evilbob
Adventurer
I know this gets kicked around time and again, and I have read many of the threads and rants against called shots. However, I think the fundamental problem with most called shot ideas is that they focus on increasing damage - which, I agree, just won't work (this is why critical hits exist). The point of a called shot, as I see it, is to damage a specific area of the body, thus inhibiting the use of that area to some degree. To that end, I have created what I think is a fairly simple rule system, based off two ideas:
1) The Variant: Damage to Specific Areas table on p27 of the DMG
2) the idea of smaller size categories being harder to hit
Both of these are slightly tweaked for balance. Here is the result:
This post has been edited to reflect suggestions and other new ideas.
Called Shots
Players may attempt a Called Shot as a standard action against a living opponent with discernable anatomy (must be subject to critical hits). This provokes an attack of opportunity. If using a ranged attack, the player must be within 30 ft. of the target. Roll an attack using the penalty from the table below and calculate damage as normal. If the attack succeeds and any damage is dealt, the target must make a Fortitude save against a DC of 10 + ½ damage dealt or be effected. (Targeting the torso or "body" area is considered a normal attack and has no additional effect.)
Body Part: Penalty to Hit: Targeted Damage Effect
Head: -6: -1 to attacks rolls, all skills checks, and to will and reflex saves
Arm: -4: -2 to climb, swim, and Str checks, -1 to attack rolls
Hand: -6: -2 to all skills involving hand use and attack rolls
Leg: -4: -2 to all skills involving movement and Dex checks, -1 to reflex saves
Foot: -6: -2 to all skills involving movement, -1 to reflex saves, movement rate reduced as encumbered
Eye*: -8: -2 to all skills involving seeing, initiative checks, and ranged attacks, -1 to reflex saves; **blinded
Ear*: -8: -2 to listen and initiative checks; **deaf
Targeted damage effects on more than one body part of the same type do not stack; i.e. you cannot damage two hands in order to increase the penalty. However, parts marked with an * cause extra effects (marked with **) once all of the parts of that type have been damaged; i.e. once a creature with four eyes has been damaged in the eye, additional Called Shots to the eye do not increase the penalties - but once he is damaged four times in the eye, he is blind. At least one point of healing will heal all targeted damage from Called Shots, whether magical or from resting.
Related Feats
Improved Called Shot
Prerequisite: BAB +3
Benefit: Making called shots does not provoke an AoO.
Greater Called Shot
Prerequisite: BAB +8, Improved Called Shot, ability to make either Sneak Attacks or Dirty Blows
Benefit: When making a Called Shot, sneak attack or dirty blow damage adds 1 to the DC of the Fort save to resist the effects of a Called Shot per die of sneak attack or dirty blow. For example, an 11th level rouge who did 6d6 sneak attack damage would add 6 to the DC of Called Shots.
Sniper’s Eye
Prerequisite: BAB +8, Improved Called Shot, Point Blank Shot
Benefit: The effective range for making ranged called shots is doubled to 60 ft.
All comments/suggestions welcome!
1) The Variant: Damage to Specific Areas table on p27 of the DMG
2) the idea of smaller size categories being harder to hit
Both of these are slightly tweaked for balance. Here is the result:
This post has been edited to reflect suggestions and other new ideas.
Called Shots
Players may attempt a Called Shot as a standard action against a living opponent with discernable anatomy (must be subject to critical hits). This provokes an attack of opportunity. If using a ranged attack, the player must be within 30 ft. of the target. Roll an attack using the penalty from the table below and calculate damage as normal. If the attack succeeds and any damage is dealt, the target must make a Fortitude save against a DC of 10 + ½ damage dealt or be effected. (Targeting the torso or "body" area is considered a normal attack and has no additional effect.)
Body Part: Penalty to Hit: Targeted Damage Effect
Head: -6: -1 to attacks rolls, all skills checks, and to will and reflex saves
Arm: -4: -2 to climb, swim, and Str checks, -1 to attack rolls
Hand: -6: -2 to all skills involving hand use and attack rolls
Leg: -4: -2 to all skills involving movement and Dex checks, -1 to reflex saves
Foot: -6: -2 to all skills involving movement, -1 to reflex saves, movement rate reduced as encumbered
Eye*: -8: -2 to all skills involving seeing, initiative checks, and ranged attacks, -1 to reflex saves; **blinded
Ear*: -8: -2 to listen and initiative checks; **deaf
Targeted damage effects on more than one body part of the same type do not stack; i.e. you cannot damage two hands in order to increase the penalty. However, parts marked with an * cause extra effects (marked with **) once all of the parts of that type have been damaged; i.e. once a creature with four eyes has been damaged in the eye, additional Called Shots to the eye do not increase the penalties - but once he is damaged four times in the eye, he is blind. At least one point of healing will heal all targeted damage from Called Shots, whether magical or from resting.
Related Feats
Improved Called Shot
Prerequisite: BAB +3
Benefit: Making called shots does not provoke an AoO.
Greater Called Shot
Prerequisite: BAB +8, Improved Called Shot, ability to make either Sneak Attacks or Dirty Blows
Benefit: When making a Called Shot, sneak attack or dirty blow damage adds 1 to the DC of the Fort save to resist the effects of a Called Shot per die of sneak attack or dirty blow. For example, an 11th level rouge who did 6d6 sneak attack damage would add 6 to the DC of Called Shots.
Sniper’s Eye
Prerequisite: BAB +8, Improved Called Shot, Point Blank Shot
Benefit: The effective range for making ranged called shots is doubled to 60 ft.
All comments/suggestions welcome!
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