Extraordinary Rolls

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Extraordinary Rolls
When a character rolls a Natural 20, or Natural 1 (an automatic successes or failure) on an attack check or a [Mana Check], they have a chance to invoke a more powerful effect such as a [Critical] or [Overdrive], or they may invoke a more devastating effect such as a [Fumble] or [Surge].

Critical
When a character rolls a Natural 20 on an [Attack Check], not only does the character hit regardless of their target’s [Armor Class], they also threaten a [Critical]. To find out if it is a [Critical], the character immediately makes a [Critical Check], by rolling a 1d10, nothing is added to this roll, but rather is used to determine if the [Critical] is successful.
A result of 1-5 indicates that the [Critical] has failed, but the attack still struck and deals damage as normal.
A result of 6-9 indicates that the [Critical] has succeeded, and deals additional damage based on the weapon (normally x2 damage).
A result of 10 indicates a dramatic strike has occurred. If the opponent is a faceless mook, or throw-away character, then they should be viciously defeated and slain in a terribly cinematic way.
If the opponent is a serious part of the story, or is of some relative importance, then the critical multiplier of the [Critical] is by 1.

Note: Extra damage dice over and above a weapon’s normal damage is not multiplied when a character scores a [Critical].

Increased Threat Range
Sometimes a character’s threat range is greater than 20. That is, they can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any [Attack Check] that doesn’t result in a hit is not a threat.

Overdrive
When a character rolls a Natural 20 on a [Mana Check], not only does the character’s spell penetrate [Mana Resistance] and [Mana Immunity], they also threaten an [Overdrive]. To find out if it is an [Overdrive], the character immediately makes an [Overdrive Check], by rolling a 1d10, nothing is added to this roll, but rather is used to determine if the [Overdrive] is successful. A result of 1-5 indicates that the [Overdrive] has failed, but the spell still took effect as normal. A result of 6-10 indicates that the [Overdrive] has succeeded, the character may either gain temporary hp or spell-levels restored at their choice.

  • Temporary Hp: The character gains (5 x Spell Level of the cast spell) [Temporary HP] for (Spell Level of the cast spell) hours.
  • Spell Levels Restored: The character gains (1/2 x Spell Level of the cast spell) [Spell-Levels] restored as a result of the [Overdrive].

Fumble
When a character rolls a natural 1 on their [Attack Check], they have a chance to suffer from a [Fumble], a devastating miss that may confound the character. An [Attack Check] that results in a natural 1 always misses, even if it would overcome the target’s [Armor Class]. The character must roll a special [Fumble Check] to determine the outcome of the missed attack. This [Fumble Check] is either calculated as an attack check at the character’s highest Base Combat Bonus, or a use of the Weapon Focus skill, whichever would be higher for the character.
Unlike any other check in the game, a result of a natural 1 or a natural 20 on a [Fumble Check] is neither an automatic failure or success, but is treated as any other roll (in that it is added to the appropriate modifiers and then used to find the appropriate reaction on the table below.)
Consult the table below for the results of a [Fumble].

Fumble Check
Roll Result
0- Re-roll twice, suffer both effects, ignore a additional results of 0-
1 Hazard
2 Limb Damaged
3 Armor Damaged
4 Weapon Damaged
5 Tangled
6 Twist Joint
7 Stumble
8 Misstep
9 Wide Opening
10 Opening
11 Strike Ally
12 Self-Strike
13 Rolling Strike Ally
14 Rolling Self-Strike
15 Blocked Vision
16 Belt Cut
17 Toss Weapon
19 Drop Weapon
18 Weapon Locked
20 Winded
21 Ringing Miss
22 Poor Ground
23 Jarred
24 Weapon Off Balance
25+ Lose Face

Hazard: The character manages to cause a horrible accident to take place. Roll for damage type [1d6; 1 (Fire), 2 (Cold), 3 (Electricity), 4 (Acid), 5 (Toxic), 6 (Force)]. The character immediately suffers 1d4 damage of the specified type and suffers [Burning] condition of the specified type.
If Hazard would not injure a character, re-roll on the random damage type chart until the damage type would do so. If it cannot, the damage is untyped and ignores all immunities and resistances._ (see below).

Limb Damaged: The character manages to injure or strain one of their limbs. The character suffers from the [Sprained] condition.
If this is impossible, treat as Hazard (see above).

Armor Damaged: The character manages to damage their own armor. If the character is wearing armor of any sort (including a magical item that provides an enhancement bonus to armor) that grants an [Armor] bonus of 1 or more, that item suffers form the [Cracked] condition. If their armor is already [Cracked] or they do not have such an item, any item they have providing a [Shield] bonus to armor class suffers form the [Cracked] condition. If their shield is already [Cracked] or they do not have such an item, any item they have providing a [Natural] bonus to armor class (or the creature itself) suffers form the [Cracked] condition.
If this is impossible or all of the character’s gear is already [Cracked], treat as Limb Damaged (see above).

Weapon Damaged: The character’s miss damages their weapon. The weapon the character used suffers form the [Broken] condition.
If this is impossible or all of the character’s weapon is already [Broken], treat as Armor Damaged (see above).

Tangled: The character’s miss manages to get them tangled up into a mess of sorts.
The character suffers from the [Entangled] condition and [Anchored] conditions. This requires a [Move Action] to recover from.
If this is impossible or the character is already [Entangled], treat as Weapon Damaged (see above).

Twist Joint: The character moves in such a way that they twist a movement intensive joint. The character suffers a 2 pace penalty to all of their movement speeds, these movement speeds cannot be reduced below 1 pace. This penalty lasts for 1d4+1 rounds.
If this is impossible or the character’s speeds are already all at 1 pace, treat as Tangled (see above).

Stumble: The character loses their feet from beneath them. The character falls [Prone], and provokes [Attacks of Opportunity].
If this is impossible, treat as Twist Joint (see above).

Misstep: The character loses their balance and must take a step to compensate. Roll 1d8, with the direction of the target of the character’s attack represented by 1, and each subsequent roll shifting the direction by 45 degrees clockwise from the target of the attack. The character moves 1 pace in that direction. This movement provokes [Attacks of Opportunity].
If this is impossible, treat as Stumble (see above).

Wide Opening: The character’s miss leaves them open for devastating attack. The character provokes [Attacks of Opportunity] from this miss and is treated as [Flat Footed] until the beginning of their next turn.
If this is impossible, treat as Misstep (see above).

Opening: The character’s miss leaves them open for attack. The character provokes [Attacks of Opportunity] from this miss.
If this is impossible, treat as Misstep (see above).

Strike Ally: The character’s miss strikes the nearest ally. This requires no attack roll. The character rolls damage as if they had successfully attacked that ally, and the ally suffers half that damage . This damage is of the type of the attack, and may happen through extraordinary (yet unfortunate) circumstances.
If the character is immune the damage of the attack, or this situation is impossible, treat as Opening (see above).

Self-strike: The character manages to strike themself with their own weapon. This requires no attack roll. The character rolls damage as if they had successfully attacked themself and suffers half that damage.
If the character is immune the damage of the attack, or this situation is impossible, treat as Strike Ally (see above).

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Rolling Strike Ally: The character’s miss rolls into the nearest ally. This requires no attack roll. The character rolls damage as if they had a successful attack against that ally, and the ally suffers half that as nonlethal damage. If no ally qualifies as a valid target, the character’s miss deals this damage to the ally in another way.
If the character is immune the damage of the attack, or is impossible, treat as Self-strike (see above).

Rolling Self-strike: The character manages to roll their attack into their own body. This requires no attack roll. The character rolls damage as if they had a successful attack against their self, and suffers half that as nonlethal damage.
If the character is immune the damage of the attack, or is impossible, treat as Rolling Strike Ally (see above).

Blocked Vision: The character gets something over their eyes, and struggles to see clearly. The character suffers from the [Dazzled] condition and suffers a 20% miss chance until the beginning of their next turn.
If this is impossible, treat as Rolling Self-strike (see above).

Belt Cut: The character loses an item from their belt. Roll 1d4, with one being the first item listed on a character’s quick-access item list, 2 being the second, 3 being the third, and 4 being the fourth, that item falls off of the character’s belt and falls to the ground at that character’s feet.
If this is impossible, treat as Blocked Vision (see above).

Toss Weapon: The character’s miss manages to violently dislodge their grip on the weapon. If the character is misses with a manufactured weapon, roll 1d8, with the direction of the target of the character’s attack represented by 1, and each subsequent roll shifting the direction by 45 degrees clockwise from the target of the attack. The weapon clumsily flies and skitters 1d6 paces in that direction, stopping harmlessly at the first fixed obstacle in its path, though it skitters past other characters. Such a character may attempt a Reflex save with a DC 15 to catch the weapon as it skitters by.
If the attack was not made with a manufactured weapon, or this is impossible, treat as Belt Cut (see above).

Weapon Drop: The character’s miss manages to lose their grip on their weapon. The character drops their weapon in their space.
If this is impossible, treat as Weapon Toss (see above).

Weapon Locked: The character’s miss manages to get their weapon stuck, either in a nearby obstacle or in some of the character’s own gear. The character’s weapon is locked, and may not be used until the character spends a [Move Action], that does not provoke an attack of opportunity, to unlock it.
If this is impossible, treat as Weapon Drop (see above).

Winded: The character loses their breath momentarily. The character suffers from the [Fatigued] condition for 1d4+1 rounds.
If this is impossible, treat as Weapon Locked (see above).

Ringing Miss: The character’s miss leaves their ears ringing. The character suffers from the [Deafened] condition until the beginning of their next action.
If the character is already [Deafened], cannot hear, or is otherwise immune to the deafened condition, treat this as Winded (see above).

Poor Ground: The character’s footwork is off, but they are not completely thrown. The character suffers a -4 penalty on all opposed checks on Bull Rush and Trip attacks until the beginning of their next turn. Other creatures readily recognize this disadvantage.
If this is impossible, treat as Ringing Miss (see above).

Jarred: The character’s miss leaves their body feeling mildly overwhelmed from the unexpected movement. The character suffers from the [Sickened] condition until the beginning of their next action.
If this is impossible, treat as Poor Ground (see above).

Weapon Off Balance: The character loses their weapon balance. The character suffers a -2 penalty to all attack rolls until the beginning of their next action.

Lose Face: Character misses in a frustrating manner. The character suffers a -1 [Morale] penalty to their next attack roll, or until the beginning of their next action, whichever comes first.

Surges
When a character rolls a natural 2 or 3 on their Mana Penetration check, that is when the unmodified result of their die roll (the number on the 1d12 and 1d8) is a 1 and 1 or 1 and 2, they have a chance to suffer from a Surge, a devastating miss-creation of a form that may confound the character (On a d20 roll this is a natural 1). A Mana Penetration check that results in a natural 2 or 3 always causes the spell to fail, even if it would overcome the target’s Mana Resistance. The character must roll a special Surge Avoidance Roll to determine the outcome of the failed spell. This surge avoidance roll must either be a Mana Penetration check, or a Meditate check. A natural 2 or 3, or natural 20, on this Surge Avoidance Roll does not automatically fail or succeed, but is treated as any other roll (in that it is added to the appropriate modifiers and then used to find the appropriate reaction on the table below.)

Table 2-2: Surge Avoidance Roll
Roll Result
0- Re-roll twice, suffer both effects, ignore a additional results of 0-
1 Portal
2 Reversal
3 Miss-fire
4 Newt
5 Aphasia
6 Mana Repulsion
7 Bubbles
8 Delve
9 Hex
10 Skull
11 Skunk
12 Mana Sickness
13 Mana-burn
14 Miss-summon
15 Radiant
16 Synchronicity
17 Form-burst
18 Climate
19 Snare
20 Mana-wall
21 Castling
22 Roulette
23 Prism
24 Fizzles
25+ Blunder

Portal: An inconceivable mistake tears a shadow-current from this plane to the next. Roll for a random plane of existence [???] a Gate is opened to that very plane. There is a 50% that a CR appropriate outsider immediately appears through the Gate. The Gate remains open for 1d4+1 rounds.
If this is impossible, treat as Reversal (see below).

Reversal: The manipulator accidentally manages to create a retroform, a spectacular feat if it weren’t such bad timing. The form that the manipulator was attempting is instead inverted as the GM sees fit. If an inverse form exists, utilize that, but if not, creativity is encouraged.

Miss-fire: The manipulator fails to properly target their form. If the manipulator was not the intended target of the from, they become the target of the form. If the manipulator was the intended target of the form, 1 random other character in a 20 pace radius of the manipulator is the new target of the form.
If this is impossible, treat as Reversal (see above).

Newt: The manipulator finds themselves violently altered by means of their failure. The manipulator suffers from a Baleful Polymorph effect, and becomes a random tiny animal. Roll 1d8; 1 Cat, 2 Chicken, 3 Newt, 4 Rat, 5 Snake Constrictor,6 Spider, 7 Toad, 8 Weasel. The manipulator retains their mind, but has a 50% chance of losing their capacity to manipulate forms. They remain in this state until they receive the benefits of a Remove Curse form or similar.
If this is impossible, immediately lethal, or the Manipulator is immune to Polymorph effects treat as Miss-fire (see above).

Aphasia: The manipulator through some mnemonic slip, alters their ability to communicate. The manipulator can no longer communicate in any Common language or Native language that they know. Further, they suffer a 20% failure chance when manipulating words with a verbal component.
They remain in this state until they receive the benefits of a Remove Curse form or similar.
If this is impossible, treat as Newt (see above).

Mana Repulsion: Through a fluke of misfortune, the manipulator manages to polarize their mana-output such that it repels all of their magical goods. All magical items within a 5 pace radius of the manipulator are forcibly pushed to the edge of the radius without damage. This includes any items in the manipulator’s possession. Any creatures in this radius holding on to a magic item may make a DC 15 Reflex save in order to maintain their grip on said item. This is an immediate effect.
If this is impossible, treat as Aphasia (see above).

Bubbles: By peculiar mishap the manipulator manages to begin spouting multicolored bubbles of thick elastic material from their mouth rather than words. All verbal components and spoken words that the manipulator attempts to form or say remain trapped in the bubbles until the beginning of their next turn. Any forms that require verbal components suffer no failure chance for this delayed aspect, but do not take place until freed from the bubbles. This condition remains until the manipulator receives the benefits of a Remove Curse form or similar.
If this is impossible, treat as Mana Repulsion (see above).

Delve: Through the erratum of the manipulator’s actions they find themselves forcibly buried on whatever surface they were standing on. The manipulator is phased into any solid surface that they are standing on. Roll 1d6; 1 they are buried up to their knees, 2 they are buried up to their torso, 3 they are buried up to their chest with their arms free, 4 they are buried up to their shoulders with no arms free, 5 they are buried up to their chin, 6 they are buried up to their nose and can still breath but are unable speaking.
If this is impossible, treat as Bubbles (see above).

Hex: The attempt to manipulate the flows of mana has backfired and the character suffers from a terrible curse. The manipulator suffers from the [Cursed] condition.
If this is impossible, or the manipulator is immune to the [Cursed] condition, treat as Delve (see above).

Skull: Through mismanagement of mana, the manipulator accidentally alters the subject of their inner energies to promote twisted life after life. While the form fails to function, the target of the form will raise as a random undead 1d4+1 rounds after it is killed. This undead is hostile to the Manipulator regardless of it’s intelligence or former experiences in life. Roll 1d8; 1 Zombie, 2, Ghoul, 3 Skeleton, 4 Vargouille, 5 Shadow, 6 Vampire, 7 Ghost, 8 Wight.
This contingency remains until the manipulator receives the benefits of a Remove Curse form or similar.
If this is impossible, treat as Hex (see above).

Skunk: The rotten overwhelming scent of mana-pollution excretes from the failed manipulator’s attempt to shape a form. The manipulator is [Sickened] Condition for 1d4+1 rounds and must make a DC 15 Meditate check in order to shape forms.
If this is impossible, treat as Skull (see above).

Mana Sickness: The manipulator and the subject of their form are filled with man-pollution and suffer for it. The manipulator and the subject of the form both suffer from mana-sickness, a [Poison] that has a DC equal to the save DC of the form that surged, and that deals 1d4 Primary Forming Ability Damage as both intial and secondary damage. This has a [Toxicity] equal to 10+ the form shaper’s Manipulator Level.
If this is impossible, treat as Skunk (see above).

Mana-burn: The manipulator’s form manages to cause a horrible accident to take place. Roll for damage type [1d4; 1 (Fire), 2 (Cold), 3 (Acid), 4 (Electricity)]. The character immediately suffers 1d4 damage of the specified type and suffers [Burning] condition of the specified type.
If Mana-burn would not injure a character or is otherwise impossible, use Mana-Sickness (see above).

Miss-summon: An error in the manipulator’s form conjures an aggressive wild beast. A Summon Monster effect of equal level to the Manipulator’s form that surged takes place, conjuring a monster that is hostile to the manipulator and their allies. This effect is an immediate action, and is more of a [Teleportation] effect than a [Summoning] effect.
If this is impossible, treat as Mana-burn (see above).

Radiance: Brilliant lights erupt from the manipulator rather than the expected form’s effect. The manipulator glows with a bright random light for 1d4+1 hours, or until they receive the benefits of a Remove Curse form or similar. Roll 1d10 for the color; 1 Red, 2 Orange, 3 Yellow, 4 Green, 5 Blue, 6 Indigo, 7 Violet, 8 Black, 9 White, 10 Prismatic.
If this is impossible, treat as Miss-summon (see above).

Synchronicity: While the manipulator manages to shape their form, the accidentally shape it twice. Both the manipulator and the subject of the form are effected by the form as if they were both valid targets. If the manipulator was the target, the closest creature within 20 paces also is subject to the effect of the form. In either case, any numerical aspects of the form are halved, including duration, damage, and the like (but not saves).
If this is impossible, treat as Radiance (see above).

Form-burst: Through simple error the manipulator successfully brings their form into being, but does not control how they do so. The effects of the form target all valid targets within a 10 pace radius of the manipulator including the manipulator themself.
If this would be explicitly beneficial to the manipulator, or if this is impossible, treat as Synchronicity (see above).

Climate: An oversight in the manipulator’s shaping of their form causes an catastrophic immediate change in the weather. A mana-storm takes place in a 1 field radius of the manipulator, lasting for 1d4+1 rounds. For the duration of this Surge every character within a 5 pace radius of the manipulator, including the manipulator themself, have a 10% chance of being struck by a Mana-bolt at the beginning of their turn each round. If they are struck by a mana-bolt, roll for damage type [1d4; 1 (Fire), 2 (Cold), 3 (Acid), 4 (Electricity)]. The character immediately suffers 2d6 damage of the specified type, and must make a DC 15 Meditate check to shape forms for this turn.
If this is impossible, treat as Form-Burst (see above).

Snare: A gentle misapplication of the correct patterns removes a large portion of the surface before the manipulator’s feet. A large pit trap opens right before the Manipulator’s feet, spanning in a 1 +1 per 3 form levels pace radius wide and 1 + 1 per form level paces deep. The manipulator must make a DC 15 Reflex save to avoid falling directly into this pit at the time of forming it.
If this is impossible, treat as Climate (see above).

Mana-wall: For better or for worse, the manipulator’s lapse in form-shaping causes a mana-wall to spring up around the manipulator. The Manipulator is surrounded by a mana-wall that is 4 paces high. Roll for damage type [1d4; 1 (Fire), 2 (Cold), 3 (Acid), 4 (Electricity)]. The Mana-wall deals 3d6 points of damage of that type to any passing through it, and they are required to make a DC 15 Reflex save of suffer from the [Burning] condition of the specified damage type. This wall lasts for 1d4+1 rounds.

Castling: The manipulator finds themself switching places with their target. The manipulator and their target exchange locations, as if by a [Teleportation] effect. If the manipulator was their own target they [Teleport] 1d4+1 paces in a random direction.
If this is impossible, treat as Mana-Wall (see above).

Roulette: The manipulator’s attempt to shape one form turns out to be another. A random form of the same level as the form shaped takes place, with the intended target as the recipient of the form.
If this is impossible, treat as Castling (see above).

Prism: The manipulator creates a rather extensive alteration their aesthetic appearance. The Manipulator’s hair, skin, eyes, and equipment all change to new random colors. Roll 1d10 for the color; 1 Red, 2 Orange, 3 Yellow, 4 Green, 5 Blue, 6 Indigo, 7 Violet, 8 Black, 9 White, 10 Metalic ((Roll 1d6; 1 Iron, 2 Copper, 3 Bronze, 4 Silver, 5 Gold, 6 Rainbow Sheen Steel)).
If this is impossible, treat as Roulette (see above).

Fizzles: The manipulator’s attempt to create the form fails, but creates a poorly created illusion of the effect taking place. A poorly imagined Major Image effect takes place, displaying what the manipulator was attempting to do with their form. A DC 5 Will Save, immediately available, reveals this illusion for what it is.
If the intended effect was an [Image], or this is impossible, treat as Prism (see above).

Blunder: The manipulator’s approach to shaping their form is mildly embarrassing. The character suffers a -1 [Morale] penalty to their next Mana Penetration Check, or until the beginning of their next action, whichever comes first.

Extraordinary Rolls

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