| Ravingdork |
| 1 person marked this as FAQ candidate. |
Disarming Strike (Combat)
Your critical hits can disarm your foes.
Prerequisites: Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Note the emphasized portion.
A roll can never be higher than 20. Last I checked, even CR 1 critters sometimes had CMDs higher than 20.
Please tell me I'm simply misinterpreting it and that it means the total RESULT rather than the roll.
Also, do bonuses to combat maneuvers (such as those from Improved Disarm/Greater Disarm) apply to the confirmation roll FOR THE PURPOSES OF getting the disarm to work?
| Ravingdork |
...so you do not get to add the improved disarm feats.
After looking into it further, I'm inclined to disagree with the above portion of your post.
Improved Disarm, and feats like it, specifically states "...you receive a +2 bonus on checks made to disarm a foe." Note that a check can be ANY kind of roll made to disarm, not just the roll you get from taking the disarm action.
Same goes for getting Improved Bull Rush bonuses when substituting your CM for your attack roll when using the Sheild Slam feat. Rather than using your attack roll, you would use your attack roll +2 to see how far you Bull Rush the target.
| Echo Vining |
APG wrote:Disarming Strike (Combat)
Your critical hits can disarm your foes.
Prerequisites: Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Note the emphasized portion.
A roll can never be higher than 20. Last I checked, even CR 1 critters sometimes had CMDs higher than 20.
Please tell me I'm simply misinterpreting it and that it means the total RESULT rather than the roll.
That interpretation is patently ridiculous.
| hogarth |
APG wrote:Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Note the emphasized portion.
A roll can never be higher than 20. Last I checked, even CR 1 critters sometimes had CMDs higher than 20.
"Confirmation roll" is a well-defined term.
To find out if it's a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made.
(Emphasis mine.)