- AoO should nullify the attempt if it hits and causes damage (not working?)
Aye, forgot about that one. Shouldn't be hard to implement I think.
Done! (and ofc it took longer than I thought
)
On that note, my interpretation is that your opponent still gets his counter disarm attempt in that scenario (I.e. taking damage on the AoO is akin to rolling a 1 on your check).
Re. Monk bonus
I've looked it up, seems to be one of those Grey areas for rules lawyers to argue over - here's the discussion at Paizo:
http://paizo.com/threads/rzs2jzpr?Improved-unarmed-strike-and-disarm
I guess I'll let them go with no penalty - they're pretty gimp anyway. (Forget about two handed bonus though
)
edit: actually, shouldn't they get a -4 penalty anyway for using a light weapon? (unarmed strike = light weapon) though I guess the penalty description would be different...
Re. Improved Disarm - it's already very good since it prevents the counter disarm attempt!
I will probably implement the weapon grab effect, though, if only for the sake of the AI (just wait until Iuz summons a chaotic neutral ally to take away your precious Fragarach! Hahah)
For Monks it'll end up in the inventory instead of in hand.
edit: first off, I fixed the bug with Improved Disarmed so it should now REALLY prevent the AoO.
Second, Weapons can now be snatched! It looks really smooth actually with the attack animation. Haven't tested monks yet, but I've added a check for them too.
Fun side effect: you can now wield those cool looking NPC-only weapons
edit: also created a post-combat reminder that fires at the end of combat (will go away after showing two times, if you haven't already used the retrieve radial option)
You will now also be able to fetch the item from someone else's inventory / hands if performed post-combat. How's that for convenience?