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<blockquote data-quote="wuyanei" data-source="post: 2688790" data-attributes="member: 28913"><p>Not exactly revelant, but what if we made each called shot into a series of [FIGHTER] feats (under the Improved Sunder chain?), placed a Fort-save-or suffer X for each body position, then let 'called shots' take the place of the 'cool special abilities' for high-level fighters?</p><p></p><p>If we are careful to limit the entry levels, we can have say:</p><p></p><p>Feat: <strong>Called shot (weapon-bearing limb)</strong>: Opposed attack roll (as sunder), but you suffer an additional -4 to the attack roll. If you win the opposed roll, the opponent must make a Fort save vs. 12 + Str mod or suffer -3 penalty to attack and damage rolls with attacks using that limb for 1d4+1 rounds, available at 5th level. 'Weapons' for this feat include natural weapons;</p><p></p><p>Feat: <strong>Called shot (leg)</strong>: Attack at -4 to hit. If the attack hits and deals damage, the target must make Fort save vs. 13 + Str mod or -6 penalty to Dexterity (to a minimum of 1) for 1d4+1 rounds, available at 7th level. Creatures with more than two legs take only -2 penalty per wounded leg, creatures with more than 6 legs take no penalty until they have three or fewer good legs remaining;</p><p></p><p>... and so on, until you have:</p><p></p><p>Feat: <strong>Called shot (lungs)</strong>: Attack at -6 to hit. If the attack hits and deals damage, the target must make a Fort save vs. 14 + Str mod or take 1 constitution damage per round for the next 1d6 rounds as blood slowly fills the victim's lungs, available at 9th level (bludgeoning weapons break the victim's ribs, creating the same effect as slashing/piercing weapons);</p><p></p><p>Feat: <strong>Called shot (heart)</strong>: May only be attempted with a piercing weapon. Attack at -8 to hit. You suffer an additional -4 to hit if the target has at least 2 points armor or natural armor bonus (the area around the heart tends to be the best protected). If the attack hits and deals more damage than the target's Constitution score, the target must make a Fort save vs. 15 + Str mod or die, available at 11th level;</p><p></p><p>Feat: <strong>Called shot (head)</strong>: May only be attempted with a bludgeoning weapon. Attack at -6 to hit. If the attack hits and deals damage, the target must make a Fort save vs. 15 + Str mod or be nauseated for 1d3 rounds, available at 11th level;</p><p></p><p>Feat: <strong>Called shot (femoral artery)</strong>: May only be attempted with a slashing weapon. Attack at -6 to hit. If the attack hits and deals damage, the target must make a Fort save vs. 15 + Str mod or take 2d4 points Constitution damage, available at 11th level;</p><p></p><p>Feat: <strong>Called shot (neck)</strong>: Attack at -6 to hit. If the attack hits and deals more damage than the target's Constitution score, the target must make a Fort save vs. 16 + Str mod or die, available at 13th level;</p><p></p><p>Feat: <strong>Called shot (eye)</strong>: May only be attempted with a piercing weapon. Attack at -10 to hit. The target must make a reflex save against DC 10 + half your BAB + your dexterity modifier. If the target fails the save, you may ignore any physical armor and natural armor bonuses to the AC of the target (shield bonus, dodge bonus, deflection bonus, armor bonus from <em>mage armor</em> and other bonuses still apply). If the attack hits and deals damage, the target is blinded in one eye. If the attack deals more damage than the target's Constitution score, the target must also make a Fort save vs. 17 + Str mod or die. Available at 15th level;</p><p></p><p>In all cases, you cannot apply a higher Str mode than that maximum you could with your weapon (such as a mighty crossbow). If you wield a weapon in two hands, add 1.5 times your str bonus.</p><p></p><p>Make each called shot a standard action, instead of an attack. Making a called shot provokes an attack of opportunity (unless you take <strong>another</strong> feat -- Improved Called Shot -- to negate that). Balance each called shot with spells (or better, warlock invocations) of the same level, while keeping in mind that the called shots can be used infinite times. Bascially a non-magical invocation...</p><p></p><p>I have not tried to balance these abilities yet. I <strong>have</strong> noticed a lack of high-powered feats for the very high-level fighter to take. Perhaps, with some modification and playtesting, called shots might be a way to address this defict?</p></blockquote><p></p>
[QUOTE="wuyanei, post: 2688790, member: 28913"] Not exactly revelant, but what if we made each called shot into a series of [FIGHTER] feats (under the Improved Sunder chain?), placed a Fort-save-or suffer X for each body position, then let 'called shots' take the place of the 'cool special abilities' for high-level fighters? If we are careful to limit the entry levels, we can have say: Feat: [b]Called shot (weapon-bearing limb)[/b]: Opposed attack roll (as sunder), but you suffer an additional -4 to the attack roll. If you win the opposed roll, the opponent must make a Fort save vs. 12 + Str mod or suffer -3 penalty to attack and damage rolls with attacks using that limb for 1d4+1 rounds, available at 5th level. 'Weapons' for this feat include natural weapons; Feat: [b]Called shot (leg)[/b]: Attack at -4 to hit. If the attack hits and deals damage, the target must make Fort save vs. 13 + Str mod or -6 penalty to Dexterity (to a minimum of 1) for 1d4+1 rounds, available at 7th level. Creatures with more than two legs take only -2 penalty per wounded leg, creatures with more than 6 legs take no penalty until they have three or fewer good legs remaining; ... and so on, until you have: Feat: [b]Called shot (lungs)[/b]: Attack at -6 to hit. If the attack hits and deals damage, the target must make a Fort save vs. 14 + Str mod or take 1 constitution damage per round for the next 1d6 rounds as blood slowly fills the victim's lungs, available at 9th level (bludgeoning weapons break the victim's ribs, creating the same effect as slashing/piercing weapons); Feat: [b]Called shot (heart)[/b]: May only be attempted with a piercing weapon. Attack at -8 to hit. You suffer an additional -4 to hit if the target has at least 2 points armor or natural armor bonus (the area around the heart tends to be the best protected). If the attack hits and deals more damage than the target's Constitution score, the target must make a Fort save vs. 15 + Str mod or die, available at 11th level; Feat: [b]Called shot (head)[/b]: May only be attempted with a bludgeoning weapon. Attack at -6 to hit. If the attack hits and deals damage, the target must make a Fort save vs. 15 + Str mod or be nauseated for 1d3 rounds, available at 11th level; Feat: [b]Called shot (femoral artery)[/b]: May only be attempted with a slashing weapon. Attack at -6 to hit. If the attack hits and deals damage, the target must make a Fort save vs. 15 + Str mod or take 2d4 points Constitution damage, available at 11th level; Feat: [b]Called shot (neck)[/b]: Attack at -6 to hit. If the attack hits and deals more damage than the target's Constitution score, the target must make a Fort save vs. 16 + Str mod or die, available at 13th level; Feat: [b]Called shot (eye)[/b]: May only be attempted with a piercing weapon. Attack at -10 to hit. The target must make a reflex save against DC 10 + half your BAB + your dexterity modifier. If the target fails the save, you may ignore any physical armor and natural armor bonuses to the AC of the target (shield bonus, dodge bonus, deflection bonus, armor bonus from [i]mage armor[/i] and other bonuses still apply). If the attack hits and deals damage, the target is blinded in one eye. If the attack deals more damage than the target's Constitution score, the target must also make a Fort save vs. 17 + Str mod or die. Available at 15th level; In all cases, you cannot apply a higher Str mode than that maximum you could with your weapon (such as a mighty crossbow). If you wield a weapon in two hands, add 1.5 times your str bonus. Make each called shot a standard action, instead of an attack. Making a called shot provokes an attack of opportunity (unless you take [b]another[/b] feat -- Improved Called Shot -- to negate that). Balance each called shot with spells (or better, warlock invocations) of the same level, while keeping in mind that the called shots can be used infinite times. Bascially a non-magical invocation... I have not tried to balance these abilities yet. I [b]have[/b] noticed a lack of high-powered feats for the very high-level fighter to take. Perhaps, with some modification and playtesting, called shots might be a way to address this defict? [/QUOTE]
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