
Here is the fumble deck: <a href="https://drive.google.com/open?id=1nIPtxDuQNSwapBJ_haMeTns37f2hpPDR" rel="nofollow">https://drive.google.com/open?id=1nIPtxDuQNSwapBJ_haMeTns37f2hpPDR</a> Here is the hit deck: <a href="https://drive.google.com/open?id=1soAJkScV2T0jf3CjpdRl8_pjItMPimuY" rel="nofollow">https://drive.google.com/open?id=1soAJkScV2T0jf3CjpdRl8_pjItMPimuY</a> Basically, these are alternatives to taking the extra damage when you score a critical hit. In addition, they add a little more flair with fumbles. Don't worry about what you've heard about critical hits and fumbles, paizos decks are pretty darn tame. The rules explaining them are in those links but basically let me play out and example. Azor shoots an Acid Splash at an enemy. Lets say he has a +5 to his attack roll on that. He scores a natural 20 which is a possible crit. He will roll to confirm. When you confirm a crit you always use the same exact bonus you had on the attack (then you can add any bonuses related to crits). Let's for the sake of the example say Azor scores his critical hit. He has a few options. 1. He can just take the extra 1d3 damage that would be allotted to him from a normal crit. 2. He can forgo taking extra damage at all, and save that ignored crit to negate a future fumble. 3. He can draw 1 card from the deck. Lets say he chooses option 3. I will shuffle the deck in person and take however many cards you are allowed. (You will tell me if melee if you chose bludgeoning, piercing, or slashing.) I drew the card and under Magic it reads: Returning Spell. Double Damage and the spell is not lost. So, not great for a cantrip but if this had been something pretty strong that could have been a great bonus. If you have a weapon focus feat on something, that gains you one more card. The cards scale as such: 2x = 1 card 3x = 2 cards 4x = 3 cards If you get a card that says double damage and then alter says triple, you'll just take the difference. Now if a bleeds can be removed with a heal check of 15. If any other save is required it is a DC equal to the entire attack roll used to confirm the crit. Fumbles are pretty straight forward. Roll a 1, and then confirm it (if you don't at least hit their AC you fumble) I draw a card from that. Lets say dana fumbled on that acid splash: I draw a card: It reads: Side Effect, one of your magic items permanently gains a random drawback (PFRPG 538) You will need to tell me ahead of time if you intend to use a save crit card to negate a fumble.