Called Shots

Called Shots are great when you have a good to hit bonus, or play a character that likes flashy attacks and are (perhaps over) confident. Here are some basics that Pathfinder uses, with some additions that I have seen before. Input is welcome.

Called Shots are full-round actions and thus cannot be combined with feats like vital strike, charges, or multiple attacks.

Making a called shot means you will be taking a minus to your to hit bonus, but succeeding can grant great bonuses!

General Rules

Range and Reach: called shots work best when in close range. Melee combat against a target that is not adjacent to you take an additional -2 (in the case of reach). For range attacks, all range penalties are doubled for range increments, with a minimum -2 for targets not within 30 feet.
Critical Hits: Critical threats are the same for called shots and inflicts extra damage when and if confirmed, see below for area hit.
Cover: cover (other than soft cover) makes called shots much harder. Double AC bonuses for creatures with cover. If the part of the body being attacked by a called shot is covered, the shot is impossible.
Concealment: miss chances for creatures with concealment increase by 50%. Magic that grants concealment over 50% make a called shot impossible.
Damage Reduction: if no damage goes through, the secondary effects of the called shot do not happen. Otherwise continue as normal.
Immunity: immunity to critical hits also means immunity to called shots
Saving Throws: if a called shot gets a saving throw, the DC is equal to the armour class hit by the attack.
Touch Attacks: touch or range touch attacks must hit as if they were hitting the normal AC

Called Shot Effects

Normal Hit: the roll hits or succeeds the creatures AC and deals less than 50 point of damage. These inflict minor injuries or temporary inconveniences.
Hard Hit: the damage is half or more the target’s maximum number of hit points. These are hard hits of the body and require a system shock fortitude save equal to or more than the attack roll result. If failed, the target takes another 1d4 per 4 levels of the character.
Critical Hit: a critical threat is confirmed and it deals fewer than half the creatures hit points of damage. They can cause ability damage, bleeding, or other serious effects.
Debilitating Blow: the hit does half the creature’s maximum hit points (pathfinder suggests a minimum of 50) of damage or more. These inflict major and potentially permanent consequences
Concentration Checks: generally against the head for verbal components or hands/arms for somatic components. Checks are at a -5.
Healing From Called Shots: some called shots require the area to be healed before they can be used again. The victim must be healed for the amount of damage the called shot originally inflicted. Regenerate fixes everything except ability damage/drain. If a victim is suffering from multiple injuries, divide the healing between them.

Called Shot Locations

Head (tricky) -5

-something to note, creatures with more then one head have to have called shots succeed on each head in a single round to suffer effects
Called Shot: victim is left sickened for 1d4 rounds
Critical Called Shot: victim takes 1d6 points of intelligence, wisdom, or charisma damage determined randomly. Target is staggered for 1d4 rounds. A successful fortitude saving throw negates the staggered condition. Target also suffers the called shot to the head for 1d4 minutes.
Debilitating Blow: victim takes 1d6 points of intelligence, wisdom, and charisma damage, rolled separately. Target is knocked unconscious for 1d10 rounds. A successful fortitude saving throw negates the unconscious condition but target is staggered for 1d10 rounds. If the saving throw is failed by 5 or more, target is rendered senseless from brain trauma as the feebleminded spell), until it receives a heal, greater restoration, or similar effect. They also suffer from the called shot for 2d6 minutes.

Ear (challenging) -10

Called Shot: victim is deafened for 1 round and take a -2 penalty on perception checks. A creature that is looses hearing in both ears needs to receive the effects of remove blindness/deafness spell.
Critical Called Shot: victim is deafened for 2d6 minutes and leaves target staggered for 1 round. Target also suffers the called shot to the ear for duration.
Debilitating Blow: ear is destroyed and stuns victim for 1d4 rounds. It is deafened until victim receives the effects of remove blindness/deafness.

Eye (challenging) -10

-something to note, creatures with more then one eye have to have called shots succeed on each eye in order to be totally blind
Called Shot: all of their foes get concealment against it’s attacks for 1 round and gives it a -2 on perception checks. If they only have one eye they are blinded for 1d4 round.
Critical Called Shot: victim looses sight from that eye for 1d4 minutes. Target also suffers the called eye to the head for the duration.
Debilitating Blow: eye is destroyed, causing blindness until sight is restored through a spell or effect like remove blindness/deafness. Target also gets 1d6 points of bleed damage. A successful reflex save reduces this to 1d4 hours of loss of sight in that eye and eliminates the bleed damage. Target also suffers from a called shot to the eye for 2d6 minutes.

Neck (challenging) -10

Called Shot: victim cannot speak above a coarse whisper for 1 round. Spells with verbal components suffer a 20% failure, as do attempting to activate an item with a command word.
Critical Called Shot: victim takes 1d6 points of bleed, If a fortitude save is unsuccessful target suffers a crushed windpipe and is unable to breath or speak. A crushed windpipe can be healed by magical healing the number of hit points lost or with a DC 25 heal check to open a hole in the windpipe, this deals 2d6 point of damage leaving the creature unable to speak. A successful fortitude saving throw causes target to suffer the called shot for 1d4 minutes.
Debilitating Blow: victim takes 1d4 points of constitution bleed damage and leaves them unable to speak or breath. A successful fortitude save reduces this to 2d6 points or regular hit point bleed damage and they are unable to speak or breath for 1d4 minutes. The constitution bleed damage can only be stopped with regenerate, magical healing of the number of hit points lost this way, or a DC 20 heal check that takes 1d4 rounds to complete. Target is knocked unconscious for 1d10 rounds. A successful fortitude saving throw negates the unconscious condition but target is staggered for 1d10 rounds. If the saving throw is failed by 5 or more, target is rendered senseless from brain trauma as the feebleminded spell), until it receives a heal, greater restoration, or similar effect. They also suffer from the called shot for 2d6 minutes.

Chest (easy) -2

Called Shot: deals no additional damage but any skill check caused by the hit (such as acrobatics while balancing to climb checks) are at a -2
Critical Called Shot: victim takes 1d4 points of constitution damage and fatigues target. A successful fortitude saving throw (made after the constitution damage is applies) negates the fatigued condition. Target also suffers the called shot to the chest.
Debilitating Blow: victim takes 2d4 points of constitution damage and exhausts the target. A successful fortitude saving throw (made after the constitution damage is applied) reduces exhausted to fatigued. If the saving throw is failed by 5 or more, target receives an additional 1 point of constitution damage every round they do a standard action. Internal injuries can be healed by a DC 25 heal check or healing the amount of damage done by the blow. They also suffer from the called chest.

Heart (challenging) -10

-represents an attempt at a killing blow, you can substitute any vital organ and this could be the only chance against a creature with no foreseeable weakness, like an ancient red dragon
Called Shot: normal hit occurs
Critical Called Shot: organ is pierced causing exhaustion and 1d4 points of constitution bleed damage. A successful fortitude save reduces this to fatigued and 1 point of constitution bleed damage. Stoping the bleed damage requires regeneration or magical healing that does the same number of hit point damage the attack inflicted, or a successful DC 20 heal check that takes 1d4 rounds to complete.
Debilitating Blow: organ is destroyed, instantly killing the creature (assuming it relies on the heart to survive). Creatures that succeed on a fortitude save suffer exhaustion and 1d6 point of constitution bleed damage.

Vitals (tricky) -5

Called Shot: victim is left sickened for 1d4 rounds. A successful fortitude save reduces it to 1 round. They cannot run or charge.
Critical Called Shot: victim takes 1d4 points of constitution damage. Target is nauseated for 1d4 rounds and sickened for 1d6 minutes. A successful fortitude saving throw negates the nauseated condition. Target cannot run or charge.
Debilitating Blow: victim takes 1d6 points of constitution drain, nauseates the target for 1d4 rounds and sickens them for 2d6 minutes. A successful fortitude save reduces the drain to damage and nausea to 1 round. If the saving throw is failed by 5 or more, target is disembowelled or otherwise horrifically wounded and takes 1 point of constitution bleed damage which is only stoppable with regeneration, magical healing that heals all the damage done by the blow, or a DC 20 heal check that takes 1d4 rounds to complete.

Arm (easy) -2

-also includes wings, if the creature is flying they have to make a fly check or fall
Called Shot: deals no additional damage, but for 1d4 rounds anything done with that arm (attacks, ability rolls, or skills) are at a -2. A flying creature must make a fly check to stay flying
Critical Called Shot: victim takes 1d4 points of dexterity and strength damage rolled separately. A successful fortitude save half the damage. Target also suffers the called shot to the arm for 1d4 minutes.
Debilitating Blow: victim takes 1d6 points of dexterity and strength damage, rolled separately. The limb is useless until healed unless a fortitude saving throw is made. If the saving throw is failed by 5 or more, the limb is severed or mangled severely and only regeneration or a similar spell or effect will undo the damage. They also suffer from the called shot for 2d6 minutes if the arm is useable.

Hand (tricky) -5

Called Shot: for 1d4 rounds any attack roll, damage, ability checks, or skill checks made using wounded hand take a -2, including two handed weapon attacks. In addition victim takes a -4 to its CMD to resist disarm attempts, and drops weapon in hand on attack rolls of natural 1.
Critical Called Shot: victim takes 1d4 points of dexterity damage and drops anything it is holding unless it succeeds on a reflex saving throw. Items held in two hands are not dropped but it looses grip with injured hand. Target also suffers the called shot to the hand for 1d4 minutes.
Debilitating Blow: victim takes 1d6 points of dexterity damage. The blow renders the hand useless until healed or a reflex saving throw is successful. If the saving throw is failed by 5 or more, the hand is severed or mangled and needs regenerate to be used again. Regardless of the result of the saving throw, anything in that hand is dropped even if it is a two handed weapon. They also suffer from the called shot for 2d6 minutes.

Leg (easy) -2

-creatures with 5 or more legs are not effected
Called Shot: victim’s speed is reduced by 10 feet for 1d4 rounds for creatures with 2 or fewer legs, 3 plus legs speed is reduced by 5 feet. This does not stack with multiple called shots to the same leg. Any skill or ability using the limb or movement takes a -2 penalty for 1d4 rounds.
Critical Called Shot: victim takes 1d4 points of dexterity damage and knocks target prone. A successful fortitude saving throw negates the prone condition. Target also suffers the called shot to the leg for 1d4 minutes.
Debilitating Blow: victim is knocked prone and renders the leg useless until healed unless a fortitude save is successful. If the saving throw is failed by 5 or more, leg is severed or mangled and must be healed by a regenerate spell. If the save is successful target is lamed and moves at half speed until healed or receives a DC 20 heal check. They also suffer from the called shot for 2d6 minutes.

Called Shots

Cadilon recarter