Disarm and picking up an opponent's weapon


Rules Questions


I tried to search for the answer to this question but I couldn't find it.

When you successfully disarm an opponent (using the combat maneuver), the weapon falls to the ground at the opponents feet (if you use a weapon to disarm).

If my PC disarms the opponent with a standard action, can he then reach into the opponent's space and pick his weapon up (assuming he has a free hand or drops his weapon) on the same round (but provoking an AoO on picking the weapon up)?

One of my PCs thinks he can do that, but it seems a little too powerful. I think the intent of the combat maneuver was to deny the opponent the ability of a full attack round while also provoking an AoO from all opponents when picking the weapon up.

Thanks for your thoughts.


Core Rule Book wrote:

Disarm

You can attempt to disarm your opponent in place of a melee attack. 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. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.

If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD 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). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

Your answer is in the last sentence.

EDIT

Sorry, my first answer was a little short. Here's how I interpret the RAW. If the disarmer is unarmed, they can pick up the item automatically. Whether or not that takes a move action is a little hazy. If they can pick it up, they should be able to use it on subsequent attacks in this round - assuming it's a full attack or their next attack is an AOO.

If the disarmer is armed, they would have to first drop their own weapon (free action) and then pick up the opponents weapon (move action).

In both cases, picking up a weapon provokes an AOO. However you can't make an AOO unarmed, so unless there are other opponents nearby or unless the disarmed creature has natural attacks, you won't actually provoke an AOO.


Jason S wrote:
If my PC disarms the opponent with a standard action, can he then reach into the opponent's space and pick his weapon up (assuming he has a free hand or drops his weapon) on the same round (but provoking an AoO on picking the weapon up)?

Picking up an item is a move action that provokes.

However, the Disarm maneuver forces the opponent to drop the item. Dropping an item in your space or into an adjacent square is a free action. (the disarm can force them to do this outside their turn)

Thus, the opponent may be able to drop the weapon in an adjacent square that your player cannot reach without moving.

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Muzzy wrote:
Your answer is in the last sentence.

That isn't directly an answer to his question (though it should make him feel better about his power level/design intent concerns).

The question being asked is, basically, "Can you pick up an item in an adjacent square, or only an item in your own square?"

To my knowledge, this isn't explicitly stated in the rules (though if it is, this thread will be done once someone links it).

Personally (again, unless a rule states otherwise), I'd allow it - otherwise, PCs will have to stand on a desk/table in order to retrieve an item from on top of it. :P

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Grick wrote:
However, the Disarm maneuver forces the opponent to drop the item. Dropping an item in your space or into an adjacent square is a free action. (the disarm can force them to do this outside their turn)

Ah, so you're meaning that when successfully disarmed, the target can choose which space to drop their item into?


Remember that, despite the appearance of a mini on a mat, each square is 5 x 5. A Medium character would have to practically go prone to reach the floor of the next square, and a Small character couldn't do it at all. Drop something, walk away five feet, and see if you can bend down and pick it up off the floor. All you can reach on the floor is limited to right around your feet. You could reach things on a desk or table by reaching out with your arms, although you'd still have to enter the 5-foot square (thus, the provoking part, I assume).

That's realism, not RAW, though. You could argue that you disarmed a weapon that was reaching out to attack you and was partially in your square. But I'm not aware of any rules on the subject.


Jiggy wrote:
Ah, so you're meaning that when successfully disarmed, the target can choose which space to drop their item into?

That's how I read it.

Disarm says "If your attack is successful, your target drops one item it is carrying of your choice" and the rule for dropping an item lets you choose the square.

This makes it odd if you're doing it unarmed, but I fluff that as you snatching the weapon before it can land in whatever square.


As i see it you have 5 feet of reach since you're not a tiny creature, so you should be able to reach into your opponents square and pick it up.


Joana wrote:
Remember that, despite the appearance of a mini on a mat, each square is 5 x 5. A Medium character would have to practically go prone to reach the floor of the next square, and a Small character couldn't do it at all.

There's a lot of moving around, and the squares are abstractions. If you can't pick up an item on the floor, you probably also couldn't punch a tiny creature that isn't hovering conveniently at chest level.

I thought about whether you should have to enter the enemy square to pick it up, but if you can reach into the square to attack, you can reach it for the item.

Ninja'd (more succinctly) by the Wolf!

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Grick wrote:
Jiggy wrote:
Ah, so you're meaning that when successfully disarmed, the target can choose which space to drop their item into?

That's how I read it.

Disarm says "If your attack is successful, your target drops one item it is carrying of your choice" and the rule for dropping an item lets you choose the square.

I just remembered why I thought disarmed gear landed in the same square:

PRD wrote:

Greater Disarm (Combat)

You can knock weapons far from an enemy's grasp.

Prerequisites: Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.

Benefit: You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Emphasis mine, obviously. Though sadly distant (page-wise) from the general combat maneuver rules, it seems pretty clear-cut. Any counterarguments?


Jiggy wrote:


PRD wrote:

Greater Disarm (Combat)

Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
Any counterarguments?

Good catch!

I could argue that "at the feet" could be an adjacent square. I doubt that's the intent, though.

I think I'd rule that it drops in any of the squares the opponent occupies. So larger creatures have more room to decide where it lands, but not so much room as including adjacent squares.


Jiggy wrote:

The question being asked is, basically, "Can you pick up an item in an adjacent square, or only an item in your own square?"

Yes, this is my question.

Because if it's true, then it's going to turn into a disarm fest in my campaign. If the PCs are going to use it, so am I.

Disarm is already good, denying the full attack action and provoking AoO if he picks his weapon up again. Taking away his weapon? It's game over.


Disarm wrote:
If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

If you can pick up an item when disarming with a weapon, what's the point of this clause? I know there's an Improved Disarm bad guy in Legacy of Fire whose tactics say he'll kick a weapon away after a successful Disarm. That's 3.5 rules, but why would he bother to kick a weapon away if he could just pick it up?

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Jason S wrote:

Because if it's true, then it's going to turn into a disarm fest in my campaign. If the PCs are going to use it, so am I.

Disarm is already good, denying the full attack action and provoking AoO if he picks his weapon up again. Taking away his weapon? It's game over.

Okay, a few things:

1. The player doing this is either eating an AoO for the attempt, or has spent two feats (and likely an otherwise sub-par weapon choice) in order to do this. Is this more powerful than Power Attack and Cleave? Because it's the same investment. Let players reap the rewards of their investments.

2. Actually, it's NOT the same investment, because the feat prereq for Improved Disarm is Combat Expertise, which in turn requires INT 13 - not something every melee type has by default. So they're investing two feats and some stat points. Let players reap the rewards of their investments. Do you apply extra DR to monsters getting attacked by Mr. Cleave?

3. Since it does take two feats and some stat points (to do it without an AoO, that is), keep that in mind when making your bad guys - freebies wouldn't be very fair.

4. Why do your baddies only carry one weapon? Really, not so much as a backup dagger? My fighter currently has four different swords, a flail, a dagger, and a bow. So if they have a second weapon, it's very far from game over if the first gets disarmed.

By the time you factor all of that in, it's really not overpowered at all. In fact, many argue that it's still a sub-par choice compared to the usual 2H Cleave Monkey.

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Joana wrote:
Disarm wrote:
If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.
If you can pick up an item when disarming with a weapon, what's the point of this clause? I know there's an Improved Disarm bad guy in Legacy of Fire whose tactics say he'll kick a weapon away after a successful Disarm. That's 3.5 rules, but why would he bother to kick a weapon away if he could just pick it up?

I believe the auto-pick-up is as part of the result of a successful disarm, not as a separate action. Basically, instead of knocking it out of their grip, you just grabbed it. Yoink! Hence the -4 penalty (and lack of any weapon-based bonuses to the attempt) to balance it out.


Quote:


Disarm is already good, denying the full attack action and provoking AoO if he picks his weapon up again. Taking away his weapon? It's game over.

Well keep in mind that in order to do that you have to give up your own full attack, so it balances out. The creatures you want to disarm the most tend to be the hardest to disarm.


Assuming you're fighting an opponent with a single weapon and have just disarmed him, it's basically a free action to pick up the weapon, as he can't AoO unless he has Improved Unarmed Strike.

I freely admit there's no rules about it, but I think it's too good for a Combat Maneuver alone. That's just my call, though. *shrug*

EDIT: Went back and reread how my PbP DM handled the Improved Disarm-Weapon Kicker in Legacy of Fire. He gave an AoO on the weapon kick but stated that the bad guy could have picked up the weapon (also with an AoO) if he had a free hand. So, there you go.

Personally, I'm not a fan of the tactic. NPCs are easier to build as one-trick ponies than PCs who have to deal with all kinds of challenges over the course of a campaign than being built to excel in one specific encounter.


Jason S wrote:
Jiggy wrote:

The question being asked is, basically, "Can you pick up an item in an adjacent square, or only an item in your own square?"

Yes, this is my question.

Because if it's true, then it's going to turn into a disarm fest in my campaign. If the PCs are going to use it, so am I.

Disarm is already good, denying the full attack action and provoking AoO if he picks his weapon up again. Taking away his weapon? It's game over.

I really want to build a Monk of the Empty Hand that disarms people and then beats them up with their own weapons. I haven't had an opportunity to do so yet, but it's coming.

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Joana wrote:

Assuming you're fighting an opponent with a single weapon and have just disarmed him, it's basically a free action to pick up the weapon, as he can't AoO unless he has Improved Unarmed Strike.

I freely admit there's no rules about it, but I think it's too good for a Combat Maneuver alone. That's just my call, though. *shrug*

If disarm is that good in your game, the GM is doing something wrong. And that something would be, say, making every single enemy an armed humanoid (really? No monsters/animals at all?), or not letting any NPCs carry more than one weapon, etc.


Jiggy wrote:
Joana wrote:

Assuming you're fighting an opponent with a single weapon and have just disarmed him, it's basically a free action to pick up the weapon, as he can't AoO unless he has Improved Unarmed Strike.

I freely admit there's no rules about it, but I think it's too good for a Combat Maneuver alone. That's just my call, though. *shrug*

If disarm is that good in your game, the GM is doing something wrong. And that something would be, say, making every single enemy an armed humanoid (really? No monsters/animals at all?), or not letting any NPCs carry more than one weapon, etc.

Honestly, I almost never see Disarm, and when I do, it's an NPC using it against a PC. For the reasons you state, it's not a very good investment for a PC.

me in an edit above wrote:

Personally, I'm not a fan of the tactic. NPCs are easier to build as one-trick ponies than PCs who have to deal with all kinds of challenges over the course of a campaign than being built to excel in one specific encounter.

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Must've missed your edit.

Having a Trip/Disarm fighter in PFS, I can attest to the fact that disarm's usefulness varies a LOT with the situation. Fighting an otyugh, you'll be wishing you'd used your feats elsewhere. Fighting a handful of pirates with only one weapon apiece, and you'll kick royal arse.


Well, look at if from the PC's point of view. You can't disarm against...

Things using natural weapons (no my munchkin, disarming a monk doesn't actually take off a limb)

Spellcasters: Oh no. I've lost my 1d4-1 damage dagger. Whatever will i do. METEOR SWARM!

Anything with reach really. Oh no, I've been disarmed. 5 foot step back, slam fighter in the face where he can't get an AoO.

Mooks. Lets face it, if you can take their head off their shoulders in the same amount of time you can take the spear out of their hands there's no point in disarming.

So when you spend TWO feats to get improved disarm (combat expertise is a feat tax), FINALLY get to a weapon wielding bad guy at the end of dungeon AND move up to him AND succeed in disarming him instead of taking a full attack... then yes, then you should be able to screw him over by taking his weapon too.


BigNorseWolf wrote:

Well, look at if from the PC's point of view. You can't disarm against...

Things using natural weapons (no my munchkin, disarming a monk doesn't actually take off a limb)

Spellcasters: Oh no. I've lost my 1d4-1 damage dagger. Whatever will i do. METEOR SWARM!

Anything with reach really. Oh no, I've been disarmed. 5 foot step back, slam fighter in the face where he can't get an AoO.

Mooks. Lets face it, if you can take their head off their shoulders in the same amount of time you can take the spear out of their hands there's no point in disarming.

So when you spend TWO feats to get improved disarm (combat expertise is a feat tax), FINALLY get to a weapon wielding bad guy at the end of dungeon AND move up to him AND succeed in disarming him instead of taking a full attack... then yes, then you should be able to screw him over by taking his weapon too.

But it's much easier for a DM to screw over a party by building an army of NPCs who have done nothing other than practice Disarming since they could walk. A PC has to make sacrifices in order to become a Disarm specialist; an NPC doesn't because he usually springs into existence for only one encounter.

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BigNorseWolf wrote:

Well, look at if from the PC's point of view. You can't disarm against...

Things using natural weapons (no my munchkin, disarming a monk doesn't actually take off a limb)

What about sunder? ;)

I kid, I kid. Anyway, totally agree with your post.

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Joana wrote:
But it's much easier for a DM to screw over a party by building an army of NPCs who have done nothing other than practice Disarming since they could walk. A PC has to make sacrifices in order to become a Disarm specialist; an NPC doesn't because he usually springs into existence for only one encounter.

Screw over a party? No. Mr. Wizard and Mr. Cleric/Druid will probably be just fine.

Screw over one or two characters? Only if by "screw over" you mean this:

GM: He advances on you, then disarms you.

PC: My turn? Okay, I draw my other sword and attack.

Seriously, my fighter carries six different melee weapons (a +1 flail for maneuvers and DR/bludgeoning or magic, a cold iron scimitar, a silver scimitar, a greatsword for damage, a second greatsword with a ghost salt blanch on it, and a just-in-case dagger). If your PCs don't have backup weapons (if they're the sort that needs weapons), that's their own fault.

EDIT: And the NPCs do have to make sacrifices for disarming - unless you give them infinite feats, their specialty at disarming means they're not cleaving, etc. Also they've got a 13 in INT instead of a more combat-relevant stat. So it's still a tradeoff.


Jiggy wrote:


Seriously, my fighter carries six different melee weapons (a +1 flail for maneuvers and DR/bludgeoning or magic, a cold iron scimitar, a silver scimitar, a greatsword for damage, a second greatsword with a ghost salt blanch on it, and a just-in-case dagger). If your PCs don't have backup weapons (if they're the sort that needs weapons), that's their own fault.

*shrug* Difference in play style. I always read about the "golf bag of weapons," but none of the players in my group have ever had one. Usually don't have the encumbrance to spare. Our group carries one melee (or two, if TWF) and one ranged, possibly a dagger or an old weapon not as good as a new one they found that they haven't gotten around to selling yet. Our parties generally make do with loot they find, as there's very little chance for shopping; having a custom weapon made takes forever, and by the time they go back for it, they've generally found something better anyway. So we don't have a tool for every encounter; the fighters just hope they can bash hard enough to get through any DR.


Quote:
But it's much easier for a DM to screw over a party by building an army of NPCs who have done nothing other than practice Disarming since they could walk. A PC has to make sacrifices in order to become a Disarm specialist; an NPC doesn't because he usually springs into existence for only one encounter.

This problem is solved by buying a locked gauntlet. If everyone is wasting attacks on you that need a 20 to succeed then you're coming out ahead.


Well, if you can reach reach into other opponent's squares, that changes things. I guess my PCs will seeing a lot of disarms in the future, especially by groups of mooks who will eventually succeed and whisk the weapon away before the PC can react.

Regarding the feat tax, who says the PCs/NPCs have to get the feats? AoO? So what? +2 bonus? So what?

A lot of high level monsters have a much better CMB and multiple attacks, disarm is a piece of cake.

Last night I had a goblin disarm a PC and another goblin bullrush the PC and pickup the weapon. Now I could have disarmed, picked up the weapon in the same turn, and then stolen his backup weapon with the other goblin. LOL. Too funny.

It's completely devastating towards 2H fighters, clerics (holy symbol), spellcasters (material components). Really, any humanoid.

For those who play PFS, it's hard not to notice that the majority of opponents are humanoids.

For the golf bag of weapons, especially 2H weapons, better bet I will stop the game and check encumberance.

Anyway, thanks for clearing this up.

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BigNorseWolf wrote:
Quote:
But it's much easier for a DM to screw over a party by building an army of NPCs who have done nothing other than practice Disarming since they could walk. A PC has to make sacrifices in order to become a Disarm specialist; an NPC doesn't because he usually springs into existence for only one encounter.
This problem is solved by buying a locked gauntlet. If everyone is wasting attacks on you that need a 20 to succeed then you're coming out ahead.

Though to be fair, suddenly giving every random thug a locked gauntlet the minute someone takes Improved Disarm would be a bit of a dick move. ;)

Also, for the record, a specialized fighter can disarm against a locked gauntlet without rolling a 20. Still gotta roll high, but it's doable.

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Jason S wrote:
Well, if you can reach reach into other opponent's squares, that changes things. I guess my PCs will seeing a lot of disarms in the future, especially by groups of mooks who will eventually succeed and whisk the weapon away before the PC can react.

Good! I hear of too many GMs whose combats are mostly just NPCs and PCs trying to out-DPR each other. Add some spice! Make the players think tactically!

Quote:
You guys arguing about the feat tax, who says the PCs/NPCs have to get the feats? AoO? So what? +2 bonus? So what?

You know what? If the bad guys want to eat an AoO every round until they get my weapon, plus taking my regular attacks, and then getting attacked some more when I pull out the next weapon, be my guest. You'll never ever win a fight by spamming disarm maneuvers.

Quote:
Last night I had a goblin disarm a PC and another goblin bullrush the PC and pickup the weapon.

That's awesome! That's how "you get attacked by bandits" random encounters should be going - not just typical, to-the-death combat. They wanna grab your crap and leave.

Quote:
Now I could have disarmed, picked up the weapon, and then stolen his backup weapon with the other goblin. LOL. Too funny.

And don't forget the "steal" combat maneuver from the APG! Have the goblins run up and start grabbing scrolls and wands off somebody's belt and then bolting the frick out of there!

Quote:
It's completely devastating towards 2H fighters, clerics (holy symbol), spellcasters (material components). Really, any humanoid.

If they're not ready, then yeah, it sure can. Though to be fair, grabbing the spell component pouch or the holy symbol would be a steal maneuver rather than disarm, unless it's just in their hands. Also, clerics don't need a holy symbol to cast unless the spell has a DF component.

Quote:
For those who play PFS, it's hard not to notice that the majority of opponents are humanoids.

My fighter that I was referencing earlier is a PFS character. But even so, disarming is still just a once-in-a-while thing. You have to weigh its benefits against the damage you would have dealt if you'd just attacked instead.

The Exchange

well... guess I should chime in on this.
My bard uses Disarm as much as she can. Built for it. This is the third character I have built for it, counting 3.5 and a home game. In 6 years of LG I got to disarm 4 badguys (was a GREAT feeling). In PF, in a home game I've done 2 (I think my DM added one guy to an encounter just so I could do it though), and in PFSOP I've done it zero times. But I'm only 3rd level so I know it's coming up. And I'm looking forward to it.

Two cute "tricks" for your disarming character.
1) Cast Unseen Servant and give it the standing order to "Pick up any weapons dropped within 20 feet of me and bring them to the space behind me (or just behind me)".
2) True Strike (my bard has to invest in UMD and buy a wand of it, though my 3.5 character just took a level of Sorcerer to get it).

and 2 Defenses against a disarmer...
1) Locking Gauntlets are TOUGH, but still beatable (with True Strike). 2) Spiked Gauntlets are a true pain in the ... well a true pain.
Hope this helps!


Jiggy wrote:


Okay, a few things:

1. The player doing this is either eating an AoO for the attempt, or has spent two feats (and likely an otherwise sub-par weapon choice) in order to do this. Is this more powerful than Power Attack and Cleave? Because it's the same investment. Let players reap the rewards of their investments.

2. Actually, it's NOT the same investment, because the feat prereq for Improved Disarm is Combat Expertise, which in turn requires INT 13 - not something every melee type has by default. So they're investing two feats and some stat points. Let players reap the rewards of their investments. Do you apply extra DR to monsters getting attacked by Mr. Cleave?

3. Since it does take two feats and some stat points (to do it without an AoO, that is), keep that in mind when making your bad guys - freebies wouldn't be very fair.

4. Why do your baddies only carry one weapon? Really, not so much as a backup dagger? My fighter currently has four different swords, a flail, a dagger, and a bow. So if they have a second weapon, it's very far from game over if the first gets disarmed.

By the time you factor all of that in, it's really not overpowered at all. In fact, many argue that it's still a sub-par choice compared to the usual 2H Cleave Monkey.

Monks can get Improved Disarm for free at level 6. Disarm, Sunder and Trip attacks replace a single melee attack, so they can be done as part of a full-attack, a flurry of blows, or as an attack of opportunity.

If you were a player in my campaign I would make you explain exactly how you have four different swords, a flail, a dagger and a bow stored such that you could instantly draw any of them. I'd also punish you for not picking up any dropped weapons you left behind. Yes, I know the rules don't disallow it. In fact, the rules don't prevent you from having 50 swords on your belt. But lets be realistic.

Disarm can work, does it always work? No, but nothing works 100% in the game. It does work well when taking wands staffs & rods from mages. Works pretty well stealing bows from rangers too.

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Muzzy wrote:
Monks can get Improved Disarm for free at level 6. Disarm, Sunder and Trip attacks replace a single melee attack, so they can be done as part of a full-attack, a flurry of blows, or as an attack of opportunity.

This I know, because the fighter I mentioned (with all those swords) is a disarm and trip specialist. :D

Quote:
If you were a player in my campaign I would make you explain exactly how you have four different swords, a flail, a dagger and a bow stored such that you could instantly draw any of them.

Not "instantly" - as a move action, like everyone else. Anyway, two swords on his back (a hilt over each shoulder - I'm sure you've seen plenty of that in movies and such), two on his belt (not hard to imagine), and the flail also on his belt (a flail doesn't require a lot of sheath space).

To be clear: if I were in your home game, I would have absolutely zero problem with you asking for that description. Totally understandable. But even just having, say, sword/sword/dagger means the enemy has to make THREE successful disarms before it's "game over" for the guy who's been hammering on him for the 3+ rounds that he spent trying to disarm him. And by that time, I think success on the part of the disarmer would be well-deserved, you know?

Quote:
I'd also punish you for not picking up any dropped weapons you left behind.

Oh, absolutely. Of course my gear shouldn't reappear in my scabbards when the battle's over. I absolutely agree that if I don't get it back, I don't get it back.

Quote:
It does work well when taking wands staffs & rods from mages. Works pretty well stealing bows from rangers too.

Sure, though if Mr. Disarm is close enough to knock stuff away from a mage or a range-only ranger, they'd be in just as much (if not more) trouble if Mr. Disarm were replaced with Mr. Power Attack.

I could be wrong, but you sound defensive. It's almost as though you're worried that disarming is too powerful and needs you to rein it in. I can tell you from experience that that's not the case: my above-referenced fighter is my primary PFS character (and as you may know, PFS has a higher-than-usual presence of humanoid enemies). And you know what? Most sessions (and I mean "most" by a BIG margin) I don't attempt a single disarm, usually because there are tactically superior things I could be doing. In fact, I sometimes get called a noob for even bothering to take Improved Disarm in the first place. So rest assured, disarm won't be breaking the game any time soon. :)


Quote:
Though to be fair, suddenly giving every random thug a locked gauntlet the minute someone takes Improved Disarm would be a bit of a dick move. ;)

Yes it would, but if the DM is disarming the PC at every turn then the PC going to the blacksmith for a locked gauntlet is being sensible.

Quote:
Also, for the record, a specialized fighter can disarm against a locked gauntlet without rolling a 20. Still gotta roll high, but it's doable.

Even then its less than optimal, and a fighter SHOULD have a backup weapon.


Jiggy wrote:
Muzzy wrote:
If you were a player in my campaign I would make you explain exactly how you have four different swords, a flail, a dagger and a bow stored such that you could instantly draw any of them.

Not "instantly" - as a move action, like everyone else. Anyway, two swords on his back (a hilt over each shoulder - I'm sure you've seen plenty of that in movies and such), two on his belt (not hard to imagine), and the flail also on his belt (a flail doesn't require a lot of sheath space).

Uh huh. And I'm sure you can fun at full speed and with deadly silence like that too. So where's your pack, your bedroll, your 50' of rope and 10' pole?

I'd be making you provoke AOO's every time you tried to draw a weapon from that yard sale on your back.

Shadow Lodge

Reading through everything, I do tend to agree, it doesn't sound all that overpowered.

Especially when you're considering the 'free hand' issue. Free hands are relatively rare for non-monks, and if your hands aren't free, your only non-action choice is to drop your own weapon. Excepting quick draw feats and the like.


Muzzy wrote:
So where's your pack, your bedroll, your 50' of rope and 10' pole?

For that matter, where's your bow and quiver?

Silver Crusade

I make my DM cry with flurries of disarm.
But my hands are quickly full, not everyone can be disarmed, not everyone is easy to disarm (well, except with a quickened True Strike :D), and I do crap damage. When it works it is fantastic. When it doesn't work, you are as useful in fight as a little, regular rock, so... this isn't overpowered.

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Muzzy wrote:
Jiggy wrote:
Muzzy wrote:
If you were a player in my campaign I would make you explain exactly how you have four different swords, a flail, a dagger and a bow stored such that you could instantly draw any of them.

Not "instantly" - as a move action, like everyone else. Anyway, two swords on his back (a hilt over each shoulder - I'm sure you've seen plenty of that in movies and such), two on his belt (not hard to imagine), and the flail also on his belt (a flail doesn't require a lot of sheath space).

Uh huh. And I'm sure you can fun at full speed and with deadly silence like that too. So where's your pack, your bedroll, your 50' of rope and 10' pole?

I'd be making you provoke AOO's every time you tried to draw a weapon from that yard sale on your back.

1. I don't run at full speed anyway, due to heavy armor.

2. I already have a negative Stealth mod in the first place.
3. Who said I was carrying a bedroll and a 10' pole? Adding stuff to my description and then judging it based on your modified version is pretty bad form. (P.S. - I don't carry a bedroll because most PFS missions either happen in a single day or have means for "normal" lodging; if camping is anticipated, I adjust my carried gear accordingly.)

Honestly, you make it sound like I'm trying to get away with something - and mostly based on what you just assume I'm doing instead of what I'm actually doing.

The Exchange

Hay, Jiggy, you should adventure with my Bard. She normally has an Unseen Servant up to pick up weapons people drop and I've hand other party member take advantage of it. ("I'll drop my bow and draw both swords as I move up - Jeeves will get it and take it over to the Bard. Hay Kat! have Jeeves bring that over to me later, ok?" happened in a game a while back.)
And she's tried going adventuring without a bedroll. I point out she normally doesn't need a blanket to keep her warm - I'll just bunk up with one of the other characters. LOL

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nosig wrote:

Hay, Jiggy, you should adventure with my Bard. She normally has an Unseen Servant up to pick up weapons people drop and I've hand other party member take advantage of it. ("I'll drop my bow and draw both swords as I move up - Jeeves will get it and take it over to the Bard. Hay Kat! have Jeeves bring that over to me later, ok?" happened in a game a while back.)

And she's tried going adventuring without a bedroll. I point out she normally doesn't need a blanket to keep her warm - I'll just bunk up with one of the other characters. LOL

Having now heard multiple descriptions in multiple threads, your bard scares me. And not in the traditional "I'm going to die" sense, either.

O_o

The Exchange

ah... is this a bad thing?

Shadow Lodge

You know what might really be fun, though? Add 'throw anything' to the mix and chuck the disarmed weapons right back at them!

The Exchange

Welll... She'll actually need to get a disarm to work. As Jiggy pointed out, the opportunities often are not there. Though she just leveled to 3rd, and I'm thinking of taking either Imp. Steal or Imp. Repossition. Any suggestions? or maybe weapon focus whip...

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nosig wrote:
Welll... She'll actually need to get a disarm to work. As Jiggy pointed out, the opportunities often are not there. Though she just leveled to 3rd, and I'm thinking of taking either Imp. Steal or Imp. Repossition. Any suggestions? or maybe weapon focus whip...

WF: Whip would obviously help with the maneuvers (especially since you're a 3/4 BAB class). Also there's ImpTrip if you don't have it already.

The Exchange

Imp Disarm she already has (that's her two feats now) and her Chel. Trait is Hellfire - makes one "hellofa" great show (her other trait is Extreamly Fashionable). Swirl the cape, crack the whip and have it burst into flame (not real useful, but darned showy). I was thinking of the Imp. Steal to use with the whip... but with a Str of 12 she really isn't all that good at disarms. (that's what the wand of True Strike is going to be for).

Imp. Trip I'll look at.

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nosig wrote:
but with a Str of 12 she really isn't all that good at disarms. (that's what the wand of True Strike is going to be for).

Um... Agile Maneuvers? Assuming that your DEX is higher than your STR.

The Exchange

I would have taken Weapon Finesse if Dex was better, but dex is a 12 also.
I'm not all that sure about the Imp. Trip. I've seen to many fighter types with that and they get to be the "one-trick-pony" that just seems to slow things down. Whereas the disarm (done from behind our Tank, against the guy he is facing... and then Tank smiles and says "go ahead, reach for it and make my day").

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