D20r:Natural Weapons

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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.  
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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.
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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.
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If you have at least seven points of prowess invested in this feat, then you can make a bite in addition to a full attack, at full attack bonus.
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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.
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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.
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''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.
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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.
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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.
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If you have at least fourteen points invested in this feat, you can make a basic Gore attack against an opponent whom you have just successfully Bull Rushed.
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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.
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''Investing'': When slamming, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.
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''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.
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''Investing'': When stinging, you gain a competence bonus on attack and damage rolls equal to one-third the prowess you have invested in this feat.
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''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.
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''Investing'': When using your tentacles, you gain a competence bonus on attack rolls and Grapple checks equal to one-third the prowess you have invested in this feat.
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''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.
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If you have at least ten points invested in this feat, you take only a -10 penalty on checks to maintain a hold with a tentacle.
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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.

Revision as of 21:46, 29 September 2010

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