Natural 20s, Critical hits and Natural 1s Per official pathfinder rules: There is no critical on a skill check, nor any special significance to 20s or 1s, except for Use magic Device, in which a rolled 1 and a failure means you can't try again with that device for 24 hours. Natural 1s and 20s only apply in combat attack rolls and on saving throws. Saving Throws 20 is a pass on any save 1 is fail on any save Critical Hits Natural 20 : In combat if you roll a Natural 20 you hit regardless of your target’s Armor Class , and you have scored a “ threat ,” meaning the hit might be a critical hit. Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit but if you hit it is a “ threat ,” Threat : To find out if it’s a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn’t need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit. Fumble Natural 1: In combat if you roll a Natural 1, you miss regardless of your target’s Armor Class , and you have scored a “ Possible Fumble ", meaning the miss might be a very bad Possible Fumble (My addition): To find out if it’s a Fumble , you immediately make an attempt to “avoid" the fumble—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a Miss against the target’s AC, your original hit is a Fumble . (The Possible Fumble just needs to miss to give you a fumble, it doesn’t need to come up 1 again.) If the confirmation roll is a hits, then your attack is just a regular miss. Fumble/Critical hit effect I will be using the pathfinder online generator for Fumble/Critical effects with 1 modification. If a card says "double damage" use the weapons normal multiplier, if is says normal damage the it will be the [(weapons normal multiplier) - 1], if is says triple damage the it will be the [(weapons normal multiplier) + 1], ect. If you have multiple attacks and you fumble, you do not loss any extra attacks you have left unless the generated effect would do so such as being knocked unconscious, put to sleep, etc.. All game effects gernerated, even bleed allows a save with the DC = damage dealt (if no damage DC determined by GM) andsave type determined by effect (GM Call). Example: Long bow is x3. confirmed Critical hit Heart Shot: Triple damage and 1 Con bleed. by my rules= So would be x4 and 1 bleed (Fort save DC=Damage). Blown Back: Double damage and target is knocked prone. by my rules= x3 and prone (Ref save DC=Damage) Calf Hole: Normal damage and 1d4 Dex damage. by my rules= x2 and 1d4 Dex (Fort save DC=Damage) Example: Long bow is x3. Fumble is confirmed Errant Aim Reroll attack against creature nearest the target (yourself excluded). by my rules = No modification Notched Fingers You take 1d6 points of bleed. By my rules= 1d6 Bleed (DC 10 + 1d10) Weapon Jam If using a projectile weapon it does not function. Spend 1 standard action to clear. by my Rules= Projectile weapon jammed (Standard Action to clear). Extra attacks that relied on this weapon lost. If have quick access to another weapon, possible could continue actions with reaming attacks.