
Skyblind's Kathryn |

Hi - now here are the new combat feats to go with the called shot system - or without if you prefer.
Hope you find them interesting. I made most of them "Fighter level X" rather than "BAB +X" because I wanted them to be special to fighters only.
Also - a House rule I use... If a Fighter voluntarily gives up one of his iterative attacks, his attack with the best bonus gets +2d6 damage. So if you had 4 attacks per round (at level 16+) and made only one attack roll, you would inflict +6d6 bonus damage on that one attack. Only fighters have access to this option, and the bonus damage is limited as follows... You must have twice the levels in fighter class per damage die, or the extra damage is lost. This means if you have 4 levels of fighter, you are limited to +2d6 damage dice. This (I hope) prevents cherry picking classes.
Here are the feats
Crippling Blow (Power Attack, Improved Sunder, Fighter level 8)
You are skilled at hitting a foe with well-aimed strikes to vulnerable joints, limbs, and body locations that can disable your foe for long periods of time. When you successfully hit with a called shot, or score a critical hit, you inflict (in addition to the normal effects of a called shot or critical hit) 1d3 STR damage or 1d3 DEX damage to your foe, which heals back normally.
Sever (Crippling Blow, Fighter Level 12)
You are skilled at permanently crippling and disabling a foes limbs with edged weapons, cutting hamstrings, tendons, and severing limbs. When you score a critical hit or successfully hit with a called shot, you may inflict 1d3 STR or 1d3 DEX ability drain, or attempt to sever a limb. If you try to sever a limb, it must be from a successful called shot (not a random critical hit). For either effect he target gets a FORT save (DC:10 + half the damage taken). If the save is successful, the target takes normal ability damage (not drain), and/or the target retains his limb. If the target fails its save, the limb in question is severed from its body.
Crush (Crippling Blow, Fighter level 12)
You are skilled at permanently crippling and disabling an opponents limbs with blunt weapons, breaking bones and crushing joints. When you score a critical hit, or successfully hit with a called shot, you inflict 1d3 STR damage or 1d3 DEX ability drain to your foe. The target gets a FORT save (DC:10 + half the damage taken). If the save is successful, the target takes normal ability damage (not drain) as if he
had been struck a crippling blow.
Impale (Crippling Blow, Fighter Level 12)
You are skilled at permanently crippling and disabling an opponents limbs and vital organs with piercing weapons, puncturing vitals and causing internal bleeding. When you score a critical hit, or successfully hit with a called shot, you inflict 1d3 CON ability drain to your foe. The target gets a FORT save (DC:10 + half the damage taken). If the save is successful, the target takes normal ability damage (not drain) as if he had been struck a crippling blow
Crippling Shot (Precise Shot, Fighter Level 6)
You are skilled in hitting a foe with well-aimed shots to vulnerable joints, limbs, and body locations that can disable your foe for long periods of time. When you successfully hit with a called shot, or score a critical hit, you inflict 1d3 STR damage or 1d3 DEX damage to your foe. This damage heals back normally.
Deadly Shot (Crippling Shot, Fighter Level 12)
You are skilled at targeting your foe with exceptionally deadly ranged attacks, and are sometimes able to kill or disable with a single attack. When you successfully hit with a called shot to a vital organ such as the Heart or Brain (through the eyes), you force your foe to make a Fortitude save (DC is 10 + half the damage taken) or die instantly. If the target saves, it still suffers the damage from the ranged attack. Note: that creatures such as undead, constructs, and oozes, which are immune to critical hits, are also immune to this Feat. Creatures which are NOT immune to critical hits, but are immune to death magic, are NOT immune to this Feat.
Swift Strike (Quickdraw, BAB +1)
You can make a greater number of melee attacks, at the expense of a little accuracy. You may make one extra melee attack per round (at your normal bonus) with any melee weapon, as long as all attacks made suffer a -2 penalty to hit. For large weapons (Such as a Greatsword or Staff), this "to hit" penalty rises to -4. This Feat cannot grant extra missile weapon attacks, even if the weapons are thrown hand-weapons such as daggers or axes - use Rapid Shot for that.
Fortune’s Favor
Your character is blessed with exceptional good luck. Each session of play, you may re-roll any one die roll (after seeing the results of the first roll) and choose from either of the two rolls (usually the better of the two rolls) You may also choose a special abilities below, instead of the free re-roll. This feat may be taken multiple times.
- Automatically confirm a critical hit
- Automatically stabilize yourself from bleeding to death, and
be raised to 0hp
- Instantly remove half your full hit point total in Subdual
damage (Sort of a “Second Wind”)
Hit Location (Weapon Focus, Fighter level 6)
You are exceptionally skilled at hitting a creature in its best-defended body locations, negating some of the "Called Shot" penalties to your roll to hit. Every time you take this feat, you can negate up to -2 of "To Hit" penalties related to called shots, when using a weapon for which you have the Weapon Focus Feat. This does not reduce to hit penalties related to anything OTHER than called shots, such as darkness, bad footing, weather, or whatever. To gain the benefit of this feat, you MUST be wielding a weapon for which you have the Weapon Focus feat.
Toughness (Con 13+)
You are tougher than you look - maybe a LOT tougher! When you take this feat, you gain +3 Hit points, as per the Players Handbook, as well as a new use to make the feat more attractive - a permanent +2 bonus to FORT saves versus the effects of Crippling Blows, Crippling or Deadly Shots, or Sever, Crush, and Impale attempts. This feat can be taken more than once, and each time the added hit points and the FORT save bonus stack.