Fumbles

For Pathfinder

Some people have a problem with Fumble rules, on the following arguments: That said, I now present my fumble rules.

On a Natural 1 (or maybe 2), ONCE per round

A fumble MAY occur when a character rolls a natural 1 in combat on his first attack in a round. If the character is extremely inept or fighting in very difficult circumstances, it may happen on a natural 2 or on other attacks.
Fumbles may sometimes happen on a skill roll (eg Climbing). The following assumes combat, but the idea is fairly simple and can be extended to other situations.

Confirmation

To avoid the fumble, roll 1d20 against DC20, with the following modifiers: If your modifiers are less than 0 (as might happen for a clumsy 3rd level wizard fighting stirges on an icy ledge in a high wind), you may fumble on a 2 or on other attacks in that round. In this case the DC is 0.

Table

If you do fumble, roll 1d20 on the following table. There are no modifiers (low rolls are usually but not always worse). If the result is improbable, the DM may require a reroll, impose a result or simply declare that nothing significant has happened.

 Roll   Melee Weapon  Natural Attacks  Projectile Weapon  Thrown Weapon
1 Accident: Roll twice Accident: Roll twice Accident: Roll twice Accident: Roll twice
2 All opponents get AoA All opponents get AoA Hit friend Hit friend
3 Hit friend, ½ damage? Hit friend, ½ damage? Hit friend, ½ damage? Hit friend, ½ damage?
4 Pull a muscle: 1d4 nonlethal hp, -1 Str for 10 mins Pull a muscle: 1d4 nonlethal hp, -1 Str for 10 mins Hurt self: 1d2 nonlethal hp, -1 Dex for 10 mins Pull a muscle: 1d4 nonlethal hp, -1 Str for 10 mins
5 1 opponent gets AoA 1 opponent gets AoA Bow badly damaged Break equipment
6 1 opponent gets AoA at -4 to hit 1 opponent gets AoA at -4 to hit Bow damaged Weapon broken
7 Pull a muscle: 1 hp nonlethal Pull a muscle: 1 hp nonlethal Drop all arrows, 2d4 break or get lost Pull a muscle: 1 hp nonlethal
8 Acrobatics DC20 or fall over Acrobatics DC20 or fall over Drop all arrows Acrobatics DC20 or fall over
9 Drop many things Bite something hard: 1d4 damage Drop many things Drop many things
10 Drop weapon 1d4 x 5' away Hurt claw: 1 attack is -4H, ½ dam 10 mins Hit something unfortunate Hit something unfortunate
11 Dislodge helmet: 1r blinded Roll Concentration vs DC 15 to use special abilities next 2 r Drop 2d6 arrows Dislodge helmet: 1r blinded
12 Acrobatics DC20 or fall to knees Acrobatics DC20 or fall to knees Drop 1d4+1 arrows Acrobatics DC20 or fall to knees
13 Weapon broken Lame: ½ movement, -2 AC for 10 mins Bowstring breaks Weapon broken
14 Drop something Concentration vs DC 15 to use special abilities next round Drop bow at feet; crossbow goes off Drop something
15 Acrobatics DC20 or slip badly. Waste a round recovering, flat-footed. Acrobatics DC20 or slip badly. Waste a round recovering, flat-footed. Acrobatics DC15 or slip badly. Waste a round recovering, flat-footed. Acrobatics DC20 or slip badly. Waste a round recovering, flat-footed.
16 Acrobatics DC20 or slip. Waste a round recovering. Acrobatics DC20 or slip. Waste a round recovering. Acrobatics DC15 or slip. Waste a round recovering. Acrobatics DC20 or slip. Waste a round recovering.
17 -4 to hit on next attack -4 to hit on next attack Bowstring damaged (twice will break it) Weapon damaged
18 Acrobatics DC20 or stumble. -2 AC next round Acrobatics DC20 or stumble. -2 AC next round Shoot arrow a very long way and lose it Throw missile a very long way and lose it
19 Drop Weapon at feet Embarrassing but harmless Drop arrow at feet Drop missile at feet
20 Embarrassing but harmless Embarrassing but harmless Embarrassing but harmless Embarrassing but harmless

Some of the results need interpretation by the DM. For example:
Hit Friend assumes that an ally (or possibly a neutral party) might be in the line of fire or nearly so. Melee attacks will usually do half damage except when there's a chance of mistaken identity, eg in darkness, fog, invisibility etc.
Weapon Broken assumes a non-magic non-masterwork weapon, though such could certainly be damaged. It assumes that there is a way for the weapon to be damaged, such as by a parry, being bitten in half, striking a stalactite or being drenched in acid.
Drop Something might mean dropping a shield, a backpack, a spare weapon, a wand, a quiver or a mount's reins.
Hit something unfortunate might mean putting an arrow into the alarm gong instead of the goblin sentry standing beside it.
Dislodge helmet is not applicable if the character wears no hat or helmet, so the DM might ask for a reroll.
Acrobatics DC20/15 or... is a balance check and assumes normal, slightly uneven terrain such as woodland, an old dungeon floor or a ship's deck. Decrease it by 5 for a smooth clean surface and increase it by 5 or more for tree roots, slime, stalactites, quicksand, rolling seas, ice, sloping ground etc.
Similarly, if the character is fighting on ice, many of the results will involve Fall Over or Slip in some fashion.

Fighting carefully:

A character can choose to take a little more care to reduce the risk of a fumble, though this has downsides. A Raging or Frenzied character (or one under similar mental stress, eg Frightened) cannot do this.
There are two options, which can be combined:
Stable footing: As a Move-Equivalent action, a character checks his footing and takes more care. He adds 10 to his confirmation roll. In practice, this means that characters with only a single attack in a toe-to-toe fight will fumble much less.
Slowing Down: A character can take a penalty to his Hit rolls and AC to reduce the risk of fumbling. For each -1 (up to a maximum of BAB/4, rounded down) he gains +4 to his confirmation roll.



House Rules New Spells Level 0 Domain Spells Armour and Weapons New Feats Fumbles Monsters
Aaargh home Last Revised 9/2/15