D20r:Natural Weapons
From Fax Encyclopedicus
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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. | 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 | + | Creatures are 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 == | == Natural Weapon Types And Details == | ||
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''Investing'': When biting, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat. | ''Investing'': When biting, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat. | ||
- | If you have at least seven points of prowess invested in this feat, then you can make | + | If you have at least seven points of prowess invested in this feat, then you can make an additional bite attempt at your full Base Attack Bonus when you make a full attack. |
If you have at least twelve points of prowess invested in this feat, then you can make a trip attack as a free action upon successfully dealing damage with a bite. Your opponent cannot react by tripping you in reaction. | If you have at least twelve points of prowess invested in this feat, then you can make a trip attack as a free action upon successfully dealing damage with a bite. Your opponent cannot react by tripping you in reaction. | ||
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''Benefit'': You make attack rolls with gore weapons (horns/tusks) normally. | ''Benefit'': You make attack rolls with gore weapons (horns/tusks) normally. | ||
- | ''Investing'': When | + | ''Investing'': When making a gore attack, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat. |
- | If you have at least seven points invested in this feat, your gore weapons are usable at no penalty as part of a full attack. | + | If you have at least seven points invested in this feat, your gore weapons are usable at no penalty as part of a full attack even if they are secondary attacks. |
- | If you have at least fourteen points invested in this feat, you can make a | + | If you have at least fourteen points invested in this feat, you can make a gore attack at your full Base Attack Bonus against an opponent whom you have just successfully bull-rushed. |
''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. | ''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. | ||
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''Benefit'': You make attack rolls with slam attacks normally. | ''Benefit'': You make attack rolls with slam attacks normally. | ||
- | ''Investing'': When | + | ''Investing'': When making a slam attack, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat. |
For every ten points invested in this feat, increase the damage of your slam attacks by one die size. | For every ten points invested in this feat, increase the damage of your slam attacks by one die size. | ||
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''Benefit'': You make attack rolls with sting attacks normally. | ''Benefit'': You make attack rolls with sting attacks normally. | ||
- | ''Investing'': When | + | ''Investing'': When making a sting attack, you gain a competence bonus on attack and damage rolls equal to one-third the prowess you have invested in this feat. |
If you have at least eight points invested in this feat, any poisons that are added to your attack have their save DC increased by one. | If you have at least eight points invested in this feat, any poisons that are added to your attack have their save DC increased by one. | ||
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''Benefit'': You make attack rolls with tentacle attacks normally. | ''Benefit'': You make attack rolls with tentacle attacks normally. | ||
- | ''Investing'': When using your tentacles, you gain a competence bonus on | + | ''Investing'': When using your tentacles, you gain a competence bonus on Grapple checks equal to one-third the prowess you have invested in this feat. |
If you have at least five points invested in this feat, your Tentacle can reach 5' further than it usually could. | If you have at least five points invested in this feat, your Tentacle can reach 5' further than it usually could. | ||
- | If you have at least ten points invested in this feat, you take only a -10 penalty on checks to maintain a hold with | + | If you have at least ten points invested in this feat, you take only a -10 penalty on checks to maintain a hold with one tentacle. |
If you have at least fifteen points invested in this feat, you can use the tentacle to manipulate items as if it were a hand. It can grasp melee weapons and even fight with them (though it counts as an off-hand). | If you have at least fifteen points invested in this feat, you can use the tentacle to manipulate items as if it were a hand. It can grasp melee weapons and even fight with them (though it counts as an off-hand). | ||
''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. | ''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. |