This table assumes you are ignoring the official rule of determining critical threats and instead using auto-criticals (no rerolls, instant critical). :twisted:
Corrected Critical Success Table
On a melee or ranged attack roll of 20, you must roll
1d20 to determine the extent of your critical success:
1-2 Instant Sunder!
3-4 Whirlwind Blow!
5-6 Staggering Blow!
7-8 Disarm!
9-10 Battering Blow!
11-16 Feint!
17-18 Crack the Shell!
19-20 Victory is mine!
Your opponent is allowed a Fortitude save (DC 15,
melee) or Reflex save (DC 15, ranged) to avoid the
effects of your critical success, but still takes damage
as normal from the critical hit.
SUCCESS RESULTS
1-2 Instant Sunder!
Your strike goes right through your opponent’s
weapon, into him! Your enemy’s weapon is broken
(either the blade or the handle for bludgeoning
weapons), or the crossbow mechanism becomes
unusable or his bow is broken. Your weapon sticks in
your opponent, requiring a standard action to remove
(and causing your opponent 1d4 points of additional
damage which cannot be reduced by DR).
All opponents facing within 5 feet (10 feet for reach
weapons) get an attack of opportunity on him.
3-4 Whirlwind Blow!
You strike so well your attack carries your weapon
into an enemy adjacent to you. Your enemy is allowed
a Fortitude save (DC 15, melee) or Reflex save (DC
15, ranged) to avoid your strike. On a failed save
result of 1, the blow is considered a critical hit against
him. Roll again for a critical success against this
second foe!
5-6 Staggering Blow!
You not only strike your opponent, but you stagger
him. He loses any remaining attacks this round (but
may defend normally), and leaves himself open to an
attack of opportunity from all your allies facing him
within 5 ft. (10 ft. for reach weapons).
7-8 Disarm!
You strike your opponent’s weapon with such force
that he drops his weapon. He takes no damage. All
allies facing him within 5 ft. (10 ft. for reach weapons)
get an attack of opportunity against him unless he has
the Improved Unarmed Strike feat. Roll 1d10 again:
on a roll of 1-5, his weapon lands at his feet, in his
square. 6-10 = his weapon lands in your square (or
one square away if you are using a reach weapon).
Your opponent can choose to take the critical hit
damage and cancel the disarm effect if he wishes.
9-10 Battering Blow!
You attempt to beat your opponent back in melee;
you may immediately make an attack of opportunity
against him, as he is caught offguard by your sudden
reckless assault. If you score another hit, your
opponent is knocked back 5 feet. If you score another
critical hit, he is pushed back five feet and knocked
prone. If you are using a ranged attack, then you do
not get an attack of opportunity; instead your attack
knocks him back five feet on a successful Reflex save,
and drops prone on a failed save.
11-16 Feint!
You trick your opponent into dropping his guard, then
strike him unexpectedly. He takes additional bonus
damage equal to your Charisma modifier that is not
reduced by his DR. This bonus damage is not
multiplied with your critical. In addition, he suffers a
-1 penalty to both Dodge and Parry the remainder of
the round as he tries to regain his balance.
17-18 Crack the Shell!
You detect and exploit a weakness in your opponent’s
protection. Roll 1d6 on the subtable below, ignoring
results that do not apply.
1-2=armor failure, 3-4= shield failure,
5-6=helmet failure.
Armor Failure: Your blow caused straps or
buckles to become broken in your oponent’s armor,
lowering his DR by -2 until it is repaired (10 sp).
Shield Failure: You destroy his shield. He
immediately loses its Parry bonus. He must drop his
shield and he loses any remaining attacks this round.
Helmet Failure: You give him a blow to the
head and blood drips into his eyes, temporarily
blinding him for the remainder of the round!
If he is not wearing any protective gear, then you
cause his clothes to rip and tear, causing him a -1
penalty to his Dodge DV this round while he is thus
distracted. If he is not wearing clothes (or has only a
loincloth or similar scanty attire), he suffers no ill
effect (aside from your critical hit).
19-20 Victory is mine!
You are so impressed with the success of your critical
hit, that you believe the gods surely smile upon you
and victory is at hand. You immediately gain a morale
bonus equal to your Charisma modifier (minimum of
1) on all attack, damage and saving throws for a
number of rounds equal to your Charisma modifier
(minimum of 1).