Critical Hit and Miss Guidelines


Determining Critical Hits and Damage for our group is handled as per Pathfinder Core-book – RAW. Critical hits do have other effects in our campaign (See Critical Hit Chart below).

Whenever a critical hit is confirmed, you must consult the critical hit chart (below) roll the d12 and consult this chart to see where the blow landed.

Special Rule

When a Natural 20 is rolled followed by a Natural 20 to confirm a critical hit, the damage for that critical hit is maximized. When a Natural 20 is rolled followed by a Natural 1 to confirm a critical hit, the damage for that critical hit is minimum damage possible.







Critical Hit Chart:

1. Head (d6):

(1). Eyes (12% chance for a pupil hit) (1-2% both eyes. 3-7% right eye. 8-12% left eye).
(2). Ear (20% chance) (1-10% right ear. 11-20% left ear).
(3). Mouth (5% chance for tongue)
(4). Right side
(5). Left side
(6). Back of the head

2. Throat: Does an extra 1d4 points of damage and prevents the use of spells or command words for 1 round per additional point of damage taken.

3-6 Chest:

7. Back (d)2

(1). Neck down
(2). Waist down

8. Groin

9. Right Arm (d4)

(1). Shoulder
(2). Elbow
(3). Wrist
(4). Fingers {d6}
{1}. Thumb
{2}. Forefinger
{3}. Middle finger
{4}. Ring finger
{5}. Pinky
{6}. As many as the damage allows, always ending with the thumb

10. Left arm (d4) Identical to the right arm

11. Right leg (d4)

(1). Thigh
(2). Knee
(3). Ankle
(4). Toes {d6}
{1}. Big toe
{2}. Second toe
{3}. Middle toe
{4}. Fourth toe
{5}. Pinky toe
{6}. As many as the damage allows, always ending with the big toe.

12. Left leg (d4) Identical to the left leg.


Critical Misses:

A critical miss occurs when a player or a monster rolls a natural or unmodified 1 on the d20 to hit roll. You then confirm the critical miss by rolling an unmodified 1, 2 or 3 on the d20. When this happens, you will roll the d4 to see what happens:


Critical Miss Table:

Critical Miss Table:
Die Score Result Critical Effect
1 Drop Weapon Weapon is dropped into random square (as per scatter rules use the 1d8)
2 Fall Person falls on the ground, ending their current action, (getting up requires a move action that provokes an attack of opportunity).
3 Break Weapon Weapons hardness is automatically bypassed and weapon receives damage based on weapon type plus enhancement, magical, and strength bonuses.
4 Over-extend Character provokes an attack of opportunity from all opponents that threaten him. (If a creature has already taken it’s attack of opportunity prior to the persons fumble, it does not get an AoO unless the creature possesses Combat Reflexes and has additional useable AoO’s for that round).


Dismemberment and Decapitation

With great hits come grizzly wounds, wounds that cause such damage may take body parts away.

  1. A decapitation or dismemberment can only happen on a critical hit.
  1. A called shot is considered a critical hit for Dismemberment/Decapitation purposes (no extra damage).
  1. Multiple called shots or critical hits to the same location may sever a limb or decapitate, when the proper amount of damage has been done.
  1. A creature’s size also modifies the amount of damage it takes to sever or decapitate an individual.


Size Modifier
Tiny -50%
Small -20%
Medium None
Large +20%
Huge +40%
Gargantuan +60%
Colossal +80%


Decapitation – occurs when a player or monster is hit in the head or the throat and takes damage equal to 50% of his total healthy hit points plus their constitution score.

Dismemberment – occurs when a player or monster is hit in the arms or legs and takes damage equal to his constitution score plus his character level or Hit Die. (Damage must be caused by some type of edged weapon) (Piercing weapons must do damage equal to the persons constitution score plus 1.5 times their character level, in order to permanently disable a limb). A Dismembered limb requires a regenerate spell.

Maiming – occurs when a player or a monster is hit in the arms or the legs and takes damage equal to double his constitution score. A maimed limb is totally useless and requires a regenerate spell in order to regain function. (Damage must be caused by some type of blunt weapon.)

Other Body Locations:

  • A. Fingers, toes, eyes, ears, and all other small body digits are severed on 3/4 of the victims constitution score.
  • B. Hits to the chest that do 50% of a person’s total hit points plus his constitution score are assumed to have hit a vital organ and immediately drops the victim to -10 hit points.
  • C. Hits to the back that do 50% of a person’s total hit points plus his constitution score are assumed to have hit a vertebrae. This will temporary paralyze the victim for 1 turn. After 1 turn the victim makes a percentile dice roll if he rolls under 15% the paralysis is permanent.
  • D. Blunt weapons break bones instead of severing. Broken bones take 3d4 weeks to heal during which time the person should not adventure. Trying to fight or move on a broken bone is possible if you must. The DM will decide what penalties this will entail on a case by case basis.

• If you are hit in the mouth with a blunt weapon and it does damage equal to your constitution score; it breaks the jaw; making the use of most spells and any command words impossible. Broken jaws heal in 6 weeks. There is a 5% chance to sever the tongue when your hit in the mouth with a blunt weapon.

• A Regenerate or Heal spell will instantly mend broken bones.


Called Shots

A called shot is a special combat maneuver that allows you to target a specific body part of your opponent. This is a standard action that provokes an attack of opportunity. The target Armor Class to successfully hit a Called Shot is: The targets armor class plus the called shot modifier.


Table A: Called Shots Modifiers

Table A: Called Shot Modifiers
Location To Hit Modifier Location To Hit Modifier
Head +8 Arm +4
Antennae +10 Shoulder +6
Eye +20 Elbow +8
Ear +10 Wrist +6
Nose +10 Hand +6
Mouth +8 Fingers +10
Tounge +16 Individual Finger or Thumb +12
Neck +10 Leg +4
Chest +4 Thigh +6
Heart +8 Knee +8
Lung +6 Shin +6
Kidney +8 Hamstring +12
Ribs +6 Ankle +6
Individual Rib +10 Foot +6
Any other Torso Organ +8 Toes +10
Back +4 Individual Toe +12
Spine +10 Groin +10
Specific Vertebrae +12 Buttocks +6


It is obvious from the chart above that many special maneuvers could be attempted to limit an enemy’s effectiveness. Right now we do not allow such maneuvers. A called shot’s damage to the location of the target does qualify against the total needed to dismember or decapitate an opponent.

  • A called shot’s to hit modifier is the same whether you are using a melee weapon or a missile weapon.
  • A called shot’s to hit modifier is the same regardless of creature size.
  • A called shot does not still hit the target if you miss by the amount of the AC modifier or less. (you hit or you miss)
  • The spell True Strike or any similar such spell or ability may not be used in conjunction with a called shot.(Any similar such spell or ability is any spell or ability that grants a +2 or greater on a character’s chance to hit)


Next Section…
Death, Dying, and Character Transition


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Critical Hit and Miss Guidelines

A Manifestation of Chaos Leonidas300