Called Shot
Called shots have to be announced before the attack roll is made. Called Shots require the full round and are rolled at the end of the round.
Called shots normally present the attacker with a -4 penalty on his attack roll, but the DM can modify this for the circumstances. If the target is surprised or not expecting the attack, the called shot modifier may not apply at all. On the other hand, a particularly difficult called shot (stabbing an enemy through the eyeslit of his visor, for example) may inflict a -6 or even a -8 penalty to the attack roll.
Called shots are disrupted if the character attempting it suffers a knockdown.
Although called shots are normally most useful for special combat effects, like breaking a beaker of acid in an evil wizard's hand, they can also be useful against partially unarmored opponents. An enemy in full plate mail with no helmet has an AC 10 head; it's easier to make the called shot with a -4 penalty against that AC 10 than to swing at the enemy's normal AC of 1. If a called shot is used to strike a specific body area and results in a critical hit, ignore the location die of the critical hit roll and just roll the effect for the area struck.
Called shots can also be used to fire missile weapons into a melee without the risk of hitting an ally. If the called shot misses, no one else is in danger of being hit by the missile.
Called shots can be used to force a retreat or knockdown effect, rather than inflict damage.
-4 min. adjustment
Must be proficient with weapon.
Attack at end of round.
1 attack only
-4 to hit (modified by target size)
If attacker takes damage during round, called shot is cancelled
May use to focus missile fire vs. melee (not random targeting)
Instead of damage, a successful Called Shot may cause knockdown or a forced retreat
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