Called Shots

This is a set of variant rules pertaining to called shots. With player approval, these rules will be implemented in Soul Harvest.

D&D 3.5 homebrew rule: Called Shots

Mechanics

A called shot can be made as a standard action – not as part of a full attack or an attack of opportunity. Select the body part you’d like to attack. First, unless you have the Improved Called Shot feat, you provoke an attack of opportunity from your opponent. Then make an attack roll with a penalty based on the body part you’re trying to hit. If it succeeds, you’ve damaged that body part. Depending on the damage done and whether or not you struck a critical, see the effects table.

Body Parts

The following table lists effects of a called shot to each particular body part. Effects are based on damage dealt relative to the opponent’s maximum hit points. If a critical hit was dealt, additional effects are applied. See below for the consequences of these effects.

  • Arm (-4) Under 1/10 of HP: Normal damage Under 1/6 of HP: Opponent makes Fort save (DC 10+1/2 your BAB+your STR bonus) or breaks arm. Under 1/4 of HP: As above, but save DC increased by 4. Above: Arm is automatically broken Critical hit: Increase save DC by 4. Even if the crit does under 1/10 of the target’s max HP, it still threatens breakage. In addition, if you’re attacking with a slashing weapon, the target’s arm is severed rather than being broken. A piercing weapon instead severs a tendon, disabling the arm.
  • Leg (-4) Under 1/10 of HP: Normal damage Under 1/6 of HP: Opponent makes Fort save (DC 10+1/2 your BAB+your STR bonus) or breaks leg. Under 1/4 of HP: As above, but save DC increased by 4. Above: Leg is automatically broken. Critical hit: Increase save DC by 4. Even if the crit does under 1/10 of the target’s max HP, it still threatens breakage. In addition, if you’re attacking with a slashing weapon, the target’s leg is severed rather than being broken. A piercing weapon instead severs a tendon, disabling the leg.
  • Tail (-4) Under 1/12 of HP: Normal damage Under 1/8 of HP: Opponent makes Fort save (DC 10+1/2 your BAB+your STR bonus) or breaks tail. Under 1/5 of HP: As above, but save DC increased by 4. Above: Tail is automatically broken. Critical hit: Increase save DC by 4. Even if the crit does under 1/10 of the target’s max HP, it still threatens breakage. In addition, if you’re attacking with a slashing weapon, the target’s tail is severed rather than being broken. A piercing weapon instead severs the spine, disabling the tail.
  • Wing (-4) Under 1/12 of HP: Normal damage Under 1/8 of HP: Opponent makes Fort save (DC 10+1/2 your BAB+your STR bonus) or breaks wing. Under 1/5 of HP: As above, but save DC increased by 4. Above: Wing automatically broken. Critical hit: Increase save DC by 4. Even if the crit does under 1/10 of the target’s max HP, it still threatens breakage. In addition, if you’re attacking with a slashing weapon, the target’s wing is severed rather than being broken. A piercing weapon instead punches a massive hole in the wing, making it useless for flying.
  • Abdomen (-3) Under 1/8 of HP: Normal damage. Under 1/5 of HP: Opponent makes Fort save (DC 10+1/2 your BAB+your STR bonus) or takes a gut wound from a piercing/slashing weapon. Above: Gut wound is automatic (again, only for piercing/slashing damage). Critical hit: Increase save DC by 4. If the save fails, the opponent is disemboweled (assuming you’re using a piercing/slashing weapon).
  • Torso (-3) Under 1/8 of HP: Normal damage, plus 1/2 your STR mod. Under 1/4 of HP: Opponent makes Fort save (DC 10+1/2 your BAB+your STR bonus) or suffers a lung wound (if using a piercing/slashing weapon) or a broken rib cage (if using a bludgeoning weapon). Above: If using a bludgeoning weapon, broken rib cage is automatic. If using a slashing/piercing weapon, opponent makes a Fort save (same DC as above); if it succeeds, the opponent takes a lung wound. Otherwise, it takes a heart wound. Critical hit: Increase save DC by 4. If the save fails, the opponent takes a heart wound (from any weapon).
  • Groin (-5) Under 1/10 of HP: Normal damage. Under 1/4 of HP: Male opponents must make a Fort save (same repetitive DC) or be overwhelmed by pain and stunned for 1 round. A bludgeoning weapon increases the DC by 2. Above: Male opponents are stunned for 1d4 rounds; females for 1 round. Critical hit: Opponent is sterilized.
  • Neck (-6) Increase your weapon’s crit range by 2. Critical hit: Opponent makes a Fort save (yes, same DC) or is decapitated. This is not instantly fatal to foes with multiple heads.
  • Head (-5) Increase your weapon’s crit range by 1. Under 1/10 of HP: Normal damage plus 1/2 your STR mod. Under 1/5 of HP: Slashing weapons do an addition 1x your STR mod damage; bludgeoning weapons force a Fort save or opponent is stunned for 1d4 rounds; piercing weapons force a Fort save or opponent suffers a brain injury. Above: Slashing weapons deal 2x your STR mod in extra damage; bludgeoning weapons stun opponent for 1d4 rounds; piercing weapons cause brain damage. Critical hit: Opponent makes a Fort save or the head dies (crushed by bludgeoning weapon, brain pierced by slashing or piercing). This is not instantly fatal to foes with multiple heads.
  • Temple (-8) Increase your weapon’s crit range by 3. Under 1/12 of HP: Normal damage plus your STR mod. Under 1/6 of HP: Slashing weapons do an additional 1.5x your STR mod; bludgeoning weapons force a Fort save or opponent is stunned for 1d4 rounds; piercing weapons force a Fort save or opponent suffers a brain injury. Above: Slashing weapons do an additional 2x your STR mod; bludgeoning weapons stun an opponent for 1d6 rounds and deal an extra 1x STR mod; piercing weapons cause brain damage and deal an extra 1x STR mod. Critical hit: Opponent makes a Fort save or the head dies. Not instantly fatal to foes with multiple heads.
  • Eye (-10) Increase your weapon’s crit range by 4. Under 1/12 of HP: Opponent makes a Fort save or is blinded in that eye. Under 1/6 of HP: Increase save DC by 4. If the save is failed, the eye is lost; in addition, a piercing weapon causes brain damage. Above: The eye is automatically lost, and a piercing weapon causes brain damage. Critical hit: Opponent makes a Fort save or the head dies. Not instantly fatal to foes with multiple heads.

Effects

  • Broken arm: A broken arm is useless and hangs limply, dropping any item it holds. It cannot be used to make attacks or use skills. You take a -8 penalty on Climb checks and a -4 penalty on Disable Device, Craft, Open Lock, and Use Rope checks. A broken arm does not heal on its own, but a DC 20 Heal check can set the arm, which will then heal over three weeks. 5 points of magical healing or fast healing/regeneration directed specifically at the broken arm will repair it instantly.
  • Broken leg: A broken leg is useless and hangs limply. It cannot be used for locomotion. A creature with at least two working legs can still move, but takes a -10ft penalty to speed and -2 to Reflex saves and Dexterity checks for each non-working leg (to a minimum of 5ft). For each broken leg, apply a -8 penalty to Climb, Jump, Balance, Swim, and Tumble checks and a -4 to Move Silently and Ride. A creature with one or no legs but working arms can crawl at a speed of 5ft and automatically fails Reflex saves, Climb/Jump/Balance/Swim/Tumble checks. A broken leg does not heal on its own, but a DC 20 Heal check can set the leg, which will then heal over one month. 10 points of magical healing or fast healing/regeneration directed specifically at the broken leg will repair it instantly.
  • Broken tail: A broken tail cannot be used to make attacks. If the creature used its tail to swim, its swim speed drops by half and it takes a -8 on Swim checks. A broken tail does not heal on its own, but a DC 20 Heal check can set the tail, which will then heal over three weeks. 5 points of magical healing or fast healing/regeneration directed specifically at the broken tail will repair it instantly.
  • Broken wing: A broken wing cannot be used for flight. A creature with at least two working wings can still fly, but takes a -10ft penalty to speed (minimum 10ft) and its maneuverability drops one category per broken wing. A broken wing does not heal on its own, but a DC 20 Heal check can set the wing, which will then heal over two weeks. 5 points of magical healing or fast healing/regeneration directed specifically at the broken wing will repair it instantly.
  • Severed limb: In addition to taking all the penalties for a broken or disabled limb, a creature whose limb is severed bleeds profusely from the wound. A severed arm, tail, or wing deals 1d2 points of Con damage per round; a severed leg deals 1d3. Make a Fortitude save and subtract the result from 35; this is the number of rounds you’ll bleed (minimum 5). 10 points of fire damage or 15 points of electricity or acid damage will cauterize the wound, and 10 points of healing will stop the flow. A severed limb can be reattached with a DC 40 Heal check (+1 DC per minute since it was severed); it is treated as disabled for the next six weeks, but may be used normally afterwards. Alternatively, the Reattach Limb spell can reattach a limb that’s been severed for up to one hour.
  • Gut wound: The target’s digestive tract has been pierced and its contents are spilling out. It takes 1 point of damage per minute. If the target had the Swallow Whole ability, any swallowed creature only needs to deal half the normal damage to cut its way out. This wound is uniformly fatal without treatment; a DC 20 Heal check can stop the hit point loss for an hour, while a DC 30 Heal check can cure the injury. Alternatively, 5 points of magical healing or fast healing/regeneration directed specifically at the wounded guts can repair them instantly.
  • Disembowelment: The target’s entrails are spilling out. It takes 1 point of damage per round. If it had the Swallow Whole ability, any swallowed creature only needs to deal one third of the normal damage to cut its way out. This wound is uniformly fatal without treatment; a DC 20 Heal check can stop the hit point loss for an hour, while a DC 30 Heal check can cure the injury. Alternatively, 10 points of magical healing or fast healing/regeneration directed specifically at the wounded entrails can repair the injury instantly.
  • Lung wound: The target’s lung is pierced. In addition to taking 2d4 Con damage, it can hold its breath for only half as long. While the lung is damaged, the Con damage can’t be restored, including by Restoration spells. A pierced lung will heal in 4 weeks; a DC 25 Heal check halves this time. Alternatively, 5 points of magical healing directed specifically at the wounded lung heals the injury, allowing the Con damage to be restored.
  • Heart wound: The target’s heart is pierced. It takes 2d4 Con damage immediately and 1d4 for each round thereafter, in addition to making a DC 25 Fortitude save each round or spend that round paralyzed by blood loss. This Con damage can’t be restored while the heart is damaged. A pierced heart won’t heal on its own, but a DC 30 Heal check can close the wound and allow the heart to heal itself over a period of two weeks. Alternatively, 10 points of magical healing directed specifically at the heart heals the injury.
  • Broken rib cage: The target’s rib cage has been smashed. Its chest organs are now highly vulnerable to attack. In addition to taking 1d4 Con damage, any further called shots to its chest have their crit range increased by 2. Multiple broken ribs do not stack; instead, the lungs will be damaged by an attack that would ordinarily re-break the ribs. This Con damage cannot be restored while the ribs remain broken. The ribs do not heal on their own, but a DC 20 Heal check can set them so they’ll heal in one month. Alternatively, 10 points of magical healing directed specifically at the ribs will heal them.
  • Sterility: The target’s reproductive anatomy is critically damaged. It cannot produce children. 5 points of magical healing directed specifically at the damaged anatomy will heal the injury.
  • Brain damage: The brain has been pierced, dealing 4 points of permanent ability drain to Int, Wis, and Cha. Additionally, the target must make a DC 20 Fortitude save or slip into a coma for 1d6 days. This ability drain can be recovered normally by (Greater) Restoration.
  • Eye loss: The target’s eye has been destroyed. It takes a -4 penalty on ranged attacks and -2 on melee attacks. It also suffers -2 to Reflex saves, Dex checks, and any skill checks that require attention to detail or depth perception. For creatures with more than two eyes, these penalties are only taken when the creature is reduced to one eye. If all eyes are lost, the creature is blinded. Destroyed eyes cannot be restored by Heal checks or ordinary magical healing, but the Heal spell will regenerate missing eyes.

Feats

  • Improved Called Shot You are trained in making called shots. Prerequisites: BAB +3 Benefit: You no longer take an attack of opportunity when making a called shot.
  • Called Shot Focus You excel at attacking particular body parts. Prerequisites: BAB +5, Improved Called Shot Benefit: Choose one body part. The attack penalty for making a called shot on that part is decreased by 2 (to a minimum of 1). Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, select a different body part.
  • Avoid Called Shots You are experienced at avoiding called shots. Prerequisites: Int 13, Dex 13 Benefit: You gain a +2 dodge bonus against called shot attempts. If you’re fighting defensively or using the total defense action, this bonus increases to +4.

Spells

Any Cure _ Wounds spell can be targeted on a specific damaged area; a certain number of points of healing, specified in the injury description, will be used to treat the injury, while the rest goes into restoring the subject’s hit points. The Heal spell and its variants (Mass Heal, etc.) can treat all injuries simultaneously. The Regeneration spell treats all injuries but a severed limb instantly, and re-grows severed limbs over the spell’s duration. In addition, the following spells pertain to called shots:

  • Reattach Limb Conjuration (healing) Level: Clr 5, Drd 6, Healing 5 (replaces Mass Cure Light Wounds) Components: V, S, F Casting Time: 3 rounds Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

This spell instantly reattaches a creature’s severed limb and stops the stump from bleeding, though it does not undo blood loss. The severed limb is restored to full vigor and function. The limb must have been severed less than one hour ago. The severed limb must be held to the stump as part of the casting. This spell doesn’t allow limbs to be grafted onto creatures other than the one who lost them. Focus: The severed limb

  • Sever Limb Necromancy Level: Clr 5, Sor/Wiz 5 Components: V, S Casting time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Your touch instantly cleaves one of the target’s limbs from its body if it fails its Fortitude save. You may choose the target’s arm, leg, tail, wing, or head; if the head is chosen, the target gains a +6 bonus on its Fortitude save. The target suffers all the usual consequences of having its limb severed.

Called Shots

Soul Harvest Kentington