Fumbles

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.

FUMBLES:

100 – Knocked Silly, Your speed is 1 and you can not shift, at the beginning of each of your turns make a saving throw and if you are successful then your speed increases by one. Until you have full movement your not allowed to shift, fly, teleport, or run. You also lose 1 point (per tier) to your REF defense until the end of the encounter.

99 – Missing Reflexes, Anytime you roll a 1-3 on your attack roll you fall prone, this lasts until the end of the encounter.

97-98 – Shake It Off, You are stunned until the end of your next round and then as an after effect you are weakened until the end of the following round.

95-96 – Lost Strength, You will do minus 3 points (per tier) of damage to the enemy with each of your attacks.

93-94 – Easy Target, .Enemies can critical hit you easier, for the rest of the encounter enemies will critical hit you on a 19 or 20.

91-92 – Bleeder,All attacks that hit for the rest of the encounter you will cause you more damage, for each attack take 3 points (per tier) extra damage.

89-90 – Old Injury,The next attack that hits you will do maximum weapon damage.

86-88 – No Saving Grace, You take a penalty of -1 plus -1 (per tier) to all saving throws until the end of the encounter or you make a saving throw by rolling a natural 20.

81-85 – Lost Grip, Your weapon or implement that you used during this attack is accidently thrown 1 space plus 1 space (per tier) in a random direction.

76-80 – Not with It,You can not take any opportunity actions or immediate actions until the end of your next turn.

71-75 – Blank Stare, You are dazed until the end of your next turn and can not take a move action to move from the space you are in.

66-70 – Double Vision,Until the end of your next turn you must roll 2d20 for each attack roll and choose the lower of the two dice.

61-65 – Hurt Leg,You are slowed and can not shift until the end of your next turn.

56-60 – Busying Thoughts,You take a -1 penalty (per tier) to your WILL defense and can’t make any saving throws until the end of your next turn.

51-55 – Left An Opening,All enemies within 5 spaces can shift 1 space (per tier) closer to you and this movement does not allow for opportunity attacks.

46-50 – Dizzying Blow,You shift 1 space plus 1 space (per tier) in a random direction. When you miss with your next attack roll you fall prone.

41-45 – Slowed Reactions,You lose your minor action during your next round.

36-40 – You turned Your Back,One adjacent enemy can make a basic attack against you with combat advantage.

31-35 – Stumbling Blow,Your attack does some damage to you as well, do 1d6 (per tier) points of damage to yourself which can not be reduced in any way.

26-30 – Misdirected Shot,Your attack hits an ally as well, choose an adjacent (or closest) ally and do 1d6 (per tier) damage to them which can not be reduced in any way.

21-25 – Strained Muscle,You lose 1 point (per tier) to all defenses until the start of your next turn.

16-20 – Tripped Up!,You fall prone after your attack is complete…

01-15 – Second Chance, Nothing bad happens during this attack.

Fumbles

The 13 Masters of Evil idjester