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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Disarm from range?
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<blockquote data-quote="Legildur" data-source="post: 1163640" data-attributes="member: 1258"><p>I have a 2nd level dwarven monk with the <em>Improved Grapple</em>, <em>Stunning Fist</em>, and <em>Combat Reflexes</em> feats.</p><p></p><p>Looking forward to 6th level, he'll get a choice of either the <em>Improved Disarm</em> or <em>Improved Trip</em> feats.</p><p></p><p>One of my options is to take <em>Exotic Weapon Proficiency (spiked chain)</em> at either 3rd or 6th levels to complement <em>Combat Reflexes</em> and <em>Improved Disarm</em>. 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.</p><p></p><p>My basic questions relate to the use of the spiked chain to disarm from a distance:</p><p></p><p>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."</p><p></p><p>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).</p><p></p><p>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."</p><p></p><p>Does this still apply if you are attempting to disarm from 10ft away and your opponent only threatens 5ft?</p><p></p><p>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.</p><p></p><p>PS Have 2 barbarians in the party as the front liners.</p></blockquote><p></p>
[QUOTE="Legildur, post: 1163640, member: 1258"] I have a 2nd level dwarven monk with the [I]Improved Grapple[/I], [I]Stunning Fist[/I], and [I]Combat Reflexes[/I] feats. Looking forward to 6th level, he'll get a choice of either the [I]Improved Disarm[/I] or [I]Improved Trip[/I] feats. One of my options is to take [I]Exotic Weapon Proficiency (spiked chain)[/I] at either 3rd or 6th levels to complement [I]Combat Reflexes[/I] and [I]Improved Disarm[/I]. 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. [/QUOTE]
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