ROLL
|
ACTION
|
4
|
Break Weapon
|
5
|
Throw Weapon away, 1d8 random
direction, 1d6 * 4' random distance
|
6
|
Blooper and confirm range is
doubled for next hour
|
7
|
Strike at nearest companion, vs
AC, for full normal damage; if none in range hit self for full normal
damage
|
8
|
Drop Weapon and fall Prone, lose
rest of this round
|
9
|
Strike at nearest companion, vs
AC, for half normal damage; if none in range hit self for half normal
damage
|
10
|
Blooper and Confirm range is
doubled for remainder of encounter
|
11
|
Drop Weapon and lose rest of
this round |
12
|
Drop Weapon and lose rest of
this round |
13
|
Lose rest of this round
|
14
|
Lose rest of this round |
15
|
Lose rest of this round |
16
|
Drop Weapon and lose rest of
this round |
17
|
Drop Weapon and lose rest of
this round |
18
|
Drop all held items, and lose
rest of this round
|
19
|
Blooper and Confirm range is
doubled for next minute (ten rounds)
|
20
|
Drop Weapon and fall Prone, lose
rest of this round
|
21
|
Hit self for one-half normal
damage
|
22
|
Hit self for full normal damage
|
23
|
Blooper and Confirm range is
doubled for remainder of this day
|
24
|
Critical on Self
|