedInLight wrote:
I do not personally advocate for critical fumbles. Martial characters have it rough enough without needing to worry about one of their 6 attacks a turn causing them to decapitate themselves.

To deal with martial having more attacks and thus those with X5 the attacks then a 1st level would fumble x5 time more, i added a 2nd roll. each bab a character have (which should represent his martial prowess and expertise) is a stacking 5% to not fumble on a nat 1 (which is followed by a to hit roll to confirm the miss, like with a crit) so say a level 6 fighter rolls a nat 1 and then a miss confirmation, he has 30% to just miss and not fumble. while a level 20 would only fumble if he rolls a nat 1, then a miss confirmation and then a 100 in a 100% roll.


zza ni wrote:
ShroudedInLight wrote:
I do not personally advocate for critical fumbles. Martial characters have it rough enough without needing to worry about one of their 6 attacks a turn causing them to decapitate themselves.
To deal with martial having more attacks and thus those with X5 the attacks then a 1st level would fumble x5 time more, i added a 2nd roll. each bab a character have (which should represent his martial prowess and expertise) is a stacking 5% to not fumble on a nat 1 (which is followed by a to hit roll to confirm the miss, like with a crit) so say a level 6 fighter rolls a nat 1 and then a miss confirmation, he has 30% to just miss and not fumble. while a level 20 would only fumble if he rolls a nat 1, then a miss confirmation and then a 100 in a 100% roll.

Too many rolls. That just slows things down too much.


once in every 20 rolls to roll 2 more rolls doesn't slow it that much. you can throw the confirmation and 100% rolls at once.


Good fumble rules are good rules. Bad fumble rules are bad rules. I suggest using good rules.

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