Confirm Critical

CategoryGame Rules
Typeconfirm 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).

Rapier Threat Range
ModifierThreat ModifierCumulative Threat Range
rapier weapon typebase18-20/x2
Improved Critical featdouble threat range15-20/x2
Power Critical featautomatic confirm critical roll 1/day on one hit
The above table can be used for any other weapons with a base threat range (designated as Critical in the Players Handbook - Table 7-4) of 18-20.
Greatsword Threat Range
ModifierThreat ModifierCumulative Threat Range
greatsword weapon typebase19-20/x2
Improved Critical featdouble threat range17-20/x2
Power Critical featautomatic confirm critical roll 1/day on one hit
The above table can be used for any other weapons with a base threat range (designated as Critical in the Players Handbook - Table 7-4) of 19-20.