Class: Fighter specialization
The Archer specializes in accurate ranged attacks that target a creature’s exposed body parts. Archer features work with ranged weapons the Fighter is proficient with.
Class: Fighter 4 (Archer)
Once per round, before making a ranged weapon attack, declare a called shot and choose an arm or leg to target. The attack takes a -4 penalty to its attack roll. After the attack hits, roll a MAB check (d20 + MAB) against the target’s static MAD. On a success, apply the chosen effect:
The attack deals damage normally whether or not the MAB check succeeds. A target without a corresponding body part is unaffected by that called-shot effect.
Repeated applications of the same Called Shot effect do not stack; a successful repeat refreshes its duration.
Class: Fighter 8 (Archer)
The attack penalty for your Called Shot is reduced to -2.
Class: Fighter 12 (Archer)
The attack penalty for your Called Shot is removed.
Class: Fighter 16 (Archer)
You can target the head with your Called Shot. If the target can cast spells, a successful MAB check forces it to make a Concentration check each time it casts a spell for 1 round. The check’s DC equals the damage dealt by the Called Shot after applying damage reduction and other defenses, or 10, whichever is higher. On a failed check, the spell fails.
Class: Fighter 20 (Archer)
You can use Called Shot twice per round instead of once; each use must modify a different ranged weapon attack. You also gain a +2 Supernatural bonus on attack rolls and MAB checks made to resolve Called Shot. You can direct both shots at the same target, but repeated applications of the same Called Shot effect do not stack; a successful repeat refreshes its duration.
Related: Fighter · Fighting Style · Concentration