Alright I've had this on the backburner for a while now, I think I've got something together that works pretty well. Let me know what you think.
Critical Shots: Normally, when a character scores a threat with an attack they have a chance to achieve greater damage on a target with a well placed blow: a critical hit. Using the critical shot rules variant this opportunity can also be used to attack specific areas of the target. Depending on the type and other aspects of the weapon different effects can be achieved this way. When using any of these options, there is a penalty to the critical confirmation roll, as well as a reduction of one multiplier to the damage caused on success. Thus, a x2 weapon does only normal damage with a critical shot, a x3 weapon deals x2, and so on. The available effects depend on the damage type and properties of the weapon used.
Here's a list of the effects I have so far, it's still rather sketchy but it establishes the mechanics. Ideas and comments on this would be much appreciated
Strike Limb: Attacks the targets arm or leg, attempting to disable it. A damaged arm can not be used to wield weapons, hold items, or cast spells. A damaged leg (or similar limb used for movement) causes a reduction in base speed proportional to what fraction of limbs are damaged. These effects last until a number of hit points equal to the attack that caused it is healed. If this attack is made by a slashing weapon and takes the target to 0 hit points or below, the limb is also severed and can only be healed by means of Regeneration, Wish or Miracle.
Requirements: None; Slashing damage type for severing effect
Confirmation Penalty: +4
Note: this should probably work to damage wings as well, but flight is complicated enough as is without figuring out how flying with damaged wings work. Ideas?
Bleeding Wound: Causes a bleeding wound that inflicts an extra point of damage each round until at least one point of damage is healed.
Requirements: Slashing or Piercing damage type
Confirmation Penalty: +2
Daze: Knock the target upside the head, causing disorientation and confusion. The target can only perform either a move action or standard action next round.
Requirements: Bludgeoning damage type
Confirmation Penalty: +2
Impale: The weapon used becomes lodged in the target creature, causing an effect similar to the harpoon in sword and fist. (I forget how that works at the moment, and I don't have the book now :\)
Requirements: Piercing, Weapon must be capable of being set to receive a charge
Confirmation Penalty:+4
Knockback: Force the target backwards 5 feet with a well angled blow to the body.
Requirements: Bludgeoning damage type
Confirmation Penalty: +0
Trip: Any attack that allows trip attempts can also be used to trip on a critical shot. The effect is the same as a normal trip, but is treated as a normal attack rather than a touch attack.
Requirements: Weapon that allows trip attempts or unarmed attack.
Confirmation Penalty: +2