Esmeray
- Origin Humans
- Class Mage
- Kit Illusionist
- Culture
- Faction
- Ethos Champion
Mighty +1
Deft +4
Smart +6
Hit Points
Armor Points
Abilities
Equipment
Magic
Stances
Inventory
(9/11)
205
Choose a Weapon
Disarm
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.
Choose a Weapon
Knockout
In lieu of dealing damage and on a successful attack, you force your opponent to make a Mighty check vs. your attack roll, or fall unconscious until the end of their next turn. They receive a bonus to their check equal to the difference in level between yours and theirs.
Stun
You must declare that you're using this tactic and forgo dealing damage before making the attack; success on the attack means your opponent is stunned until after their next action.
Choose a Weapon
Precise
Called shots with this weapon are not made with disadvantage.