I actually put together a critical table based on the damage of the weapon. Sneak attackadds 1 to the damage roll per die rather than adding in the sneak attack damage to the damage check. Coup de Grace always counts as max weapon damage if target's fort save fails. x3 weapons add 2 to the damage roll, x4 adds 4 to the damage roll before consulting the chart below. Light wounds last 24 hours of natural healing, Moderate lasts 1 week, serious lasts 1 month, critical is crippling unless successfully healed with a heal check DC 25 over the course of 3 months. A wound effect can be negated by the application of an equivalent cure or healing spell, Deadly wounds require the application of Heal or similar magics to reverse. When applied to targets larger than Medium or smaller than Small size, each category adjusts the number of ticks in it by 1(thus, a size huge creature has 1-5 light, 6-10 moderate, 11-15 serious, 16-20 critical, 21-25 deadly, 26+ killing, while a tiny creature has 1-2 light, 3-4 moderate, 5-6 serious, 7-8 critical, 9-10 deadly, 11+ killing)
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Damage roll | Effect |
1-3 | Light. +1 to all further ciritical rolls against this body part. |
4-6 | Moderate. Leg: -5 movement. Arm: -1 to attack/damage. Head: -2 to all skill checks. Body: Fatigued. |
7-9 | Serious. Leg: movement speed halved, any movement attempted forces a balance check DC 15 or fall prone. Arm: Cannot attack with affected arm, gain no shield bonus from affected arm. Head: Fort save (dc 10+damage dealt) or fall unconscious, -2 penalty to Int, Wis, and Cha until naturally or magically healed. Body: Bleeding 1 con per round until treated with at least 5 points of curative magic or a dc 20 heal check, also gains 1 level of fatigue every 3 rounds while bleeding occurs. |
10-12 | Critical. Leg or Arm: Maimed. Affected limb cannot be used for any purpose. If leg, falls prone. Bleed 1 con per round until treated with at least 5 points of curative magic or a DC 20 heal check, also gains 1 fatigue level per 3 rounds of bleeding. Head: Falls unconscious(no save), fort save(DC 10+ damage dealt) or die imediately. If successful, -4 to Int, Cha, and Wis until magically restored. Body: Severe bleeding. 3 con per round until treated with at least 15 points of magical healing or a DC 28 heal check. Immediately exhausted, falls unconscious unless bleeding stops before target's next action. |
13-15 | Deadly. Leg or Arm: Limb severed. Bleeding 3 con per round, immediately exhausted, falls unconscious if not treated with at least 15 points of magical healing before target's next action. Fort save(DC 15) or die if not magically treated within 1 round as though per massive damage. Head: Decapitated. Immediately killed if decapitation can do so (similar to effects of a Vorpal Weapon). Body: Fort save: DC15 + damage dealt or die, otherwise falls immediately unconscious and dies within 1 round unless magically treated in some fashion. If survives, is paraplegic(50% chance) or quadraplegic(25% chance if not paraplegic) or else suffers a permanent penalty of -6 to all physical attributes. |
16+ | Killing. Regardless of location, a wound of this severity kills the target outright. |
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This crit damage system is great for flavor but vastly empowers the critical hit and called shot (my ruling is that a called shot if successful takes a -4 to the damage roll for effect) so balance is a little wonky. Spells that can crit are treated like weapons, except that in the case of multiple dice they count the single highest die roll and then add 1 for each additional die(searing ray deals normal damage but on the crit roll has the effect of the highest rolled die +3). I also like it because you have more realiztic approximations of scars, and there's actually a REASON for the Regeneration spell.