D20r:Natural Weapons

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m (Created page with '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 weapo…')
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* ''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.  
* ''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.
* ''Grabbing'': The character can use this weapon to enhance their ability to grapple - +2 to all grapple checks.
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* ''Holding'': The character can 'hold onto' the attack after landing it, continuing to inflict damage in subsequent rounds. These are automatically successful. The opponent can break the hold as if it were a Grapple, and the user can't defend as well while doing so (-4 to AC).
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* ''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.
* ''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.
* ''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.
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== Weapon Group Proficiencies ==
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Creatures always are considered to have Proficiency in their Natural Weapon.
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=== Natural Weapon (Bite) [Investing] ===
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=== Natural Weapon (Claw/Talon) [Investing] ===
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=== Natural Weapon (Gore) [Investing] ===
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=== Natural Weapon (Slam) [Investing] ===
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=== Natural Weapon (Sting) [Investing] ===
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=== Natural Weapon (Tentacle) [Investing] ===

Revision as of 22:09, 16 August 2010

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