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(cannot disarm shifter)
(→‎Notes: Merging "cannot disarm" notes and moving it to the top of the list)
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==Notes==
 
==Notes==
  +
* If an NPC is wielding a non-[[droppable]] weapon when successfully disarmed, the weapon is destroyed instead of being placed on the ground.
 
  +
* Not all creatures can be disarmed. [[Natural weapon]]s cannot be disarmed, nor can [[cursed]] weapons. In addition, a creature cannot be disarmed while [[polymorph]]ed, and many [[non-player character]]s are flagged as not disarmable (possibly for balance or module-economy, possibly because that is the default setting in the [[Toolset]]).
* A [[cursed]] weapon cannot be disarmed.
 
 
* If a non-player character is wielding a non-[[droppable]] weapon when successfully disarmed, the weapon is destroyed instead of being placed on the ground.
 
*The bonus due to weapon size affects the actual attack roll, making it possible to have a higher attack bonus with disarm than without. This makes ''disarm'' particularly useful to those wielding two-handed weapons.
 
*The bonus due to weapon size affects the actual attack roll, making it possible to have a higher attack bonus with disarm than without. This makes ''disarm'' particularly useful to those wielding two-handed weapons.
 
*During a disarm if either target or attacker is unarmed or using a creature weapon (no main-hand weapon), a disarm attempt will count both weapons as equal size. Therefore, the attack modifier is -6, regardless of the other weapon.
 
*During a disarm if either target or attacker is unarmed or using a creature weapon (no main-hand weapon), a disarm attempt will count both weapons as equal size. Therefore, the attack modifier is -6, regardless of the other weapon.
*Many [[NPC]]s are not disarmable for reasons of balance and module-economy. Armed polymorphs cannot be disarmed as well.
 
 
*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''.
 
*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''.
 
*Most people consider it good manners to allow a disarmed player to retrieve their weapon after they've been defeated. Some [[server]]s use a [[script]] that automatically returns the disarmed weapon to the disarmed player's inventory (with the side-effect of clearing any [[quickslot]]s containing the weapon, as the weapon is removed from the inventory an instant before the script fires). Taking someone else's disarmed weapon can lead to [[ban]]ning on some servers.
 
*Most people consider it good manners to allow a disarmed player to retrieve their weapon after they've been defeated. Some [[server]]s use a [[script]] that automatically returns the disarmed weapon to the disarmed player's inventory (with the side-effect of clearing any [[quickslot]]s containing the weapon, as the weapon is removed from the inventory an instant before the script fires). Taking someone else's disarmed weapon can lead to [[ban]]ning on some servers.

Revision as of 20:54, 24 July 2012

Disarm

Type of feat: general (available every three level-ups)
Prerequisite: intelligence 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.

Notes

  • Not all creatures can be disarmed. Natural weapons cannot be disarmed, nor can cursed weapons. In addition, a creature cannot be disarmed while polymorphed, and many non-player characters are flagged as not disarmable (possibly for balance or module-economy, possibly because that is the default setting in the Toolset).
  • If a non-player character is wielding a non-droppable weapon when successfully disarmed, the weapon is destroyed instead of being placed on the ground.
  • The bonus due to weapon size affects the actual attack roll, making it possible to have a higher attack bonus with disarm than without. This makes disarm particularly useful to those wielding two-handed weapons.
  • During a disarm if either target or attacker is unarmed or using a creature weapon (no main-hand weapon), a disarm attempt will count both weapons as equal size. Therefore, the attack modifier is -6, regardless of the other weapon.
  • 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.
  • 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 that automatically returns the disarmed weapon to the disarmed player's inventory (with the side-effect of clearing any quickslots containing the weapon, as the weapon is removed from the inventory an instant before the script fires). Taking someone else's disarmed weapon can lead to banning on some servers.
  • The feat disarm (whip) is functionally equivalent to the disarm feat. While disarm (whip) is usually given by an item property on whips, it can work with any weapon just the same as disarm.

Builder notes

Item feat: yes

Custom content notes

Removable: yes

Reusable: yes

Script: hardcoded