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…')
m (Natural Weapon (Tentacle) [Investing])
 
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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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!Weapons !! Proficiency  !! Damage  !! Type  !! Handedness !! Properties  !! Range Increment  
!Weapons !! Proficiency  !! Damage  !! Type  !! Handedness !! Properties  !! Range Increment  
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|Bite || Natural Weapon || By race  || P || None || Holding || -  
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|Bite || Natural Weapon || By race  || B/P/S || None || Holding || -  
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|Claw/Talon || Natural Weapon || By race || S/P || One || Heavy Critical || -  
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|Claw/Talon || Natural Weapon || By race || S/P || One || High Critical || -  
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|Gore  || Natural Weapon || By race || P  || None || Monstrous Charging || -  
|Gore  || Natural Weapon || By race || P  || None || Monstrous Charging || -  
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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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''Benefit'': You make attack rolls with bites 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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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.
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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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=== Natural Weapon (Claw/Talon) [Investing] ===
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''Benefit'': You make attack rolls with claw or talon attacks normally.
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''Investing'': When attacking with a claw or talon, 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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If you have at least six points invested in this feat, your claw/talon attacks have the ''Finesse'' property.
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If you have at least twelve points invested in this feat, your claw/talon attacks have the ''Vicious 2'' property.
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If you have at least eighteen points invested in this feat, your claw/talon attacks have the ''Bleeding'' property, dealing one-fourth your level or a relevant weapon enhancement bonus, whichever is higher, one round later.
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=== Natural Weapon (Gore) [Investing] ===
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''Benefit'': You make attack rolls with gore weapons (horns/tusks) normally.
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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 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 gore attack at your full Base Attack Bonus against an opponent whom you have just successfully bull-rushed.
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=== Natural Weapon (Slam) [Investing] ===
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''Benefit'': You make attack rolls with slam attacks normally.
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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.
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For every ten points invested in this feat, increase the damage of your slam attacks by one die size.
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=== Natural Weapon (Sting) [Investing] ===
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''Benefit'': You make attack rolls with sting attacks normally.
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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.
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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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If you have at least 13 points invested in this feat, any poisons that are added to your attack have their damage raised by one die size.
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=== Natural Weapon (Tentacle) [Investing] ===
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''Benefit'': You make attack rolls with tentacle attacks normally.
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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.
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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 one tentacle.
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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).

Current revision as of 23:42, 24 January 2011

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