Critical Hits

Some general rules:

• You can only have up to two additional critical hit bonuses applied per encounter.

• You can only have up to two critical misses penalties applied per encounter.

• When you roll a natural 20 for a critical hit, or a natural 1 for a critical miss:

o Roll a percentile and apply the effect from the correct table.

o This effect is applied after you resolve the remainder of the normal attack power.

o This effect must be applied before any remaining actions are taken on your turn. For example, if you used a Minor Action first, then attacked with your Standard Action and rolled a natural 1, resolve the attack. Then roll the percentile, apply the effect, and then take your Move Action.

o Critical hits that are achieved by a roll other than a natural 20 do NOT gain the effect.

• The critical hit effects go on top of what your weapon or implement’s critical hit effect is.

• Only certain Elite and Solo monsters or monsters with story elements will get the benifits of rolling on the critical hit/fumble tables.

CRITICAL HITS:

100 – Rejuvenating Hit, You gain a healing surge back and 1d6 plus 1d6 (per tier) hit points are restored.

99 – Stunning Blow, The target is stunned until the end of its next turn and the attacker can knock the target prone if they wish.

97-98 – Bleeding Wound, Any hit against the target does an extra 1d6 (per tier) points of damage until the end of the encounter.

95-96 – Hopeless Defense, The target takes a -1 penalty (per tier) to all defenses until the end of the encounter, any attack that hits the target until the end of the encounter can shift it 1 square (per tier) or knock it prone.

93-94 – Penetrating Wound, Anytime the target misses an attack roll for the rest of the encounter it grants combat advantage to you and your allies until the end of its next turn.

91-92 – That Will Leave a Mark, The target receives a -1 (per tier) penalty for any attack that does not include you as a target until the end of the encounter.

89-90 – Heroic Blow, All allies that can see the attack gain 1d6 plus 1d6 (per tier) temporary hit points and they gain a +1 (per tier) bonus to their next saving throw they make during this encounter.

86-88 – Dazing Shot, The target is dazed until the end of its next turn and can not spend a move action to move from their square.

81-85 – Winded Blow, The target grants combat advantage to you and all of your allies until someone hits it with an attack.

76-80 – Thrown Weapon,The enemy’s weapon/implement is knocked away 1 square (per tier) in a random direction. If the enemy does not use a weapon/implement then instead they shift into that square and fall prone.

71-75 – Throwing Spin, Knock the target back 1 square (per tier) and the next time the target misses an attack roll before the end of the encounter they fall prone.

66-70 – Staggering Hit,The target can not make any opportunity attacks or use any immediate actions until the end of its next turn.

61-65 – Found an Enemy Weakness,The attacker gains a +1 bonus (per tier) to all attack rolls until the end of their next turn.

56-60 – Inspiring Shot,All allies that can see the attack gain 1d6 (per tier) temporary hit points – roll once, and the attacker can shift 1 space.

51-55 – Crushing Blow,Roll an additional 1d6 (per tier) of extra damage from this attack or add this damage to your next attack roll.

46-50 – Weakened Blow,The target is weakened until the end of its next turn.

41-45 – Pinning Attack,The target can not move from its starting square during its next round, if it voluntarily moves it takes 1d6 (per tier) damage.

36-40 – Crushing Blow,The enemy loses its minor action during its next round.

31-35 – Quick Spring,You can shift upto 1 square (per tier) after you finish the attack.

26-30 – Push Back Blow,You push the target back 1 square (per tier) after you finish your attack.

21-25 – Dizzying Hit,The target takes a -1 (per tier) penalty to its next attack roll.

16-20 – And Stay Down!,The target is knocked prone after all other effects are resolved.

01-15 – No Heroic Strike, Nothing happens during this attack that alters the outcome.

  • Any attack that kills an enemy with a critical hit will give the attacker (1/2 their level + 1d6 (per tier)) temporary hit points and allow them to make a saving throw to end one condition.

Critical Hits

The 13 Masters of Evil idjester