I need some Called Shot love...


Pathfinder First Edition General Discussion


I have a character concept that needs building, but really can't within the current system, at least insofar as I can tell.

Pertinent info: CRB, APG, AA, UMC, and UMG are allowed.

I'm looking to build a dual wield melee type (probably either Fighter or Ranger base class) that is a Called Shot specialist. I want him to wield a shorter one handed blade in the off hand (maybe even a weapon that grants a bonus to AC), and preferably a stiletto in the main hand (though I don't really see any statistics for a stiletto, the closest thing I can see is the Exotic weapon the Siangham. I'd rather not have to waste a feat just to get an exotic weapon. My aim with this build is to have a DEX/INT based melee who specializes in the Called Shot (read the quick kill). I'd like to get him increased bonuses to Called Shots, but the only feats out there grant a +2 and then more than one Called Shot per round. I'm almost thinking it might require a new base class with level granted powers that increase called shot bonuses, I'm not sure what the balance would be low AC, low saves?

My fluff for the concept is a smaller fighter that uses his short blade to block foes attacks and then uses the stiletto to stab in the neck or under the arm into the heart. A warrior that knows where to stab to end the fight quickly and goes there, even though it's tricky.

Is this going to require rules that aren't currently available? Or can I build this guy under existing rules? If I can, what feats etc. do I need?


You can hold about anything in your off hand and use it for a +1 AC shield, so call a knife a stiletto and use it to block.

For called shot, the idea in PF usually is all shots are the best shot possible. When a character scores a critical hit, there was a perfect correlation between best shot possible and best thing that could happen.

I recommend you play a rogue. Use Combat Expertise for dex based combat and get Improved Bluff to bluff as a move action. Fluff your Sneak Attack dice as meaning you struck someone in a particularly nasty location.


@ cranewings
*cough*CalledShotRules*cough*

That is what he is talking about.

Near as I can tell, called shots don't become really super effective until you have at least the chance to deal 50 damage and get that "devastating" effect. Other than that, get yourself a high threat range weapon (I suggest hijacking the stats for a khukri and just calling it a stiletto. It fits within the weapon statistic precedent for this to be okay. Next get it keened or get improved crit) Also, you do not want to make more than one called shot in a round. That -5 is on top of your regular downgrade in following attack. If you want your multiple called shots with the two called shot feats, you are looking at a +6/+1 becoming a +8/-9. That is bad.

Aim for the chest first, then vitals, then heart or neck as you get better attack bonuses. Your goal is to inflict bleed conditions or raw stat damage Put simple, you want to hit and the really good targets make you miss attacks a lot. Hold off on them until later in level or you get to flank a flat-footed unarmed man without armor.


I'm thinking that perhaps a fighter archetype might be the best way to go, and my initial idea is just to replace Bravery with a new class feature Called Shot Specialist: Starting at 2nd level, a Called Shot fighter gains a +1 bonus on Called Shots. This bonus increases by +1 for every four levels beyond 2nd.

Then creating a couple new feats.

Greater Improved Called Shot.

Your skill at landing strikes to vital areas is unparalleled.

Prerequisites: Int 13, Combat Expertise, Improved Called Shot, BAB +6

Benefit: You receive an additional +2 bonus on attack rolls when making a called shot, bringing the total bonus to +4. 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.

Critical Called Shot.

Your Called Shots have an increased chance to deal critical damage.

Prerequisites: Int 13, Combat Expertise

Benefit: You receive a +2 bonus to confirm critical hits on Called Shots.

Improved Critical Called Shot.

You have become an expert at dealing deadly Called Shots.

Prerequisites: Int 13, Combat Expertise, Critical Called Shot, BAB +6

Benefit: You receive an additional +2 bonus to confirm critical hits on Called Shots, bringing the total bonus to +4.

If I have these put in place, and then take (as The Normal Anomaly suggested) a keen, high crit range weapon the build should be exactly what I'm looking for. I'm wondering about balance though. Maybe the archetype should require a one-handed weapon for the feats to work? Or is it balanced as is? Assuming the character will be burning all his feats on the above listed feats, does that balance out?

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