Disarm question

I must have misplace where I put my 5 ft in the simulated combat above. And thanks for the info on the double move. We are playing with just player and DM handbooks (MM as well but DM doesn't seem to want any monster races etc.) so I think this build should be pretty satisfactory. It will at least be fun and different.
 

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I could also use my weasel familiar for aid another in combat, and I get a bite attack to use at close range, not a big plus, but something to note.
 


Disarm can be very useful if you have the attack to spare.
Remember that you can ready a Disarm to attempt to Grab An Item, namely a Spell Component. It is more effective to lock a caster up than it is to try to kill them outright, so let your party kill while you attempt to control.

Trip - Attack
When they attempt to stand, trip again.
They'll stand and five foot step(assuming you don't have Combat Reflexes and +2 Dex).
Five foot step in and trip, then attack again.

Recycle as necessary, hope it isn't high enough level to destroy you anywhere.
 

I should mention that the only way the combat goes in this manner is if Sekhmet is an idiot and you have both Improved Disarm and Improved Trip while using a Trip and a Disarm weapon, so if, at any point, you fail your Trip attempt and Sekhmet gets a Trip off on you, the entire situation backfires on you.
 

Yes, but I am enlarged dwarf (+4 for dwarf), which will help with anti-trip, and my character does have improved trip and disarm, and is using a spiked chain, which can do both. I am level 7 with combat reflexes, expertise, trip, disarm, and chain prof. Only core three, so side-step is sadly not an option.
 

With Combat Reflexes and a dex of 14 or better, you'll see this plan work out a lot better, since you can interrupt them picking up their weapon twice in one round, or trip multiple people per round.
 

This is the plan. And I should have 5 enlarges per day thanks to dragon disciple bonus spells, which should be plenty. Unluckily this build suffers from some MAD. Needs 14 dex (preferably), 13 charisma (due to -2 for dwarf), 13 int for trip prerequisite. But luckily our group rerolls 1's for stats, so I will have higher than normal stats, only slightly though. I was told that there would be a lot of night fighting, thus dwarf for the dark vision, not human.
 



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