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D20r:Natural Weapons
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Natural Weapons are a physical part of a creature. Melee attacks with these weapons do ''not'' provoke Attacks of Opportunity due to being unarmed, and creatures with these weapons threaten adjacent tiles as if armed. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. (EXCEPTION: Creatures with only one natural attack that is either a claw or a bite can gain additional attacks with that attack..) The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm). Refer to the individual monster descriptions. Creatures are usually proficient with all of their natural weapons; however, if a weapon is marked as a "secondary", they take a -5 penalty to attacks. == Natural Weapon Types And Details == {|border=1px !Weapons !! Proficiency !! Damage !! Type !! Handedness !! Properties !! Range Increment |- |Bite || Natural Weapon || By race || P || None || Holding || - |- |Claw/Talon || Natural Weapon || By race || S/P || One || Heavy Critical || - |- |Gore || Natural Weapon || By race || P || None || Monstrous Charging || - |- |Slam || Natural Weapon || By race || B || None || - || - |- |Sting || Natural Weapon || By race || P || None || - || - |- |Tentacle || Natural Weapon || By race || B || None or One || Grabbing, Disarming, Tripping || - |} == Weapon Properties == * ''Disarming'': When using a weapon with the disarming property, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). In addition, you ignore any penalty to disarming that stems from the weapon's handedness. * ''Grabbing'': The character can use this weapon to enhance their ability to grapple - +2 to all grapple checks. * ''Holding'': If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. (As ''Improved Grab'') * ''Monstrous Charging'': (NOT LIKE the normal Charging attribute) The weapon deals double damage if used as the final attack of a Charge. * ''Tripping'': You can use a weapon with the tripping property to make trip attacks. The opponent cannot react to attempt to trip you in turn. If the weapon is a ranged weapon, you cannot be counter-tripped. == Weapon Group Proficiencies == Creatures always are considered to have Proficiency in their Natural Weapon. === Natural Weapon (Bite) [Investing] === === Natural Weapon (Claw/Talon) [Investing] === === Natural Weapon (Gore) [Investing] === === Natural Weapon (Slam) [Investing] === === Natural Weapon (Sting) [Investing] === === Natural Weapon (Tentacle) [Investing] ===
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