Disarm master

Post/Author/DateTimePost
#1

megamansblu

Feb 28, 2011 4:02:26
Any ideas on how to do it? 3.5 (3.0 is allowed) no psionics. Thank you in advance for helping out.
#2

meegz

Feb 28, 2011 14:39:14
same idea as the spiked chain weilding trip artist.  i would suggest looking at that and coming back with any questions.
#3

Maat_Mons

Mar 02, 2011 4:43:13

Here are some basic ways to work on disarm:



  • Have disarming strike (Tome of Battle 67) as a maneuver known.

  • Have the improved disarm feat.

  • Use a two-handed weapon for +4 on the opposed attack roll. A heavy flail, ranseur, or spiked chain gives you an additional +2 bonus.

  • Buy gloves of fearsome grip (Sword and Fist 77) for +5 on the opposed attack roll.

  • Buy a disarming flail (Arms and Equipment Guide 104) for +2 on the opposed attack roll. This also gives you the full benefits of improved disarm if you use the flail for the attempt.

  • Buy a disarming weapon (Magic Item Compendium 32) for +2 on the opposed attack roll. This also makes it impossible for you to be disarmed, which is handy if you lose the opposed attack roll.

  • Buy a grasping weapon (Arms and Equipment Guide 97) for +2 on the opposed attack roll.

  • Hope your opponent doesn't have a disarming weapon … or a locked gauntlet … or a spiked gauntlet … or armor spikes … or a second weapon.

  • Have a backup plan for non-humanoids.


If you take a level of marshal (Miniatures Handbook 11) and select art of war as your aura, you and all allies within 60 feet gain a bonus on disarm, trip, bull rush, and sunder equal to your charisma bonus.

#4

Omen_of_Peace

Mar 02, 2011 10:03:53
In a party of decent size, bards can do it fairly well with a whip-dagger (works mostly like a whip, except you can deal lethal damage and you threaten to 5ft IIRC), standing behind the tank and using their 15ft reach. Add Inspire Courage and Snowflake Wardance (Frostburn) to the mix (plus possibly some of the options Maat_Mons outlines).