Modified Criticals

When you take a critical hit, you’ll make a Constitution Saving Throw DC (Damage taken divided by 4). Failure results in a lasting effect from the correct damage type table.

Notice

Currently not in effect, may be used in ‘boss fights’. May be tested over the Summer 2016, if completed.

Generic Modified Criticals

1: Instant Death: Instantaneous death.
2: Grievous Wound: Drop to Dying status, NPC’s instantly die.
3-4: Disabled Arm:
5-6: Disabled Leg:
7-8: Disabled Eye:
9-10: Bleeding Wound:
11-15: Destroyed Equipment:
16-20: Lasting Scar:

Slashing Modified Critical

d20
1: Decapitation: Instantaneous death.
2: Jugular: Drop to Dying status, NPC’s instantly die.
3-4: Severed Arm: Swing goes deep into the arm, rendering it useless. (odd Left, even Right)
5-6: Severed Leg: Swing goes deep into the leg, rendering it useless. (odd Left, even Right)
7-8: Blinding Strike: Swing cuts into an eye. (odd Left, even Right)
9-10: Festering Wound: An infected wound, treated as a disease. Every day lose 1 point of Constitution until treated. Medical DC 16 to stitch up and clean the wound. Failure results in the loss of 1 point of Constitution.
11-15: *:
*16-20: Lasting Scar
: A permanent scar

Piercing Modified Critical

d20
1: Pierced Skull: Instantaneous death.
2: Pierced Heart: Drop to Dying status, NPC’s instantly die, can only be stabilized with magical healing.
3-4: Fragmented Elbow: Unable to hold equipment in hand, disadvantage on dexterity checks. (Odd left, right even)
5-6: Fragmented Kneecap: Speed halved, jump distances halved, Disadvantage on Athletics and Acrobatics. (Odd left, right even)
7-8: Skewered Eye: Blind in one eye.
9-10: Punctured Lung: Character does not recover levels of Exhaustion, gain one level of Exhaustion every day.
11-15: *:
*16-20: Lasting Scar
: A permanent scar

Bludgeoning Modified Critical

d20
1: Smashed Skull: Instantaneous death.
2: Crushed Ribs: Drop to Dying status, NPC’s instantly die.
3-4: Broken Arm: The bones in the forearm are Fractured, limb can be used but all actions are at disadvantage. Can be fixed with a Medicine DC 16 check, failure results in the bone healing improperly, it must be rebroken to set it again. (odd Left, even Right)
5-6: Broken Leg: A direct hit to the shin has fractured the bone, limb can be used but half jump distances, movement speed, and any actions taken are at disadvantage. Can be fixed with a Medicine DC 16 check, failure results in the bone healing improperly, it must be rebroken to set it again. (odd Left, even Right)
7-8: Orbital Fracture: A blow to the eyes that ruins the eye socket. Character has double vision, a permanent Disadvantage to sight based perception and attack rolls.
9-10: Internal Bleeding:
11-15: *:
*16-20: Lasting Discoloration
: A permanently discolored area

Fire Modified Critical

d20
1: Boiled Brain: Instantaneous death.

Cold Modified Critical

d20
1: Frozen Skull: Instantaneous death.

Acid Modified Critical

d20
1: Dissolved Heart: Instantaneous death.

Poison Modified Critical

d20
1: Stroke: Blood clot in or near the brain, Instantaneous death.

Lightning Modified Critical

d20
1: Microwaved Brain: Instantaneous death.
16-20: Lasting Discoloration: Veins in an area are permanently discolored

Thunder Modified Critical

d20
1: Sonic Liquefaction: Brain liquefaction, Instantaneous death.

Psychic Modified Critical

d20
1: Brain Aneurysm: Instantaneous death.

Necrotic Modified Critical

d20
1: Necrotized Heart: Instantaneous death.
16-20: Lasting Discoloration: A permanently discolored area

Radiant Modified Critical

d20
1: Divine Purification: Instantaneous death.

Modified Criticals

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