When a 1 is rolled on an attack, the character or monster in question has fumbled. The unfortunate one screws up so horribly (see below for specifics) that he/she must go last in the next round (as she is picking herself up) in addition to forfeiting her actions for the round. Characters attacking with a weapon in which they have the Weapon Focus feat are immune to fumbles. Monsters attacking with natural weapons cannot fumble per-se—they do however miss so terribly that they go last the following round.
After a fumble, the character must again roll 1d20 to see what happens because of his botched roll. Consult the following tables for the effects.
Melee and Thrown Ranged Weapons
Die Roll | Effects |
1-4 | Thrown Weapon: Weapon flies out of your hand and goes 1d4 squares. Roll 1d8 for direction. |
5-8 | Wrong Target: Determine randomly among friends and foes. Re-roll attack with a +4 bonus to opponents AC. |
9 | Damaged Weapon: Unless it is magical or masterwork, weapon is hurt and is at –1 to attack and damage until fixed.* |
10-14 | Wild Swing: Make a Reflex Save (DC is the AC you were trying to hit) or loose your balance and fall on your ass. Take 1 subdual damage. Provokes AoO. |
15-17 | Knock down nearby combatant: Determine randomly among friends and foes. Target makes a Reflex save (DC was final attack bonus used by attacker) or be knocked down for 1 subdual. |
18 | Hit yourself: Reflex save VS. the AC you were trying to hit. Reroll normally, then take ¼ subdual, ¼ normal damage. Provokes AoO. |
19 | Funny: Provokes AoO. Examples—weapon stuck in wall, etc. |
20 | Funny: Does subdual damage to yourself. Examples—hitting yourself in the nuts. |
Die Roll | Effects |
1-2 | If weapon is non-magical, string/strap breaks, can be fixed as a full action that provokes an AoO. |
3-4 | If weapon is non-magical, string/strap breaks, cannot be fixed during combat. |
5-6 | If weapon is non-master work and non-magical, it breaks. |
7-8 | If weapon is non-master work and non-magical, it breaks and causes 1 subdual damage, provokes an AoO. |
9-12 | Weapon flies from hands, 1d4 squares away, d8 for direction. |
13-16 | Ammo dropped while loading, picking up provokes AoO. |
17-18 | Ammo fails to clear weapon, falls to ground. |
19-20 | Funny: Loads ammo backwards, etc. |