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roma dropped sword to hitting your friend in the back with an errant spear, mistakes happen. In the heat of battle, such fumbles range from comical to deadly. This deck of 52 cards includes everything you need to add critical fumbles to your game, including the fumble mechanic and a host of optional rules designed to give the players an edge. Each card has four different results based on the fumble type, all of which are compatible with the world’s most popular fantasy roleplaying game. Stabbing yourself in the foot has never > = : ben this mneh fun. - | da OGL COMPATIBLE CRITICAL FUMBLES While critical hits are an everyday part of most games, critical fumbles do not have codified rules. For the purposes of this deck, you can use any of the following simple methods for determining a critical fumble. While the first is recommended, as it is the one that least penalizes players, the latter two are a bit simpler to adjudicate, 1, Whenever an attacker rolls a natural 1 on the die, the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using his full base attack bonus (and accompanying modifiers). If the attack roll would miss the target, the attacker fumbles and must draw a card from the deck. As per option 1, but instead of using the full base attack bonus, the attacker uses the same modifiers as the first roll. If the attack roll would miss the target, the character, fumbles and must draw a card from the deck. Whenever an attacker rolls a natural 1 on the die, the character fumbles and must draw a card from the deck. USING THE DECK Whenever an attacker (be it a PC, NPC, or monster) confirms a critical fumble, draw one card from the deck and apply the result appropriate to the attack type (melee, ranged, natural, or magic). Natural attacks refer to any attack made with a body part, such as. a claw, bite, slam, unarmed strike, tail, or wing. Unless otherwise stated, all of these effects are in addition to the attack failing. OPTIONAL RULES CARD © This deck is made so that you can use it in the way that best fits your! game. The following are a few examples of optional rules you can employ to adjust how the deck works in your game. * fan attacker has Weapon Focus for the chosen weapon, he may draw two cards from the deck and choose one of the results (from his attack type) to apply. A character with Greater Weapon’ Focus may draw three cards. If you are using the GameMastery Critical Hit Deck, anytime a player scores a critical hit, he can instead roll normal damage and hold on to one card. He can exchange this card at any time to negate a critical fumble. Player characters cannot fumble more than once in any combat. All additional attack rolls that result in a natural 1 on the die are treated as misses. If the attacker is not proficient with the weapon used in the attack, he threatens a fumble on a natural 1 or 2 on the die roll. The spell fumble (see the reverse side) dramatically increases the chance for a fumble to occur. Optionally, this spell could be the only way a fumble could occur. The effects of this spell are also a suitable choice for bestow curse. NEW WEAPON ABILITY SURE GRIP WEAPON A sure grip weapon is enchanted to avoid mishaps in battle. Whenever you threaten to critical fumble using a sure grip weapon, you only confirm the fumble if the second roll is a natural 1 on the die. Moderate abjuration; CL 7th; Craft Magic Arms and Armor, remove curse; Price +1 bonus. & ~ DEFINITIONS The following terms appear on numerous cards. Bleed: Effects that cause a bleed effect deal the listed amount of damage every round at the end of the affected character's turn until healed. 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 necessary save is equal to the armor class of the target. Until Healed: This always refers to the additional damage or bleed effect, not the weapon (or spell) damage. Product Concept and Design: Jason Bulmahn Additional Design and Development: Mike McArtor, Jeremy Walker Art Direction: James Davis Graphic Design: Drew Pocza Box Illustration: Eric Deschamps Publisher: Erik Mona paizo.com/gamemastery ®,™, © 2008 Paizo Publishing, LLC. All Rights Reserved. Printed in the U.S.A. NEW SPELLS FUMBLE Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Sor/Wiz 2 Components: \, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes This enchantment causes the target to become more clumsy and apt to fumble. Whenever the target misses with an attack, that attack is automatically a critical fumble threat. The target must confirm the critical fumble as normal. Focus: A broken masterwork dagger (costs 302 gp). FUMBLE, MASS Enchantment (Compulsion) [Mind-Affecting] Level: Brd 6, Sor/Wiz 6 Target: One creature/level, no two of which can be more than 30 ft. apart This spell functions like fumble, except that it affects multiple creatures. OQVEREXTEND Le yoke an attack of OPP 2 ae all adjacent opponents. ACHING B ACK You are fatigued. ———__. UPSET TUMMY You are sickened for |d4 rounds. BACKBLAST The attack hits you and is a critical threat. You must roll to confirm the Critical hit. “,\> ” CRITICAL MISTAKE The attack hits you and is 4 critical threat. You must roll to confirm the critical hit. WHOops; You are knocked Prone, } OUT OF POSITION You cannot use this attack for | round. MIND DRAI N pee take Id4 points of damage nt, Wis, or Cha (determined randomly), OFF aa attack en eee sc ie | round. 9 ie FRIENDLY FIRE P Your attack hits your ally closest to the target. BROKE A NAIL : You take |d4 points ot eae nd you cannot use this atta = until healed. ESE ee e POWER DRAIN You lose one Prepared spell or spell slot (determined randomly). PIN PRICK 5 You take | point of bleed. SPILLED AMMO Our ammunition falls from its Container and takes Id6 rounds to gather up. JUST A TASTE a Your attack hits an ally adjacen you or the target. TIRING SPELL You are fatigued. WIDE OPEN You are flat-footed to! round. U d f id CRACKED . Your weapon (not ammunition) f takes | a 6 points of damage, '§NOring hardness. a Re hard 6 ee ee oder gee k hits you and t Meee must roll to confirm the ae critical hit. DISTANCE RIFT You are teleported the nearest Square adjacent to the target. SCLE LLED MU ts take \d4 points of ARD ATTACK You take a —2 Penalty to AC fo, Id4. rounds. @ iG I BIT MY TU You take | point of bleed. a: You take 2d6 points of fire damage. ARCANE FIRE FLING You drop your weapon al ndom direction. aie squares away in a ral g m wae ae ) q ' nd it lands 146 HEAD RusH Sned for Id4 rounds You are sick OVEREXTEND You provoke an attack of opportunity from all adjacent opponents. aN ae REFLECTION : spell hits you instead of th ‘arget (normal saves apply) : BACKSWING The attack deals damage to you instead of the target. ¢ e WIDE OPEN You are flat-footed for | round, TRIPPED You are knocked prone. i y TANGLED ai You become entangled in your gear until you spend a standard action to free yourself, ITOLD you IT W. You take 1d6 point STOP HITTING YOURSELF! The attack deals damage to you instead of the target. ay NOT ME, You FOOL! Ye Our attack hits your ally closest to the target. SPINNING SWING ds. You are sickened for \d4 roun NICKED You take | Point of bleed, TWISTED You become entangled in your Sad until you spend a standard actio free yourself. APPRENTICE MOVE Reroll attack against creature Nearest the target (yourself excluded), SLIPPED You are knocked prone- se ACKFIRE ie Se deals dama et instead of the ick mae ee ote BRUISED EGO You can attack no other target for \d4 rounds (or until the target is dead). NOSE BLEED You take | Point of bleed, Your weapon !s estroye! (Re ‘ou dest d Ref nega es. Magi ic weapons use thel ites). Ww is own sss ‘bonus (D MG 24) MY SPLEENY BITs! You take I point of Con damage, FRUSTRATION. mi You take a —4 penalty onall a rolls for | round. MONSTER RIFT Your spell is converted toa summon monster spell of the same level. The monster attacks you, ate TOO MU H STUFF! You become entangled in your gear until you spend a standard action to e free yourself. zm, SPRAIN You take Id4. Points of Dex damage. BLEEDING FIST You take Id6 points of bleed. 5 _- il VERTIGO You are sickened for Id4 rounds THIS SWORD IS HEAVY You are fatigued. ERRANT AIM Reroll attack against creature Nearest the target (yourself €xcluded) AWKWARD ATTACK You take a -2 penalty to AC for Id4 rounds. BLEEDING EYES You take ld6 points of bleed, BUTTERFINGERS You drop your weapon. Tequires Id3 rounds to fix, 2 TORN MUSCLE You take | point of Str drain (Fort negates). MAGIC FATIGUE You cannot cast any spells for l round. STRAIN You take 1d4 points of Dex damage- : u The attack deals damage to you instead of the target, e l You take a —-| penalty on attack rolls INGROWN NAIL until you score 4 critical hit. J CLATTO VERATA NECKT TE Your attack hits the nearest ally and 1S @ critical threat. You must roll to confirm the critical hit. WINDED You are exhausted (Fort egates. BAD ALIGNMENT You take a ~4 Penalty on ali attacks with this weapon until repaired (DC 20 Craft check), IST BIT YOURF The oan deals bite damage to you. Nee POOR TRADE The attack hits but you must lose a Spell or slot of the highest available level (your choice), oy in a nearby is stuc f ee woe 70 Str check to free it. surface. de ARCHER'S ELBOW ya You take a—2 Penalty on all ranged attack rolls for Id4. mines. { OFF BALANCE ion You can only take a move acti next round. i Le aes oe SPELL SHIELD The target gains SR equal to || + your caster level for Id6 rounds, ATTACK THE DARKNESS es have concealment All your enemi for \d4 rounds. from you AIM CARE FULL The Y NEXT For 3 rounds ns GS, YOU must pie, action to make a ee ene ‘ack, yd BRUTAL COLLISION Your attack hits, but you are stunned for 2 rounds (Fort save reduces the stun to | round). a oe TRANSFER nighest-level spell effect on 's transferred to your target. 2 WAIT! WHAT? d. You are confused for | roun DONT HIT MF} : Ounds, you take 4n additional enalty on fanged attacks for { each ally in melee combat with Ait your target, et ee 8 63) - MENTAL SLIP On his next turn, your target may give you one Suggestion. PINCHED BENE = IF you had reach greater than = a reduced to 5 feet for 3 rounds. WRONG END \f you're using 4 slashing weapons you take \d6 points of damage and | point of bleed. | = P You conse WIND isn’ e forab, i Cae You take cae which ged attack rolls f penalty —. ir suis —___. ors tounds. @ La OVERTHINKIT Your target’s armor and natural armor bonuses are doubled against you for 3 rounds. nN POWER DOWN You take | point of Int bleed, ‘toe VIBRATION \f you're using 4 weapon, yOu t damage and drop y bludgeoning ake Id3 points of Str jour weapon. RECOIL Backward | fall prone, Square and You Move —_ PUNCTURED FOOT You take Id3 points of damage, and your speed is halved until healed. (ee PWS WEAK-MINDED FOOL u take I point of Wis bleed. SECOND THOUGHTS a You are sickened for 1d6 rounds. MIX IT up ro @ unable to make os attacks for the next Id6 ae Inds. You are | Q- If this was a claw attack, slam, or unarmed strike, you cannot use that attack for Id6 rounds. HANGNAIL iil : S active dispelled (determined render EAT DIRT You fall prone and are blinded for \d3 rounds (Fort negates). THAT TASTES AWFUL! If this was a bite attack, you are nauseated for Id6 rounds. ENERGY TRANSFER A i one randomly determined Pell or spell slot. Your target Cast this spell next mind a you MEANT TO DO THAT random direction Move |0 feet ina and provoke attacks of opportunity as normal. MIsjuDG ED AUl attack rolls rae DI Increment have tri distance es tiple the normal ef ty for 3 rounds, @ Cy) NOT THE WEAK POINT Your enemy’s armor takes Id6 points of damage. You take 1d6 points of damage and cannot use that attack for Id3 rounds. HOW DIDT aw HAT HAPP) A stinking cloud appears, te WHO WAS THAT? ds. You are dazed for [d3 rounes SEEING DOUBLE your attacks have a 50% miss chance for | round. BROKEN TOOTH a You take a -2 penalty on atta rolls for |d6 minutes. FRAGMENTED MAGIC Id4+42 mirror ima around your target. last for | minute or u Ges spring up These images intil destroyed, BAD GRIP bia weapon deals nonte - ara for the next 3 rounds: HUH? You are Confused for | found, a EYE STRAIN You are blinded for | round. S> - You are thrown 'd6xI0 feet into the air (orin a random direction if flying) (Will negates). BLASTOFF PUNT Your weapon flies 2d6 sq random direction. uares ind SO MUCH BLOOD me @ Y UNINTENTIONAL MOVE { Move 10 feet in a random direction } and provoke attacks of opportunity 1 as normal. le Sea 62 ———— ae IT’S SPARKLY You are blinded for | round SPIN! ARRY! DODGE! PARRY RUST! ak |round. “ *) id TORN TENDON You take | Point of Dex bleed. eee STINGING rene You take Id6 points of nonle - damage and a -2 penalty on a rolls with that attack for Id4 rounds. CURSED You take a —4 penalty on attack rolls, saves, skill checks, and ability checks. This effect can only be Cured with remove curse FAILURE ROPHIC 5 Seen for |d6 roun oes (Will negates). OVERTHROW If attack was Made with 3 thrown Weapon, the Weapon travels 5 times its range increment ing f—— random direction @ DON’T PICK AT IT You take | point of Con damage. MAGICAL SMACKDOWN You automatically fail your next saving throw. i , RE pOINTY END GOES THE You take | point of Con damage: TUNNEL VISION For the next 3 founds, you have a +! bonus on attack rolls, but you are flat-footed, @ You fall unconscious for Id6 rounds. z (Will negates). G7) Q- : WILD MAGIC Roll twice on the Rod of Wonder table (DMG 237), WE HAVE A WIENER BROKEN Your weapon lose a4 penalty ona until repaired (DC2 HAFT 5 reach. YOu have tack rolls with it 0 Craft check): rolls for 3 rounds WHIFF The attack deals damage to you instead of the target. THIS IS HARD You take | point of Con damage. GO FOR THE EYES You are blinded for! round. PINCH IN PARTS ‘ake ld6 Points Of damage You aise WINDS OF CHANGE You threaten no squares for 1d6 rounds. CL eNO NOW I SEE You... Your target becomes invisible for Id4 rounds. FOG OF WAR You threaten no squares \d6 rounds. ‘¢ Md - e € sf for BULL’s EYE Your shot ticochets and hits you Near the eye. You are blinded for | round. JAMA FINGER Your target takes normal damage, you take double damage- Ya). e ve NOTHING TO FEAR You are shaken for 2d4 rounds.

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