Critical Success

There are several ways to get some epic win in your life. Natural 20s are cool, and this makes them cooler. If you roll a natural 20 on an attack roll or attack spell concentration check, you may roll 1d12 on one of the charts below.
===Critical Success: Melee Weapon===
1. You do not threaten, but you do your target Grevious Bodily Harm.
2. Roll to confirm critical. If you confirm, your weapon behaves as if it has Exploding Dice.
3. Roll to confirm critical. If you confirm, your weapon behaves as if it has Brutal 1. 
4. You hit, but do not threaten critical damage.
5-7. Roll to confirm critical, as normal. 
8-9. Roll to confirm critical, and add a +2 luck bonus to the roll to confirm.
10. Roll to confirm critical. If you confirm, you also heal 2d6 hit points.
11. Roll to confirm critical. Even if you don't confirm, you gain 15 bonus experience points.
12. You deal critical damage (no need to confirm), and also do your target Grevious Bodily Harm.
===Critical Success: Ranged Weapon===
1. You do not threaten a critical, but your target takes 2d6 bleed damage each turn until he succeeds a DC 15 heal check. Ignores DR.
2. Roll to confirm critical. If you confirm, your weapon behaves as if it has Exploding Dice.
3. Roll to confirm critical. If you confirm, you heal 2d6 hit points.
4. You hit, but do not threaten critical damage.
5-7: Roll to confirm critical, as normal.
8-9: Roll to confirm critical, and add a +2 luck bonus to the roll to confirm.
10. Roll to confirm critical. If you confirm, you get a +2 luck bonus on your next attack roll against the same target.
11. Roll to confirm critical. Even if you don't confirm, you gain 15 bonus experience points.
12. You deal critical damage (no need to confirm), and also deal 2d6 bleed damage, persisting until the target succeeds a DC 15 heal check. Ignores DR.
===Critical Success: Attack Spell Concentration===
1. The spell goes off. It automatically bypasses SR, if any.
2. The spell goes off. If it hits, you heal 2d6 hit points.
3. The spell goes off, and you get a +4 circumstance bonus to your caster level check to bypass SR.
4. The spell goes off, but you cannot cast spells again until the end of your next turn.
5-7. The spell goes off as normal.
8-9. The spell goes off as normal, and the save DCs go up by 2, if there are saves.
10. The spell goes off, and you also cast a cantrop of your choice as a free action. This bonus spell does not cost you a spell level slot or power points.
11. The spell goes off. You gain 15 experience points.
12. The spell goes off. The spell automatically bypasses SR, and the save DC goes up by 2, if any.
Category:Game Mechanics