Stun Shot is a high-risk, high-reward technique that allows the archer to harness their precision and stamina to strike at an enemy’s nervous system, temporarily incapacitating them. With one rank in this subskill, the archer gains the Stun Shot ability.
Stun Shot Ability: As a bonus action, which costs 50 Stamina, the archer primes their next shot with an electrifying burst of energy. If the archer’s next Archery attack hits its target, the target must make a Concentration check equal to the damage dealt by the arrow, plus an additional amount equal to the archer’s Ranks in Stun Shot. If the target fails the check, they are Stunned until the end of the archer’s next turn.
This technique is designed to cause temporary paralysis in the target, interrupting their actions and rendering them vulnerable. The Stunned target cannot take actions, reactions, or move, giving the archer and their allies a significant advantage. However, if the target succeeds on the Concentration check, they remain unaffected, and the archer expends a large amount of stamina for nothing.
Stun Shot is ideal for neutralizing dangerous enemies, interrupting spellcasters, or disrupting enemies in the midst of dangerous abilities. The high cost in stamina makes it a technique best used strategically, but when it lands, it can shift the course of battle by taking key opponents out of the fight for a critical duration.
These bonuses are not automatically added to the Roll20 Character Sheet, and must be added manually.
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