Weapon Critical Hit Effects | Equipment | SFRPG SRD | Glasstop Games

Critical Hit Effects

If your attack roll is a natural 20 and your attack total is equal to or greater than your target’s AC, your attack is a critical hit. A critical hit means that you roll your damage twice (adding to each roll all your usual bonuses, including any additional damage from special abilities) and then add the rolls together to determine the damage dealt.

Some weapons have an additional critical effect that applies when you score a critical hit. These effects are as follows.

Arc

(from Starfinder Core Rulebook)

The attack’s energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon’s arc—the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals.

Bleed

(from Starfinder Core Rulebook)

The target gains the bleeding condition.

Burn

(from Starfinder Core Rulebook)

The target gains the burning condition.

Corrode

(from Starfinder Core Rulebook)

The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.

Deafen

(from Starfinder Core Rulebook)

The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.

Injection

(from Starfinder Core Rulebook)

If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.

Knockdown

(from Starfinder Core Rulebook)

The target is knocked prone.

Severe Wound

(from Starfinder Core Rulebook)

Roll twice on the Wounding Weapons table below and choose your desired result. The target can still attempt any associated save.

Table: Wounding Weapons
d20LocationSaveEffect
1-10GeneralBleed 1d6
11-13Eye (sensory)RefLost eye, -2 Perception
14-15Leg (mobility)FortSevered limb, -10 land speed
16-17Arm (manipulation)RefSevered limb, lose a hand
18-19Vital organFort1d4 Con damage
20BrainFortStunned 1 round

Staggered

(from Starfinder Core Rulebook)

The target must succeed at a Fortitude save or be staggered for 1 round.

Stunned

(from Starfinder Core Rulebook)

The target is stunned for 1 round.

Wound

(from Starfinder Core Rulebook)

Roll on the Wounding Weapons table below. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.

Table: Wounding Weapons
d20LocationSaveEffect
1-10GeneralBleed 1d6
11-13Eye (sensory)RefLost eye, -2 Perception
14-15Leg (mobility)FortSevered limb, -10 land speed
16-17Arm (manipulation)RefSevered limb, lose a hand
18-19Vital organFort1d4 Con damage
20BrainFortStunned 1 round
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