Critical Hit Deck
Critical Hit Deck
The critical hit rules as they currently stand are relatively boring, and don’t bring the excitement that they should. Double damage is lame, and rarely makes for a good story. Wouldn’t you rather chop off your opponent’s head in one clean swing or put an arrow into his heart? This deck is extremely highly reviewed and should bring the thrill back to the critical hit.
- Whenever a player confirms a critical hit, that player draws one card from the deck and follows the result appropriate to the weapon’s damage type (bludgeoning, piercing, or slashing). For magical attacks, use the magic entry. The player must take the card’s result unless it cannot be applied due to immunities (exhaustion on undead, disarming without a weapon, etc…) in which case the player rolls critical damage normally.
- If a weapon attack can strike as more than one damage type, the player must declare the damage type (bludgeoning, piercing, or slashing) prior to drawing the card. Creatures with natural attacks will use the following guidelines: Slams, tail slaps, wings, and tentacles do bludgeoning damage. Bites, stings, and spikes do piercing damage. Claws do slashing damage.
- If using a weapon with a critical hit modifier of x3, increase the base damage dealt by the card by one step. So, a card that deals “normal” damage plus an effect would instead deal “double” damage plus the listed effect. Cards that deal “double” damage would deal “triple” damage, and so on. If the weapon has a x4 critical hit modifier, increase the base damage dealt by the card by two steps.
- If the character scoring the critical hit also has the Weapon Focus feat for the weapon used, the player draws an additional card and chooses which result to apply.
- If the character threatens another critical hit with his confirmation roll, he may continue to “confirm” crits and draw one additional card per confirmation, choosing which result to apply.
The GM will only draw cards for critical hits scored by ALL creatures. Yes, it’s brutal. Suck it up.
The following terms appear on numerous cards:
- Bleed: Effects that cause bleed deal the listed amount of damage at the end of the affected character’s turn. Unless otherwise noted, all ability bleed is damage (not drain.) Bleed can be ended by any magical cure spell or a DC 15 Heal check made as a standard action.
- Save: Unless a DC is listed, the DC for any save that is called is equal to the confirmation roll used to score the critical hit (after all modifiers have been applied.) Saves only affect additional critical effects, never base weapon damage.
- Until Healed: This always refers to the additional damage done or bleed effect, not the weapon (or spell) damage.