Called Shots
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.
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
- 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.
- 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 Locations
| Location | Type | Attack Penalty |
|---|---|---|
| Arm | Easy | –2 |
| Chest | Easy | –2 |
| Leg | Easy | –2 |
| Hand | Tricky | –5 |
| Head | Tricky | –5 |
| Vitals | Tricky | –5 |
| Ear | Challenging | –10 |
| Eye | Challenging | –10 |
| Heart | Challenging | –10 |
| Neck | Challenging | –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 shots to the chest are aimed at the well-protected center of mass. Called shots to the chest are easy (–2 penalty).
Creatures without visible ears are generally not susceptible to called shots to this location. Called shots to the ear are challenging (–10 penalty).
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).
Hands include most extremities used for fine manipulation. Called shots to the hand are tricky (–5 penalty).
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).
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).
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).
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).
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).