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Called Shots - Anyone have any rules?
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<blockquote data-quote="GuardianLurker" data-source="post: 117060" data-attributes="member: 786"><p>Called Shots :</p><p>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.</p><p></p><p>New Feats :</p><p>Blinding/Deafening Shot</p><p></p><p>Category :</p><p>General</p><p></p><p>Prerequisites :</p><p>BAB +4, Sneak attack</p><p></p><p>Benefit :</p><p>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.</p><p></p><p>Normal :</p><p>No benefit.</p><p></p><p>Break Limb</p><p></p><p>Category :</p><p>General</p><p></p><p>Prerequisites :</p><p>BAB +7, Power Attack, sneak attack</p><p></p><p>Benefit :</p><p>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.</p><p></p><p>Normal :</p><p>No benefit.</p><p></p><p>Pinning Shot</p><p></p><p>Category :</p><p>General</p><p></p><p>Prerequisites :</p><p>Weapon Focus, BAB +7, Sneak attack</p><p></p><p>Benefit :</p><p>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.</p><p></p><p>Normal :</p><p>No benefit</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 117060, member: 786"] 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 [/QUOTE]
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