Disarm (Combat Maneuver)
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Disarm
Type of Action: You can attempt to disarm your opponent in place of a melee attack. If you make a Disarm attempt with a secondary melee attack which is at less than your full BAB, your Maneuver Offense is penalized an equal amount for the Disarm attempt. IE, you take a -5 to the Maneuver Offense for your second attack, a -10 for your third attack, etc.
- A Disarm can be attempted against any creature you threaten.
- If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Maneuver Offense for the disarm attempt.
- Attempting to disarm a foe while unarmed imposes a -4 penalty on the Maneuver Offense roll, unless you have the Improved Unarmed Strike feat.
- If your combat maneuver attack is successful, your target drops one item it is wielding of your choice (even if the item is wielded with two hands).
- If your attack exceeds the Maneuver Defense of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). Yes, you can knock both the sword AND the shield out of a foes hands.
- If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm, if any.
- A successfully disarmed weapon, or weapons, always fall into the square of the creature from which they were disarmed. Retrieving an item from the ground is a move action. Note that some feats allow disarmed weapons to be moved to other squares, in which case the disarmed creature must first move to the square in question to retrieve it.
- When a player character is disarmed, they may not make attacks with the disarmed weapon until they either retrieve it (using a move action) or draw a different weapon with which to attack.
- When a Monster write-up indicates that they use a weapon to attack, they may expend a move action to retrieve the weapon and attack normally. If they cannot retrieve the weapon, they may still make attacks at -2 to hit, but when they hit, they do not roll their damage, instead inflicting only the bonus to their damage dice (e.g. a creature that normally deals 3d6+11 would only deal 11 points of damage). Any special conditions and effects are adjudicated by the referee on a case-by-case basis.
- When a Monster write-up indicates that they use natural weapons (claw, claw, bite) to attack, Disarm may still be used against the creature. A successful Disarm Maneuver knocks the creature off-balance, twists their appendages into each other, confuses them, or otherwise hampers their ability to attack. Exactly as monsters using a weapon, a natural weapons user who is disarmed may still make attacks at -2 to hit, but when they hit, they they do not roll their damage, instead inflicting only the bonus to their damage dice (e.g. a creature that normally deals 3d6+11 would only deal 11 points of damage). Any special conditions and effects are adjudicated by the referee on a case-by-case basis. The creature may expend a move action to reorient itself and get rid of this penalty. These same rules apply to brawlers, monks and other player-characters who fight without weapons that are disarmed.