Called Shots - Anyone have any rules?


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Use Power Attack to simulate aiming for a precise point on the target so as to maximise damage.

Use the disarming, attack a weapon or strike an object rules to handle going for someone's sword.

Use trip attacks to knock someone down.

Dragon 274 also had ranged variants of the Sunder and Improved Disarm feats.

Generic "I aim for his eye" called shots don't really work under D&D's ablative hit point system.
 



Well, if you use the one rule, you will be using the book. And I've heard there are good ideas on the other pages, too. :rolleyes:

Fair enough, but it's the only called shot rules I've seen for d20. Your best bet is to creatte your own.
 

Called Shots :
Called shots are usually perceived as "trick shots", or specially placed shots intended to disable, or cause more damage. DnD 3e already uses feats (like Improved Disarm, Shot On The Run) to represent the first. The latter is best represented by the sneak attack ability of rogues (and some other classes) - "if a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage." This is particularly troublesome to advocates of the last use of called shots, but to allow any character this ability, no matter what the penalty, would seriously detract from one of the most unique and useful rogue class features. This leaves the second use of called shots - specially placed shots intended to disable. To that end, I've created a number of custom feats that, along with Hamstring (from Song & Silence), should suffice. It is not possible to use a called shot to generate an insta-kill.

New Feats :
Blinding/Deafening Shot

Category :
General

Prerequisites :
BAB +4, Sneak attack

Benefit :
If you hit with a sneak attack, you may sacrifice +3d6 of sneak attack damage to blind or deafen your opponent by damaging one of his eyes or ears. This damage must be magically healed by using either remove blindness/deafness, or heal. The opponent still takes the remaining sneak attack damage from the blow.

Normal :
No benefit.

Break Limb

Category :
General

Prerequisites :
BAB +7, Power Attack, sneak attack

Benefit :
If you hit with a sneak attack you may sacrifice +4d6 of sneak attack damage to break one of your opponent's limbs, rendering it useless until it is healed. If the limb is a leg, the opponent's movement is reduced appropriately. If the limb is an arm, the opponent cannot use the arm. This ability is ineffective on creatures more than 2 sizes larger than the attacker, and the opponent still takes the remaining sneak attack damage from the blow.

Normal :
No benefit.

Pinning Shot

Category :
General

Prerequisites :
Weapon Focus, BAB +7, Sneak attack

Benefit :
You may pin part of an opponent's body to a surface by making a sneak attack and sacrificing +1d6 of sneak attack damage. If the remaining sneak attack bonus damage exceeds the hardness of the surface, the body part is pinned as long as the weapon remains in the wound. The opponent can free himself by making a Fortitude save with a DC of 10+Hardness, taking the normal amount of damage from the weapon itself. If the opponent exceeds his Fortitude save by 10 or more, he avoids the damage.

Normal :
No benefit
 

Angelsboi: have you look over the limited variant in the DMG? I have found that they're adequate for my campaign, and they work well.

I've modified them slightly in regards to healing, and the maximum penalties accrued before uselessness, but basically they work like the variant in the DMG.
 

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