Help make Disarm/sunder char

Balgus

First Post
Hi folks,

I am planning on making a char that specializes in disarming, and sundering a weapon.

he has no interest in killing anyone, except when he is unable to disarm then and they are adament about attacking.

So his priorities are :
-avoid fighting
-disarming
-sunder
-knock out
-kill

Also, can you give advice on the better classes to do this with. And also sugest PrCs that can fulfill this.

Thanks
 

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Several options here:

Monk, since they can do subdual damage at will, and if you disarm somebody you can hold their weapon. Disadvantage is that, for some reason, the author of sword and fist thought you needed a feat to strike a weapon with your unarmed strike. While this is positively stupid (since a monk is considered armed), if your DM holds you to it it could be problematic.

Bard- I once used a bard that specialized in disarming people with the rapier, and I had an unseen servant that would run off with their weapon. You also get charm magic for resolving hostile situations peacefully. Disadvantage is that you're not as good with the sword as a fighter.

There was also a Justicar class in an issue of Dragon that dealt extra subdual damage, if I remember correctly. Since I generally despise prestige classes, though, I don't know which issue.
 

The FFd20 Knight is a *great* class for this...

It's not up on the site, yet, but here's the gist:

Hit Die: d10
Skills/Skill Points: As Fighter
Saves: As Fighter
Weapons/Armor: Martial & Simple/All Armor & Shields
Powers: Every two levels, the Knight gets to select a Break power that he meets the prerequisites for...
*Expertise, Improved Disarm, Power Attack, Sunder are on the list
*Armor Sunder (new feat, Sunder prereq) stops provoking an AoO for attacking armor (or other worn item)
*Improved Sunder (new feat, Sunder prereq) lets you deal double damage to an item you hit.
*Power Sunder (new feat, Imp. Sunder prereq) lets you ignore 3 points of an item's hardness each time you take it.
*Quick Sunder (new feat, Imp. Sunder prereq) gives you a +5 bonus to hit items held in a beings' hand.
*Natural Sunder (new feat, Armor Sunder prereq) allows you to sunder natural weapons and armor. Hardness of natural weapons is equal to the most damage it can do (also the HP of a natural weapon). Hardness of natural armor is equal to the AC bonus it provides (also the HP of a natural armor).
*Ability Break (class power, requires Natural Sunder) allows you to "break" an ability score by striking the victim. You deal normal weapon damage, and deal 1d4 points of damage to one ability score. You can take this power multipule times, choosing a new ability score you are able to damage, or deal 1d4 more points of damage (maximum of 5d4). This ability damage returns at the normal rate (and so stacks with itself)
*Item Break (class power, requires Imp. sunder) allows you to deal 1d4 extra points of damage to an item you strike, every time you take it.

You may also want to grab a level or two of Wizard or Sorc for some scare-inducing spells, if you want to be useful without killing stuff. I'd use a whip, perhaps a whip-dagger, since it's great for both subdual (after sundering the armor), and disarming.

That's the look. :)
 
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I am leaning towards a char that has a large (or adequate) amount of skillpoints- so ftr is in the maybe pile.

bards and monk sounds like real good options (especially Monte's bard or even sorc with d6 hd)

I might even take a level of sorc for a couple low level charm/ suggest spells. Plus, the high cha will help in my people skills.

I personally hate PRCs too. I feel that you can come up with lots of crazy combos with the core classes already. And if you need more, you can always tweak it with your DM.

thanks
 

check out the Justicar PrC from Dragon magazine. I can't remember the issue number, but maybe someone else can.

It has hog tie abilities, bring em back alive, extra subdual damage with attacks.

Bolos are also your friend if you want to end combats before they begin.
 

Balgus said:
I might even take a level of sorc for a couple low level charm/ suggest spells. Plus, the high cha will help in my people skills.

If you do go this route, don't forget True Strike. +20 bonus on disarm checks or to hit an opponent's weapon when sundering (since each is an attack roll).
 

So we're looking at...

*High Int (for Sunder and extra skill points)
*High Cha (for talking people out of fights)
*High Str (for smashing the stuffing out of inanimate things)

Feel free, even if you don't like the 2 SP-Knight, to take the skills/powers of the class...maybe lessen the HD by a die category to give 'em 4 skill points...but remember, for Expertise and Disarm, you'll want a high Int anyway, so you'll be getting at least one bonus skill....go with a human, and you can get more.

So even with 2 SP/level, with a high enough Int, and being a Human, you can bump it to about 4-6 SP/level.

If you go with a whip for a weapon (highly recommended), you can probably also have a high Dex...

....only problem with Monk is that you'll want a high Wis, too...and that's a lot of high scores....

Since you're Int is probably going to be really good anyway, I'd go for Wizard over Sorcerer. But since your Cha shouldn't be too bad, a Sorc wouldn't be a bad choice...or, as pointed out, even a Bard to avoid the temptation of more directly damaging stuff.

There's the breakdown. Like I said, feel free to cannabalize any of the stuff above. The real risk of this guy is him remaining effective against magical or natural equipment....as it sits, he can get rid of the greatsword, but if the guy with it is actually a fairly potent Sorcerer as well, your sunder-based character with a lot of Will-based saving throw type spells isn't going to be greatly useful.
 

I probably will go bard. Since he is light on the fighting, a low HD is no problem. but monte's sorc has the same HD, with better powers and high cha.

But wis with high int is also tempting...

HMMMM so many choices- and only player to do it with.
 

One problem with bard or monk is that both disarm and sunder resolve via opposed attack rolls, so the high BaB progression of the fighter types would be optimal.
 

Except with high dex and rapier, with the weapon finnesse feat, maximizes the value of that single stat (dex), so it is "cost effective" in on sence.

Another tactic is to trip them then disarm them (dex can also be used for this!), since prone attacks are at a disadvantage, it is then easier to disarm them.

But then I'm fond of Dex-based fighters and swashbuckling PCs :)
 

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