|||
Home
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Armor
|
Shields
|
Weapons
Artifacts
|
Augmentations
|
Creature Companions
|
Computers
|
Hybrid Items
|
Magic Items
|
Technological Items
|
Traps
Manufacturers (Augmentations)
|
Manufacturers (Weapons)
|
Other Items
|
Special Materials
|
Advanced Melee
|
Ammunition
|
Basic Melee
|
Grenade
|
Heavy
|
Longarms
|
Small Arms
|
Sniper
|
Solarian
|
Special
Critical Hit Effects
|
Special Properties
|
Weapon Accessories
|
Weapon Fusions
Critical Hit Effects
If your attack roll is a natural 20 and your attack total is equal to or greater than your target’s AC, your attack is a critical hit. A critical hit means that you roll your damage twice (adding to each roll all your usual bonuses, including any additional damage from special abilities) and then add the rolls together to determine the damage dealt.
Some weapons have an additional critical effect that applies when you score a critical hit. These effects are as follows.
Recharge
Source
Alien Archive pg. 45
When the wielder scores a critical hit against a living creature or a construct with the technological subtype, the weapon regains the listed number of charges (up to the weapon’s maximum capacity).