DISARM
by on
DISARM
by on

DISARM

Attempt an Athletics check against the target's
Reflex DC.
•Critical Success Knock item out of target's grasp.
It falls to the ground in target's space.
•Success Until the start of target's turn, Disarm
has a +2 bonus, and takes -2 to actions with item.
•Critical Failure You become flat-footed until
start of your next turn.

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