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
- Most people consider it good manners to allow a disarmed player to retrieve their weapon after they have been defeated. Some servers use a script that unequips the weapon to inventory and removes it from quickslots. Taking someone else's disarmed weapon can lead to banning on some servers.
- Many NPC characters are not disarmable for reasons of balance and module-economy.
- If a NPC is wielding an undroppable weapon when successfully disarmed, the weapon goes to the NPC's inventory, not to the ground.
- Creature weapons for purposes of disarming count as the same size as the creature.
- While unarmed, a disarm attempt will count any weapon as equal size. Therefore, the attack modifier -4 whether the weapon being disarmed is a (tiny) dagger or a (large) greatsword.
- A successful disarm attempt 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.
[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.
