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Disarm

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Disarm

Type of feat: general

Prerequisite: Int 13

Required for: improved disarm

Specifics: The character can attempt to disarm an opponent in melee combat. Attempting a disarm applies a -6 penalty to the character's attack roll, and the combatant with the larger weapon gains a +4 bonus per size category of difference. A successful hit deals normal damage, and if the opponent fails a discipline check then the weapon flies from the opponent's hands.

Use: Selected. A disarm attempt provokes an attack of opportunity.

[edit] Notes

  • Most people consider it good manners to allow a disarmed player to retrieve their weapon after they've been defeated. Some servers use a script which unequips the weapon to inventory and removes it from quickslots. Taking someone else's disarmed weapon can lead to banning on some servers.
  • Many NPC characters are not disarmable for reasons of balance and module-economy.
  • If an NPC is wielding an undroppable weapon when successfully disarmed, the weapon goes to the NPC's inventory, not to the ground.
  • Creature weapons for purposes of disarming count as the same size as the creature.
  • While unarmed, the penalty to attack from a disarm will count any weapon as equal size. Therefore, the penalty is -6 whether the weapon being disarmed is a dagger (tiny) or a greatsword (large).
  • A successful disarm while unarmed will sometimes place the disarmed weapon directly in the disarmer's inventory instead of dropping it on the ground. This can be changed via scripting, however.
  • A monk using circle kick and flurry of blows can disarm two opponents in the same round, if they are adjacent. When the first opponent is hit, circle kick will target the other enemy for the next attack. During that same round, on the next flurry of attacks, a disarm will hit the opponent targeted by circle kick.

[edit] Builder notes

Item feat: yes

[edit] Custom content notes

Removable: yes

Reusable: yes

Script: hardcoded

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