Critical fumbles happen on a natural 1 on a 1d20 attack roll. To confirm, use one of the following two methods:
-Another attack roll against the opponent's Armor Class, including all normal attack bonuses. [Game Master's note: I considered using just the Base Attack Bonus vs. the defender's flat-footed AC here.] If the attack misses again, see the table below for the result, where the difference between the second attack roll and the defender's Armor Class is the number of the result.
-Simple result: As with the multiplier for critical hits, roll a second 1d20 after rolling a natural 1. If another natural 1 is rolled, roll 1d20 for the result on the table below.
1. Swing and a miss: Simple miss, no penalties.
2. Butterfingers: Drop random item from possessions.
3. Flat-footed for one round.
4. Barf: Sickened (hit in the 'nads), -2 attacks, damage, and saves for one round. (Fortitude save, Difficulty Class 15 to negate).
5. Here, use mine: Opponent can try to disarm.
6. Slam dancing: Bump into friend, make Balance check DC 12 or both lose next attacks.
7. Get out of my way: Spoil closest ally's next attack (Reflex save to avoid).
8. With friends like these? Distract nearest friendly spellcaster (concentration check to negate).
9. Ouch: Pull a muscle, -2 to attacks until treated.
10. What monsters, I don't see any monsters? Armor/gear slip, -2 to attacks and Armor Class until straightened out (Move action).
11. Capes, foiled again! Entangled: Need to spend a standard action to get out.
12. Wide open: Opponents get an Attack of Opportunity.
13. Slip slidin' away: Off-balance, miss next-round action (Reflex save to negate).
14. Oof: Knocked back one hex (five feet, provoke AO).
15. Disarmed: Drop weapon; will need to spend an action (and possibly provoke an AO) to retrieve.
16. On your ass: Prone; you can spend an action next round getting up (provoke an A) at +4 when doing so).
17. Weapon break: Weapon saves to avoid breaking (magical bonuses apply; see rules for Sunder and Breakage)
18. Boot to the head: Hit self (Fortitude save or be stunned for one round).
19. Friendly fire: Hit friend (save to negate damage).
20. You're your own worst enemy: Hit self (save for half damage).