Need items to help vs disarming attempts


Advice


Looking for items to help vs Disarming.

GM has decided that the best way to stop my character is to disarm him and then grab my weapon and run away. Loosing a +4 weapon this way HURTS! While I do have a backup, it's no where near as good. So looking for ways to buff my CMD vs disarm attempts.

Already have -
Dusty Rose Ioun Stone (slotted inside a wayfinder for +2 CMD)
Gloves of Dueling (+4 vs Disarm)

There any other items that would help?

Why GM has decided to go after my weapon-
My AC and Disarming have about the same target number (AC 36 & Disarm 37)
Just makes sense for smart monsters to target my weapon to try to shut me down as a threat.


What's your character's class & level? What resources do you have available?

The cheapest and simplest solution is a weapon chain. Most expensive is probably the Called weapon property, which is a +1 bonus.


Locked Gauntlet. Provides +10 to your CMD for disarm.


14th level warpriest. At moment, have a little over 20K to spend in gold.

Already have a weapon cord and usually they sunder it after disarming.

There's debate if Locked Gauntlet uses the same hand slot as Gloves of Dueling. Trying to avoid that.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Can you afford to have Called added to your weapon? It will teleport into your hand as a swift action if within 100 ft.

I'd usually call that overkill, but maybe not in your case.


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What deity do you worship? How would they feel about upgrading your arm to one of these?


There's this 3rd level spell Aura-of-Inviolate-Ownership. affected creatures gain a +20 bonus to their CMDs against disarm and steal combat maneuvers. Only lasts 1 round per cl though.


Attach multiple weapon cords to your weapon. No rule against it, especially if you GM is being a jackass.

And your GM is being a jackass if he's taking your weapon and running off with it. It's one thing to disarm the weapon but have it be available directly after. Taking a character's weapon so that it can't fight anymore...that's just being a jerk.


Claxon wrote:

Attach multiple weapon cords to your weapon. No rule against it, especially if you GM is being a jackass.

And your GM is being a jackass if he's taking your weapon and running off with it. It's one thing to disarm the weapon but have it be available directly after. Taking a character's weapon so that it can't fight anymore...that's just being a jerk.

Well ... at least they're not sundering it, yet. That might be step 2 if the strategy of disarming is made too difficult. Hope the weapon is adamantine. >.>


GM isn't really being a jerk. Usually what happens is smart monster full attacks and misses every attack against AC. I then do around 100+ damage against him. Smart enemy goes "I just missed every attack and he hurt me. Let's see how he can do without weapon" Disarm attempt.
Then if there's minions around, have a minion grab the weapon and back off.

Repeat - this is only if the enemies are smart. I have no problem with the GM using this tactic. Usually get a AO in when they attempt it.

Not sure I want to burn a 3rd level spell slot for something that might happen and putting Calling on a weapon for just this is a bit of overkill.


If you can recover the weapon after combat then the GM isn't a jerk. But your statement of "run away with it" made it sound like you were "permanently" losing an important part of your character's WBL and ability to function in it's primary role.


Claxon wrote:
If you can recover the weapon after combat then the GM isn't a jerk. But your statement of "run away with it" made it sound like you were "permanently" losing an important part of your character's WBL and ability to function in it's primary role.

Nope, so far been able to recover the weapon.


Don't gloves of duelling give a bonus to CMD vs. disarm? They're not just a weapon training bonus, even if that's why people buy them.

If you can get someone to cast Certain Grip on you then you're outright immune to disarm for 10 minutes/CL.


Dragonskin grip is an easy and cheap way to get +2
Tunic of Deadly Might is a little weirder way to get +2


Gloves of Dueling do give bonuses vs disarming. Already have them.

Like the Draqonskin Grip suggestion. Might try that.

Tunic of Deadly Might is a bit pricy at 6K for just a +2 bonus. Specially when I'm running a Unfettered Shirt in the same Chest slot item.


Find a new game. Seriously.


Matt2VK wrote:

14th level warpriest. At moment, have a little over 20K to spend in gold.

Already have a weapon cord and usually they sunder it after disarming.

There's debate if Locked Gauntlet uses the same hand slot as Gloves of Dueling. Trying to avoid that.

What debate? If a locked gauntlet takes up any slot, it's the weapon slot. "Locked Gauntlet" is literally an extra you add to a normal gauntlet (a weapon). A normal gauntlet which, unless you remove it, comes standard with all heavy armor. Are people who wear plate mail unable to use the hands slot?


do all these monsters have Improved Disarm?
How much damage is your AoO doing, and is it being applied to the disarm attempt?


Oh, yeah, if you get an AoO (because they don't have Improved Disarm) and hit then the damage from the AoO is applied as a penalty to their disarm attempt.

Performing a Combat Maneuver wrote:
If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.
Also, unless they have something special or disarm you without a weapon, it drops in your square.
Disarm wrote:
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.

And then from this FAQ, picking up the weapon also provokes an AoO from anyone that can whack the minion.

So make sure the GM is running the rules right (that damage is applied as a penalty to the Disarm and picking up the weapon gives everyone an AoO) and make sure you still threaten without your main weapon (cestus or spiked gauntlet would do that) and that should cut down on them attempting to take the weapon. I recommend Trip on the minion. Even if you don't have Improved Trip, only the minion gets to make the AoO and if they're actually a minion you can probably still succeed on the trip, even if they somehow manage to hit you. At which point they can't get away, because they spent a move action to pick up the weapon and their only movement options are crawling 5 feet or standing back up. At which point you can promptly disarm them back (if you don't use a weapon to do it you can even wield your weapon immediately). Again, assuming a minion (so you're much better than them).


Clockwork Evangelist wrote:
What deity do you worship? How would they feel about upgrading your arm to one of these?

If anyone asks, just explain that Warpriests don't have access to regenerate.

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