
Type of Feat: General
Prerequisite: Int 13+.
Required for: Improved Disarm.
Specifics: The character can attempt to disarm an opponent in melee combat. Attempting a disarm applies a -6 penalty to the character's attack roll. A successful hit deals normal damage, and if the opponent fails an opposed Dexterity check then the weapon flies from the opponent's hands. The combatant with the larger weapon gains a +4 bonus per size category of difference on this check.
Creatures which cannot be disarmed still suffer a -2 ab penalty for 2 rounds as they recover from the attempt.
Special: Characters can only activate one Special Ability per round. This includes Demoralize, Feint and Tumble checks, as well as Animal Empathy, Called Shot, Circle Kick, Disarm, Knockdown, Pick Pocket, Reckless Blow, and Shield Bash abilities.
Use: Selected. A disarm attempt paralyzes the attacker for 2 seconds, leaving them flatfooted.