Disarm from range?

Legildur

First Post
I have a 2nd level dwarven monk with the Improved Grapple, Stunning Fist, and Combat Reflexes feats.

Looking forward to 6th level, he'll get a choice of either the Improved Disarm or Improved Trip feats.

One of my options is to take Exotic Weapon Proficiency (spiked chain) at either 3rd or 6th levels to complement Combat Reflexes and Improved Disarm. With 18 Str, he'd have a disarm check of +18. Okay, so he won't do much damage against weaponed opponents, but he sure won't get hurt much either.

My basic questions relate to the use of the spiked chain to disarm from a distance:

1. "Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons....Consequences. If you beat the defender, the defender is disarmed."

Do you have to 'beat' the opposed roll, or just equal it like AC and other skill checks? (note that grappling rules specifically provide guidance on tied rolls).

2. "If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll."

Does this still apply if you are attempting to disarm from 10ft away and your opponent only threatens 5ft?

I have also been looking the Sai special monk weapon, but aside from the ability to flurry with it, the significantly reduced disarm check (+12 v +18), reduced damage (damage die and no 2-handed str bonus), and lack of reach really weigh against it. And a spiked chain just seems like a cool weapon for a monk.

PS Have 2 barbarians in the party as the front liners.
 

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1. "Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons....Consequences. If you beat the defender, the defender is disarmed."

Do you have to 'beat' the opposed roll, or just equal it like AC and other skill checks? (note that grappling rules specifically provide guidance on tied rolls).
It is an opposed roll, and I believe, in this case a tie goes to the defender.

2. "If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll."
Does this still apply if you are attempting to disarm from 10ft away and your opponent only threatens 5ft?
I am not sure, but I believe that was explained somewhere, and it was said there, that he could try to disarm you. But if you have the Improved Disarm feat, he can`t return the disarm anyway, or did this change in 3.5?

Mustrum Ridcully
 
Last edited:

Legildur said:
Does this still apply if you are attempting to disarm from 10ft away and your opponent only threatens 5ft?

I think so. At least from the Ranseur's description:

With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

It doesn't really say that, but the Ranseur doesn't strike 5ft away, only 10ft away, and you still run the risk of being counter-disarmed. It's not a proof, but at least a symptom that the opponent can disarm you even if his reach is shorter, although he cannot HIT you.
 

Spiked chain and/or whip fit the thread description well for your monk, and if he fails the trip he can just drop the weapon to avoid being tripped himself. No big deal for a monk, but you can't flurry with it.

You may want to look at taking Improved Trip and other feats to get Great Throw. With Great throw, you toss an opponent and do your unarmed attack damage to her, you get to choose where she goes within your threatened area, and you can use it as many times as you have attacks - in a monk's case, twice+ per round for the flurry. The target is also prone after that round, and standing from prone provokes an AoO in 3.5... with Combat Reflexes as a prereq you get to toss her again (and as many of her friends as you can) if you would like.

Great Throw isn't in OA, but can be found here as an addendum. My 5th level monk (2 monk, 2 fighter, 1 wiz) has it, and I love it so far. Next I will be taking feats to get Grappling Block... oh yeah...
 


Thanks Mudstrum for your opinion on the opposed roll. I believe you are correct. You are correct that Improved Disarm removes the counter-disarm attempt, but I just wanted to understad it for my own benefit. Besides, still may take Improved Trip and EWP (spiked chain), so it may be relevant (disarm roll would then be only +14).

And thanks Li Shenron for referencing the ranseur description to help clarify the counter-disarm. That works for me.

Okay, I think I can rationalise the opponent's counter disarm attempt, especially when the rules don't say that they get an AOO (which would require them to be threatening you) but instead say "same sort of opposed melee attack roll".

And yeah, MarauderX, I'm tossing up between Improved Trip and Improved Disarm. With the dwarf's bonus to stability, Improved Trip is looking good. DM is still considering the use of the Oriental Adventures martial art type feats. If he does allow them, then maybe Dodge and Defensive Throw would be my choice and eventually Great Throw. I have a tame wizard in the party that usually memorises Enlarge Person and Mage Armor for my character, so any of these combinations are good.

I wish that monks could take both the 6th level bonus feats without having to take Combat Expertise.
 

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