The Pathfinder Roleplaying Game deals with hits and damage in a rather abstract way, treating almost all hits the same except for the amount and type of damage dealt. With these optional called shot rules, PCs, monsters, and villains alike can aim their attacks more precisely, potentially to devastating effect.

Optional Rule. These rules are an optional addition to any campaign, and should be approached with care by the Game Master.

Making Called Shots

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.

Range and Reach

Called shots work best at close range. Melee called shots are at a –2 penalty if the target isn't adjacent to its attacker. For called shots made at range, all range penalties due to range increment are doubled, with a minimum penalty of –2 for any called shot against a target that's not within 30 feet.

Critical Hits and Critical Threats

A called shot has the normal chance for a critical hit, and inflicts an extra effect if one is confirmed. The exact effects of a successful critical hit depend on where the target was hit, and are described under Called Shot Effects below.

Additional Rules

Automatic Hits
Some effects in the game, like true strike or the flash of insight ability of cyclopes, provide automatic or nearly automatic hits. Using such an ability on a called shot turns it into a normal attack, with none of the benefits or penalties associated with called shots. This is because the effect cannot distinguish between a hit in general and a hit in a particular area. GMs who prefer a more theatrical game may ignore this rule.
Cover
Cover other than soft cover interferes with a called shot even more than with a normal shot. Double any AC bonuses provided by cover that isn't soft cover. In addition, cover may make certain called shots impossible.
Concealment
The miss chance for a called shot against a creature with concealment increases to 50%. It's not possible to make a called shot against a creature with total concealment. For effects that function like concealment, such as blink and displacement, a miss chance of 50% or more prevents called shots, a miss chance of 20% increases to 50%, and miss chances of other values are doubled.
Damage Reduction
If damage reduction completely negates the damage from a called shot, the called shot has no effect. If hit point damage does get through, the called shot has normal effects. Damage reduction does not reduce any ability damage, ability drain, penalties, or bleed damage caused by the called shot.
Immunity
Immunity to critical hits protects against the extra effects of called shots. Partial protection, such as that provided by the fortification special ability of some magical armors, protects the creature as though the called shot were a critical hit.
Regeneration
Regeneration provides no special protection against called shots, but it might negate or undo some of the effects, such as bleeding or limb loss.
Saving Throws
If a saving throw is allowed on a called shot, the DC is equal to the Armor Class hit by the attack. In the case of an attack roll of a natural 20, the DC is the AC the attack would have hit if 20s did not automatically hit.
Stacking
Unless otherwise stated, penalties for multiple called shots do not stack, even if they are to different areas of the body. Ability damage and drain caused by called shots always stacks.
Touch Attacks
Touch attacks and ranged touch attacks made as called shots must target AC rather than touch AC. This represents the care it takes to target such strikes.

Called Shot Feats

Improved Called Shot
Prerequisites
Int 13, Combat Expertise.
Benefit
You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round.
Normal
You can make one called shot per round as a full-round action.
Greater Called Shot
Prerequisites
Int 13, Combat Expertise, Improved Called Shot, base attack bonus +6.
Benefit
Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a –5 penalty. In addition, a called shot that deals half the creature's hit points of damage (minimum 40) is a debilitating blow.
Normal
You can make only one called shot in a round as a full-round action. A called shot that deals 50 points of damage is a debilitating blow.

Called Shot Effects

The consequences of a successful called shot vary depending on whether the hit is a normal hit, a critical hit, or a debilitating blow (a hit for 50 points of damage or more). When more than one limb or organ can be affected, the attacker can choose the target if desired; otherwise, determine it randomly.

Called Shot
An attack aimed at a body part that deals fewer than 50 points of damage. Inflicts minor penalties or temporary inconveniences.
Critical Called Shot
A called shot confirmed as a critical hit that deals fewer than half the creature's hit points (minimum 50). Can cause ability damage, bleeding, and other serious effects.
Debilitating Blow
A called shot dealing half the creature's hit points (minimum 50) or more, whether a critical hit or not. Inflicts major and potentially permanent consequences.
Concentration Checks. Concentration checks forced by called shots to parts of the body involved in spellcasting — generally the head for spells with verbal components, and the casting arm and hand for spells with somatic components — are made at a –5 penalty.
Healing Called Shot Effects. Some effects render a location useless until healed. Remedying this requires the victim be healed (naturally or magically) for as many hit points as the called shot caused. If the victim suffers multiple such wounds, divide healing equally between them. The regenerate spell repairs any and all called shot effects except ability damage and ability drain.

Called Shot Locations

Location Type Attack Penalty
ArmEasy–2
ChestEasy–2
LegEasy–2
HandTricky–5
HeadTricky–5
VitalsTricky–5
EarChallenging–10
EyeChallenging–10
HeartChallenging–10
NeckChallenging–10

Body Locations

Select a location to see its Called Shot, Critical Called Shot, and Debilitating Blow effects.

Arms are the manipulating limbs of a creature, including tentacles. Wings are also considered arms for purposes of a called shot. Called shots to the arm are easy (–2 penalty).

Called Shot
For 1d4 rounds, attack rolls, ability checks, or skill checks made using the wounded arm take a –2 penalty. A flying creature shot in the wing must make a Fly check to avoid descending involuntarily.
Critical Called Shot
Deals 1d4 Dexterity damage and 1d4 Strength damage. A Fortitude save halves the ability damage (minimum 1 each). The target also suffers the called shot effect for 1d4 minutes.
Debilitating Blow
Deals 1d6 Dexterity and 1d6 Strength damage. Renders the arm useless until healed unless a Fortitude save succeeds. If the save fails by 5+, the arm is severed — only regeneration can repair it. Called shot effect persists for 2d6 minutes.

Called shots to the chest are aimed at the well-protected center of mass. Called shots to the chest are easy (–2 penalty).

Called Shot
Any skill checks caused by the hit (such as Acrobatics while balancing or Climb while climbing) take a –2 penalty.
Critical Called Shot
Deals 1d4 Constitution damage and fatigues the target. A Fortitude save (after Con damage is applied) negates the fatigue. Called shot effect also applies.
Debilitating Blow
Deals 2d4 Constitution damage and exhausts the target. A Fortitude save reduces exhaustion to fatigue. If the save fails by 5+, internal injuries deal 1 Con damage each round the creature takes a standard action (healed by DC 25 Heal or enough magical/natural healing). Called shot effect also applies.

Creatures without visible ears are generally not susceptible to called shots to this location. Called shots to the ear are challenging (–10 penalty).

Called Shot
Deafens that ear for 1 round and imposes a –2 penalty on Perception checks. A creature that loses hearing in all ears is deafened until restored by remove blindness/deafness or similar.
Critical Called Shot
Deafens that ear for 2d6 minutes and leaves the target staggered for 1 round. Called shot effect applies for that duration.
Debilitating Blow
Destroys that ear. Stuns the target for 1 round, then staggers it for 1d4 rounds, and deafens it permanently until restored by remove blindness/deafness. A Fortitude save deafens instead of stunning.

Creatures with five or more eyes take no penalties until blinded in enough eyes to leave only one functional eye. At the GM's discretion, a called shot to the eye can also target sensory organs such as antennae. Called shots to the eye are challenging (–10 penalty).

Called Shot
All foes gain concealment against the target's attacks for 1 round; –2 to Perception checks. If the creature only has one functional eye, it is blinded for 1 round instead.
Critical Called Shot
Costs the target sight in that eye for 1d4 minutes. Called shot effect applies for that duration.
Debilitating Blow
Destroys that eye, causes blindness until removed by remove blindness/deafness, and deals 1d6 bleed damage. A Reflex save reduces this to 1d4 hours of sight loss in that eye and eliminates the bleed. Called shot effect persists for 2d6 minutes.

Hands include most extremities used for fine manipulation. Called shots to the hand are tricky (–5 penalty).

Called Shot
For 1d4 rounds, attack rolls, damage rolls, ability checks, and skill checks using the hand take a –2 penalty (including two-handed weapons). –4 to CMD vs. disarm; drops weapon on a natural 1 attack roll.
Critical Called Shot
Deals 1d4 Dexterity damage. Target drops anything held in that hand unless it succeeds at a Reflex save (two-handed items aren't dropped but the grip is lost). Called shot effect applies for 1d4 minutes.
Debilitating Blow
Deals 1d6 Dexterity damage. Renders the hand useless until healed unless a Reflex save succeeds. If the save fails by 5+, the hand is severed — only regeneration can repair it. All held items are dropped regardless. Called shot effect persists for 2d6 minutes.

Some creatures lack a proper head altogether. Creatures with multiple heads must be struck in all heads in a single round to suffer effects, and then only the least effect inflicted on any single head applies. Called shots to the head are tricky (–5 penalty).

Called Shot
The target is sickened for 1d4 rounds.
Critical Called Shot
Deals 1d6 points of Intelligence, Wisdom, or Charisma damage (randomly determined) and staggers the target for 1d4 rounds. A Fortitude save prevents the stagger. Called shot effect applies for 1d4 minutes.
Debilitating Blow
Deals 1d6 points each of Intelligence, Wisdom, and Charisma damage (rolled separately), and knocks the target unconscious for 1d10 rounds. A Fortitude save prevents unconsciousness but leaves the target staggered for 1d10 rounds. If the save fails by 5+, the target is rendered senseless (as feeblemind) until a heal or greater restoration is applied. Called shot effect persists for 2d6 minutes.

A called shot to the heart represents an attempt at a killing blow — if the hit isn't a critical hit or debilitating blow, it has no extra effect. Can also target any small, likely-fatal weakness on a creature. Called shots to the heart are challenging (–10 penalty).

Called Shot
No extra effect — treated as a normal hit.
Critical Called Shot
Causes exhaustion and 1d4 Constitution bleed damage. A Fortitude save reduces this to fatigue and 1 Con bleed. Stopping the bleed requires regeneration, magical healing equal to the damage dealt, or a DC 20 Heal check taking 1d4 rounds. A wooden piercing weapon impales a vampire through the heart on a failed save.
Debilitating Blow
Destroys the heart, instantly killing any creature that relies on it to survive. Creatures that succeed at a Fortitude save (or that can survive without a heart) suffer exhaustion, 1d6 Constitution damage, and 1d4 Constitution bleed instead.

Legs include feet. Called shots to the leg have no special effect on creatures with five or more legs. Called shots to the leg are easy (–2 penalty).

Called Shot
Speed reduced by 10 ft. for 1d4 rounds (5 ft. if 3–4 legs; minimum 5 ft./round). Penalties for different legs stack; same leg hit twice has no extra effect. Movement-based skill checks (Acrobatics, Swim) take –2 for 1d4 rounds.
Critical Called Shot
Deals 1d4 Dexterity damage and knocks the target prone. A Fortitude save prevents the prone condition. Called shot effect applies for 1d4 minutes.
Debilitating Blow
Knocks prone. Renders the leg useless until healed unless a Fortitude save succeeds. If the save fails by 5+, the leg is severed — only regeneration can repair it. A creature with more than half its legs usable moves at half speed; otherwise it must crawl. Called shot effect persists for 2d6 minutes.

Injuries to the neck impair speech and, if blood vessels or the windpipe are damaged, can rapidly lead to death. Creatures that lack vulnerable heads generally can't be attacked in the neck. Called shots to the neck are challenging (–10 penalty).

Called Shot
Speaking above a hoarse whisper is impossible for 1 round. Spells with verbal components and command-word items have a 20% chance of failing (item use is not wasted on failure).
Critical Called Shot
Deals 1d6 bleed damage. A failed Fortitude save crushes the windpipe — unable to breathe or speak, risking suffocation. A crushed windpipe can be repaired by magical healing equal to the damage dealt or a DC 25 Heal check (dealing 2d6 damage, still unable to speak afterward). On a successful save, called shot effect applies for 1d4 minutes.
Debilitating Blow
Unable to speak or breathe; deals 1d4 Constitution bleed damage. A Fortitude save reduces this to 2d6 hit point bleed and only 1d4 minutes of inability to speak/breathe. Constitution bleed requires regeneration, magical healing equal to the damage dealt, or a DC 20 Heal check taking 1d4 rounds.

The vitals correspond to the abdomen on a humanoid — critical organs not well-protected by bone. Attacks can also include "low blows." For non-humanoid creatures, vitals can be nearly any location that is hard to hit, poorly protected, and debilitating if struck. Called shots to the vitals are tricky (–5 penalty).

Called Shot
Target is sickened for 1d4 rounds (Fortitude save reduces to 1 round). While sickened from this blow, the target cannot run or charge.
Critical Called Shot
Deals 1d4 Constitution damage. Target is nauseated for 1d4 rounds and sickened for 1d6 minutes. A Fortitude save negates the nauseated condition. While sickened, cannot run or charge.
Debilitating Blow
Deals 1d6 Constitution drain, nauseates for 1d4 rounds, sickens for 2d6 minutes. A Fortitude save reduces drain to damage and nausea to 1 round. If the save fails by 5+, target takes 1 Con bleed — stopped only by regeneration, magical healing equal to the damage dealt, or a DC 20 Heal check taking 1d4 rounds.
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