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<blockquote data-quote="Slaved" data-source="post: 3687579" data-attributes="member: 43358"><p>Ok, so called shots have been done so many times there is likely nothing new to be said here, but I was thinking about something and decided to write it down.</p><p></p><p>Read and comment as you like. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p>Hits With Extra Effects</p><p>General Rule</p><p>Whenever any character hits another character with a weapon (or weapon like) they generate one point of Extra Effect versus that creature.</p><p>Any character may voluntarily take a penalty to all of their attack rolls at the beginning of their round and lasting until the beginning of their next round. This penalty may not be greater than their total hit dice. Any attacks that hit generate Extra Effect of 1 plus the penalty taken.</p><p></p><p>To use this Extra Effect at the start of a characters turn they must declare its use and the desired effect. This reduces their pool of Extra Effect by the amount of hit dice of the target. If there is insufficient Extra Effect in the pool then that character takes a -1 penalty on all attack rolls for the round, loses 1 Extra Effect point, and gains no benefits from this ability.</p><p></p><p>Extra effects include</p><p>Target Dazzled for 2 rounds per successful hit this round as you strike them in a dissorienting spot, perhaps a blow to the head. If this ability is used two rounds in a row then every two rounds of dazzled above 10 the target is instead dazed for one round.</p><p></p><p>Make a full round action single attack against a single foe that, if successful, causes them to become one of your choice of Blinded for 2 rounds, Deafened for 4 rounds, Confused for 1 round, Entangled for 2 rounds, Fatigued for 2 rounds, Flat-footed for 1 round, Shaken for 1 round, or Sickened for 1 round. You may choose to double the duration of the effect you choose if you gain the same penalty for the same length of time as your foe.</p><p></p><p>Any of these effects should be described in an egregious manner, even if it is not realistic. The point is to have fun with it while allowing something extra for certain types of character types. This should preferentially work for characters weilding two weapons.</p><p></p><p></p><p>Feats</p><p>Master of Extra Effects</p><p>Prerequisites: two weapon fighting</p><p>All of your hits generate 1 extra point of Extra Effect as long as you take at least 1 point of penalty to your attack rolls through the Extra Effect rule.</p><p>In addition, when you down a foe you may immediately transfer half, rounded down, of the Extra Effect points from that foe to any other foe you have at least 1 Extra Effect point on.</p></blockquote><p></p>
[QUOTE="Slaved, post: 3687579, member: 43358"] Ok, so called shots have been done so many times there is likely nothing new to be said here, but I was thinking about something and decided to write it down. Read and comment as you like. :D Hits With Extra Effects General Rule Whenever any character hits another character with a weapon (or weapon like) they generate one point of Extra Effect versus that creature. Any character may voluntarily take a penalty to all of their attack rolls at the beginning of their round and lasting until the beginning of their next round. This penalty may not be greater than their total hit dice. Any attacks that hit generate Extra Effect of 1 plus the penalty taken. To use this Extra Effect at the start of a characters turn they must declare its use and the desired effect. This reduces their pool of Extra Effect by the amount of hit dice of the target. If there is insufficient Extra Effect in the pool then that character takes a -1 penalty on all attack rolls for the round, loses 1 Extra Effect point, and gains no benefits from this ability. Extra effects include Target Dazzled for 2 rounds per successful hit this round as you strike them in a dissorienting spot, perhaps a blow to the head. If this ability is used two rounds in a row then every two rounds of dazzled above 10 the target is instead dazed for one round. Make a full round action single attack against a single foe that, if successful, causes them to become one of your choice of Blinded for 2 rounds, Deafened for 4 rounds, Confused for 1 round, Entangled for 2 rounds, Fatigued for 2 rounds, Flat-footed for 1 round, Shaken for 1 round, or Sickened for 1 round. You may choose to double the duration of the effect you choose if you gain the same penalty for the same length of time as your foe. Any of these effects should be described in an egregious manner, even if it is not realistic. The point is to have fun with it while allowing something extra for certain types of character types. This should preferentially work for characters weilding two weapons. Feats Master of Extra Effects Prerequisites: two weapon fighting All of your hits generate 1 extra point of Extra Effect as long as you take at least 1 point of penalty to your attack rolls through the Extra Effect rule. In addition, when you down a foe you may immediately transfer half, rounded down, of the Extra Effect points from that foe to any other foe you have at least 1 Extra Effect point on. [/QUOTE]
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