Called Shots

This campaign will be using Called Shots rules. They are as follows: 

A called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The smaller or better guarded the area, the more difficult the called shot. A called shot is a single attack made as a full-round action, and thus can’t be combined with a charge, feats like Vital Strike, or multiple attacks with a full-attack action.

Called shots are divided into three basic difficulty groups: easy, tricky, and challenging. Easy called shots represent large areas of the body, and are made at a –2 penalty. They have relatively minor effects unless a critical hit is scored or massive damage is dealt. Tricky called shots represent either smaller areas, like a hand, or areas a creature protects well, like its head. Tricky shots receive a –5 penalty, and inflict more serious consequences. Challenging called shots represent very small areas like eyes, fingers, or creatures’ necks. They receive a –10 penalty, and successful hits cause significant short-term impairment. Beyond these challenging ratings lie almost impossible called shots that receive a –20 penalty. For called shots against non-humanoid creatures, use common sense and the categories above as guidelines. For example, a flying creature’s wings are treated as arms. As always, this is up to GM discretion. 

Location Type Penalty
Head Tricky -5
-Ear Challenging -10
-Eye Challenging -10
-Neck Challenging -10
Chest Easy -2
-Heart Challenging -10
Vitals Tricky -5
Arm Easy -2
-Hand Tricky -5
Leg Easy -2

Please see this link for each of the successful Called Shots effects. Please read the content of teh page carefully in the event that you would like to use a Called Shot. 


Called Shots

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