When an attacker scores and confirms a critical hit, instead of doubling the damage, max damage is done. Additionally, roll 3d6 and consult the following table. If the weapon is a x3 weapon, roll twice; if the weapon is a x4, roll three times.
|3||Roll damage dice again. Do not add extra damage. Roll on this table again, ignoring a roll of 3 or 18.|
|4||Blow to face. Target takes 1d3 CHA damage and is blinded until he spends a standard action to clear the blood from his eyes.|
|5||Blow to chest. Target has wind knocked out and is dazed for 1 round.|
|6||Blow to legs. Make a free trip attempt, and target’s move is reduced by 1/2 for 1d6 rounds.|
|7||Blow to limb. Make a free disarm attempt if applicable, and target cannot use one weapon or attack for 1d6 rounds.|
|8 – 10||Roll damage dice again. Do not add any extra damage from STR, Power Attack, etc.|
|11 – 13||Roll damage dice again. Add extra damage from STR, Power Attack, etc.|
|14||Blow to gut. Target loses next action and is sickened for 1d6 rounds.|
|15||Blow to throat. Target cannot speak, eat or drink for 1d6 rounds, rendering spellcasting and item completion impossible.|
|16||Blow to head. Target stunned for 1 round.|
|17||Bleeding wound. Roll damage dice again; this much damage is dealt each round on your turn. Fort save or healing ends (DC 10 + ongoing damage amount).|
|18||Roll damage dice again. Add extra damage from STR, Power Attack, etc. Roll on this table again, ignoring a roll of 18.|
It should be noted that some common sense should be applied to these results. If, for example, a creature has multiple heads, rolling a 16 will not likely have much effect.