Improved disarm
From NWNWiki
Type of feat: general
Prerequisite: intelligence 13+, disarm
Specifics: A character with this feat has learned not to provoke an attack of opportunity when attempting a disarm. Success knocks the opponent's weapon from his hands. The penalty to make a disarm attempt is reduced to -4.
Use: selected
[edit] Notes
- If an NPC is wielding a non-droppable weapon when successfully disarmed, the weapon is destroyed instead of being placed on the ground.
- A cursed weapon cannot be disarmed.
- The bonus due to weapon size affects the actual attack roll, making it possible to achieve a higher attack bonus with disarm. This makes improved 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 -4, regardless of the other weapon.
- Many NPCs are not disarmable for reasons of balance and module-economy.
- A successful disarming while unarmed will sometimes place the disarmed weapon directly in the disarmer's inventory instead of dropping it on the ground. This can be changed via scripting, however.
- 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.
[edit] Builder notes
Item feat: No, but it can be added with custom content.
[edit] Custom content notes
Removable: yes
Reusable: yes
Script: hardcoded
- This feat can be added to iprp_feats.2da to make it available as an item feat, but it will only work if the player has the disarm feat, otherwise this feat will have no effect.
