Disarm roll mods [Archive] - Wizards Community

Post/Author/DateTimePost
deimos34

04-04-05, 05:55 PM
I can't find this in the rules or the FAQ, if I'm blind then just ignore me.
Does one add miscellaneous combat modifiers to a disarm check? The SRD says:
Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll.

How about magic weapons? Flanking? Higher ground? I assume that these bonuses would apply, has anyone seen text to the contrary?

And on a related note, when using combat maneuver telekinesis, do size modfiers apply for a grapple, disarm, bull rush, etc.?
niklas

04-04-05, 06:24 PM
Since it`s an attack roll, and flanking and higher ground grant bonus to attack rolls, I say they stack. I don´t see why not.
deimos34

04-04-05, 07:33 PM
Higher ground and flanking are very general combat conditions. When performing something as specific as disarming, it seems that the bonus wouldn't apply. For instance, say Regdar is flanking Gruel the Orc with the assistance of Mialee. We assume that Gruel is unable to simultaneously face both attackers, so Regdar must maneuver in such a way as to attack Gruel's front, where his weapon is, in order to disarm (from a physics standpoint, not a game standpoint). On a normal attack, Regdar could strike Gruel anywhere, in the back of head, knees, whatever. On a disarm he must attack Gruel's weapon and therefore confront Gruel's battle stance directly. Regdar might then be attacking from a non-opposite face to Mialee. It seems to me that the special act of disarming is too specific to benefit from miscellaneous combat bonuses.

You'd think there would be a littany of special situations like this. Flanking bonus doesn't apply to disarm rolls, +2 instead of +1 if Bull Rushing or Charging from Higher Ground, things like that.
kjenks

04-05-05, 09:16 AM
The old 3e FAQ says that such modifiers affect Disarm checks. A natural 20 is an auto success on the attack roll, a natural 1 is an auto-fail. On the defense roll, natural 20/natural 1 have no special meaning.
quaiven

04-05-05, 09:24 AM
(from a physics standpoint, not a game standpoint). On a normal attack, Regdar could strike Gruel anywhere, in the back of head, knees, whatever. On a disarm he must attack Gruel's weapon and therefore confront Gruel's battle stance directly. Regdar might then be attacking from a non-opposite face to Mialee. It seems to me that the special act of disarming is too specific to benefit from miscellaneous combat bonuses.

Please keep your physics away from my fantasy. :D

DISARM
As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand.

If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails.

Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to disarm. (If you have the Improved Disarm feat, you don’t incur an attack of opportunity for making a disarm attempt.) If the defender’s attack of opportunity deals any damage, your disarm attempt fails.

Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll.

Step Three: Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square.

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. His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him.

Note: A defender wearing spiked gauntlets can’t be disarmed. A defender using a weapon attached to a locked gauntlet gets a +10 bonus to resist being disarmed.

You make opposed attack rolls, all situational modifiers apply. This includes flanking, striking while invisible, being hasted, luck, size, str, magic, in short anything which increases your attack roll increases your disarm attempt, or your attempt to avoid being disarmed.