Fumble Table
Converted by Jeremy Cronk (dispater@rcip.com)

This is a conversion/3e adaptation of the fumble chart from the Elric! RPG.  I’ve used it in my home game for years.  The original table appears on page 67 of the Elric! core rulebook.

Whenever you  roll a natural “1” on a melee or missile attack, you must make a Dex check (DC 10).  If the check fails, you have fumbled.  Roll on the table below; reroll or ignore inappropriate results.

01-06	Slip or trip over rocks, etc.—you lose your next action, and cannot make attacks of opportunity this round.
	
07-12	Slip or trip on a corpse or other obstacle—you lose your next action, and cannot make attacks of opportunity this round.

13-18	Slip or trip in a pool of blood or water or other hazard—you lose your next action and you draw attacks of opportunity from all enemies threatening your square.

19-24	Sweat in eyes—you suffer a –2 circumstance penalty to attack rolls and spot checks for the next 1d3 rounds.

25-28	Shield strap breaks—you lose your shield bonus to AC until your shield is repaired.  Ignore this fumble if you have a masterwork or magical shield.

29-32	Distracted—you suffer a –10 circumstance penalty to your next attack roll.

33-36	Dropped weapon—your weapon falls to your feet.  Picking up an item is a move-equivalent action which provokes an attack of opportunity.

37-40	Weapon knocked away—your weapon is 1d10 feet away in a random direction.  Retrieving your weapon may provoke attacks of opportunity.

41-43	Blow to solar plexus—you are stunned for two rounds.  Stunned characters lose any Dex bonuses to AC, and attackers gain a +2 circumstance bonus to hit them.

44-46	Arm cut, dislocated shoulder—you lose the use of one arm for the rest of the fight.  1d6; 1-3: right arm, 4-6: left arm.

47-49	Smash to face—you lose your next attack as you try to wipe blood from your eyes.  Enemies moving through squares you threaten do not provoke attacks of opportunity this round.  Ignore this fumble if you’re wearing a helmet.

50-52	Unexpected blow from side or rear—you’re knocked prone.  Standing up is a move-equivalent action which does not provoke an attack of opportunity.

53-55	Heavy hit to head—you lose no hit points, but your senses reel from the blow.  You suffer a –2 circumstance penalty to all attack rolls and saving throws for the next round.

56-58	Helmet knocked off or heavy hit to head—retrieving your helmet is a move-equivalent action which provokes an attack of opportunity.  Strapping your helmet back on is a move-equivalent action which provokes an attack of opportunity.  If you’re not wearing a helmet, see 53-55, above for results.

59-62	Weapon breaks—readying a sheathed weapon is a move-equivalent action which does not provoke an attack of opportunity.  Picking up a weapon from the ground is a move-equivalent action which provokes an attack of opportunity.  Ignore this fumble if you are wielding a masterwork or magic weapon.

63-65	Your shield is split in two—you lose your shield bonus to AC.  If you aren’t using a shield, your weapon breaks instead (see 59-62, above).

66-68	Broken or cut nose—bleeds for 1d6+4 rounds (a successful Heal skill check against DC 15 stops the bleeding before this).  The pain imposes a –1 circumstance penalty on attack rolls for the rest of the combat (you may make a Concentration check against DC 15 to negate this).

69-71	Foot stepped on, ankle sprained—your speed is halved for the rest of the combat.

72-74	Severe damage to one hand—you suffer a –2 circumstance penalty to attack rolls for the rest of the combat.  Ignore this fumble if you’re wearing gauntlets or using a weapon with a basket hilt, such as a rapier.

75-77	Weapon stuck in opponent’s armor or shield—pulling it out requires a Strength check against DC 10.  This is a move-equivalent action which provokes an attack of opportunity.

78-80	Leg cut—you suffer a –2 circumstance penalty to AC.  A Heal skill check (DC 15) negates this penalty.

81-83	Lose shoe or boot—putting it back on is a full-round action which provokes an attack of opportunity.

84-86	Knee smashed or chopped—you suffer a –2 circumstance penalty to AC, Climb, Jump, and Swim checks.  Reduce your speed by one half.  A successful Heal check (DC 20) negates these penalties.

87-89	Bloody cut across one eye half blinds you—you suffer a –2 circumstance penalty to attacks, and your opponents gain a +2 circumstance bonus to attack you.  A successful Heal check (DC 15) removes these penalties.

90-92	Armor straps cut—your armor bonus and armor check penalty is each 2 points worse than normal.  Ignore this fumble if you’re wearing masterwork or magical armor.

93-95	Portions of armor lost—your armor bonus and armor check penalty is each 3 points worse than normal.  Ignore this result if you’re wearing masterwork or magical armor.

96-97	Hit friend or self—if an ally is in a square you threaten, you may hit him by accident.  Make a reflex save (DC 15).  If the save fails, you hit your ally, dealing normal damage.  If the save succeeds, you hit yourself, dealing normal damage.

98-99	Really bad fumble—roll two more results.

00	Worst possible fumble—roll three more times.