Category | Game Rules |
Type | confirm critical, threat ranges |
A natural 20 is an automatic hit with another die roll used to determine its effect by consulting the Crit and Fumble table. A critical can also happen from weapons and feats that give a critical potential of less than 20. Some weapons like rapiers, falchions and scimitars have a very high threat range.
When a hit is made and it is within the critical threat range (other than a natural 20), the attacker rolls again to confirm the critical. If they are within the weapon's threat range on the second roll then the weapons scores normal critical damage applicable for the weapon and enchantment modifiers (because of the overkill potential of the Crit and Fumble table, do not use it for these critical less than 20).
Modifier | Threat Modifier | Cumulative Threat Range |
---|---|---|
rapier weapon type | base | 18-20/x2 |
Improved Critical feat | double threat range | 15-20/x2 |
Power Critical feat | automatic confirm critical roll 1/day on one hit |
Modifier | Threat Modifier | Cumulative Threat Range |
---|---|---|
greatsword weapon type | base | 19-20/x2 |
Improved Critical feat | double threat range | 17-20/x2 |
Power Critical feat | automatic confirm critical roll 1/day on one hit |