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	<title>Natural Attacks - Revision history</title>
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	<updated>2026-06-02T01:26:21Z</updated>
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		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=10890&amp;oldid=prev</id>
		<title>Orcephrye at 04:09, 28 May 2026</title>
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		<updated>2026-05-28T04:09:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:09, 28 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l14&quot;&gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Natural Attacks use Dexterity for Accuracy and Strength for Bonus Damage unless specified otherwise.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Natural Attacks use Dexterity for Accuracy and Strength for Bonus Damage unless specified otherwise.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** In the descriptions below&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Accuracy improved upon with each improvement providing a +1 to Attack Accuracy An Animal can only improve a Natural Attack in this way 5 times.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Accuracy improved upon&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;with each improvement providing a +1 to Attack Accuracy&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. &lt;/ins&gt;An Animal can only improve a Natural Attack in this way 5 times.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Damage improved upon with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Damage improved upon&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have the Attribute Theme that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effects &lt;/del&gt;either Accuracy or Bonus Damage changed to a different type using an improvement.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have the Attribute Theme that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affects &lt;/ins&gt;either Accuracy or Bonus Damage changed to a different type using an improvement.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: By default a Claw only does damage. 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; can be added: Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison but not both.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: By default&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;a Claw only does damage. 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; can be added: Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison but not both.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead, this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that they can attack with just 1 Claw. By default a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added: either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;too &lt;/del&gt;only attack with one Claw &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/del&gt;the damage die counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack which automatically gains all the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improves &lt;/del&gt;already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead, this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;they can attack with just 1 Claw. By default&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added: either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/ins&gt;only attack with one Claw&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the damage die counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;which automatically gains all the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improvements &lt;/ins&gt;already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: A highly customizable attack. Bite can be improved to have any two combinations of Effects. &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: A highly customizable attack. Bite can be improved to have any two combinations of Effects. &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: This attack automatically starts out with Grapple as an effect. It can also gain the &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; Trip.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: This attack automatically starts out with Grapple as an effect. It can also gain the &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; Trip.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;: Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &amp;#039;&amp;#039;&amp;#039;ignore the 10ft&amp;#039;&amp;#039;&amp;#039; requirement and/or &amp;#039;&amp;#039;&amp;#039;ignore difficult terrain&amp;#039;&amp;#039;&amp;#039;.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;: Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &amp;#039;&amp;#039;&amp;#039;ignore the 10ft&amp;#039;&amp;#039;&amp;#039; requirement and/or &amp;#039;&amp;#039;&amp;#039;ignore difficult terrain&amp;#039;&amp;#039;&amp;#039;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039;: Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement to this adds +2 to damage. Slam uses Constitution for Bonus Damage instead of Strength as Constitution can imply a girthy body.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039;: Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement to this adds +2 to damage. Slam uses Constitution for Bonus Damage instead of Strength&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;as Constitution can imply a girthy body.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default, the Reach effect is &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039;, which can be extended. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;: Trip/Grapple/Poison. An improvement to this attack unlocks the ability to pull a successfully grappled target towards the companion by &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039; per round. Whip uses Dexterity for both Accuracy AND Bonus Damage.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default, the Reach effect is &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039;, which can be extended. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039;: Trip/Grapple/Poison. An improvement to this attack unlocks the ability to pull a successfully grappled target towards the companion by &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039; per round. Whip uses Dexterity for both Accuracy AND Bonus Damage.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: By default, a Sting gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039;, or a Melee attack with &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039; reach. If it becomes Ranged, then it loses a level in Damage die and uses Dexterity for Bonus Damage instead of Strength.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: By default, a Sting gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039;, or a Melee attack with &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039; reach. If it becomes Ranged, then it loses a level in Damage die and uses Dexterity for Bonus Damage instead of Strength.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l36&quot;&gt;Line 36:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 36:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** &amp;#039;&amp;#039;&amp;#039;Default Effect Damage&amp;#039;&amp;#039;&amp;#039;: Extra damage caused by an effect is calculated as 1/2 of the maximum value of the parent damage die, rounded down to the nearest standard die size (e.g., d4/d6 $\rightarrow$ 1d2; d8/d10 $\rightarrow$ 1d4; d12 $\rightarrow$ 1d6). The minimum damage die is 1d2. If an effect says it provides &amp;#039;&amp;#039;&amp;#039;Default Effect Damage&amp;#039;&amp;#039;&amp;#039;, then that is how it is calculated.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** &amp;#039;&amp;#039;&amp;#039;Default Effect Damage&amp;#039;&amp;#039;&amp;#039;: Extra damage caused by an effect is calculated as 1/2 of the maximum value of the parent damage die, rounded down to the nearest standard die size (e.g., d4/d6 $\rightarrow$ 1d2; d8/d10 $\rightarrow$ 1d4; d12 $\rightarrow$ 1d6). The minimum damage die is 1d2. If an effect says it provides &amp;#039;&amp;#039;&amp;#039;Default Effect Damage&amp;#039;&amp;#039;&amp;#039;, then that is how it is calculated.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**In the descriptions below&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bleed: Bleed is an effect that causes extra damage over many rounds. The damage is the &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; die. And the number of rounds is equal to the Dexterity mod + &#039;&#039;&#039;0&#039;&#039;&#039; of the creature. Minimum of 1 extra round. The round that the strike happened doesn&#039;t count although the target does take bleed damage. Another successful attack simply resets the counter the number of rounds doesn&#039;t stack and neither does the damage.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bleed: Bleed is an effect that causes extra damage over many rounds. The damage is the &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; die. And the number of rounds is equal to the Dexterity mod + &#039;&#039;&#039;0&#039;&#039;&#039; of the creature. Minimum of 1 extra round. The round that the strike happened doesn&#039;t count although the target does take bleed damage. Another successful attack simply resets the counter&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/ins&gt;the number of rounds doesn&#039;t stack&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;and neither does the damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Poison: The effect can have a saving throw. The target has a Constitution based saving throw &#039;&#039;&#039;DC8&#039;&#039;&#039; + Creature Level to see if they avoid the effects of poison. The poison can either be &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; or &#039;&#039;&#039;1&#039;&#039;&#039; point of Ability damage. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;. Just like with Bleed the round the effect started on doesn&#039;t count. Once poisoned the target cannot be poisoned again unless the Poison has worn off.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Poison: The effect can have a saving throw. The target has a Constitution based saving throw &#039;&#039;&#039;DC8&#039;&#039;&#039; + Creature Level to see if they avoid the effects of poison. The poison can either be &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; or &#039;&#039;&#039;1&#039;&#039;&#039; point of Ability damage. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;. Just like with Bleed the round&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the effect started on doesn&#039;t count. Once poisoned&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the target cannot be poisoned again unless the Poison has worn off.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trip: The effect has a saving throw. The target can do a Dexterity based saving throw &amp;#039;&amp;#039;&amp;#039;DC12&amp;#039;&amp;#039;&amp;#039; + (Str or Dex Mod whichever higher). This is subject to change. If the DC is improved upon, the 3rd improvement makes the trip attempt automatic (no check required by the companion to initiate), though the target still receives their Dexterity saving throw to avoid being knocked prone.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trip: The effect has a saving throw. The target can do a Dexterity based saving throw &amp;#039;&amp;#039;&amp;#039;DC12&amp;#039;&amp;#039;&amp;#039; + (Str or Dex Mod whichever higher). This is subject to change. If the DC is improved upon, the 3rd improvement makes the trip attempt automatic (no check required by the companion to initiate), though the target still receives their Dexterity saving throw to avoid being knocked prone.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grapple: The effect has a saving throw. The target can do a Strength based saving throw &amp;#039;&amp;#039;&amp;#039;DC12&amp;#039;&amp;#039;&amp;#039; + Strength Mod. If successful the attack has now transformed into a grapple. An attack that can transform into a group has to sacrifice &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; die level. This reduction in die level and be removed with an improvement. The target cannot be larger. If so then the attack happens but the grapple doesn&amp;#039;t.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grapple: The effect has a saving throw. The target can do a Strength based saving throw &amp;#039;&amp;#039;&amp;#039;DC12&amp;#039;&amp;#039;&amp;#039; + Strength Mod. If successful the attack has now transformed into a grapple. An attack that can transform into a group has to sacrifice &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; die level. This reduction in die level and be removed with an improvement. The target cannot be larger. If so then the attack happens but the grapple doesn&amp;#039;t.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Burn: This is a chemical damage effect. It causes &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;+&#039;&#039;&#039;1&#039;&#039;&#039;. The d4 and the +1 are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effected &lt;/del&gt;separately by a Natural Attack &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvment&lt;/del&gt;. The &#039;&#039;&#039;Damage type&#039;&#039;&#039; is Chemical. However, this can be adjusted to a hybrid of Chemical-Thermal. To learn more about damage types go [[Damage_Types_and_Attributes|here]].  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Burn: This is a chemical damage effect. It causes &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;+&#039;&#039;&#039;1&#039;&#039;&#039;. The d4 and the +1 are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affected &lt;/ins&gt;separately by a Natural Attack &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvement&lt;/ins&gt;. The &#039;&#039;&#039;Damage type&#039;&#039;&#039; is Chemical. However, this can be adjusted to a hybrid of Chemical-Thermal. To learn more about damage types go [[Damage_Types_and_Attributes|here]].  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Shoved: This effect has a saving throw. The target can choose to either attempt to Dodge: Dexterity Save DC12 + Dex Mod. Push back: Strength Save DC14 + Str Mod. Or lastly Absorb: Constitution Save DC12 + (Str or Dex Mod whichever is higher). There is a misc &#039;&#039;&#039;+0&#039;&#039;&#039; bonus to the DC of all possible options. Dodge requires that there &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;room to move out of the way and that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there is &lt;/del&gt;nothing &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impeding &lt;/del&gt;that movement including difficult terrain. Push back doesn&#039;t reverse the shove it just stops both the target and the attacker from moving. Absorb, however, will cause extra damage in the form of Non-lethal damage (every 10 is equal to 1 lethal) to be given if successful. The damage die rolled for this is the Natural attack that activated this effect. If successful the attacker rolls a Strength check &#039;&#039;&#039;DC10&#039;&#039;&#039; and if successful pushes the target back 5ft + 5ft for every 10 the DC was beaten/optional. The target takes &#039;&#039;&#039;+0&#039;&#039;&#039; fall damage which bypasses DR.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Shoved: This effect has a saving throw. The target can choose to either attempt to Dodge: Dexterity Save DC12 + Dex Mod. Push back: Strength Save DC14 + Str Mod. Or lastly Absorb: Constitution Save DC12 + (Str or Dex Mod&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;whichever is higher). There is a misc &#039;&#039;&#039;+0&#039;&#039;&#039; bonus to the DC of all possible options. Dodge requires that there &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/ins&gt;room to move out of the way and that nothing &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impede &lt;/ins&gt;that movement&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;including difficult terrain. Push back doesn&#039;t reverse the shove&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/ins&gt;it just stops both the target and the attacker from moving. Absorb, however, will cause extra damage in the form of Non-lethal damage (every 10 is equal to 1 lethal) to be given if successful. The damage die rolled for this is the Natural attack that activated this effect. If successful&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the attacker rolls a Strength check &#039;&#039;&#039;DC10&#039;&#039;&#039; and if successful&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;pushes the target back 5ft + 5ft for every 10 the DC was beaten/optional. The target takes &#039;&#039;&#039;+0&#039;&#039;&#039; fall damage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;which bypasses DR.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Blinded: An acid, ink, or toxic venom spray that temporarily blinds the target. The target must make a Dexterity or Constitution saving throw (whichever is higher) with a **DC10** + Creature Level. If they fail, they are afflicted with the Blinded condition (imposing disadvantage on their attacks and granting advantage to attackers) for **1d4** rounds. The target can spend a Move Action to wipe their eyes &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and end &lt;/del&gt;the effect early.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Blinded: An acid, ink, or toxic venom spray that temporarily blinds the target. The target must make a Dexterity or Constitution saving throw (whichever is higher) with a **DC10** + Creature Level. If they fail, they are afflicted with the Blinded condition (imposing disadvantage on their attacks and granting advantage to attackers) for **1d4** rounds. The target can spend a Move Action to wipe their eyes&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, ending &lt;/ins&gt;the effect early.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Dazed: A heavy concussive blow that staggers the target&amp;#039;s cognitive processes. The target must make a Constitution saving throw with a **DC10** + Strength Mod. If they fail, they are Dazed (can only take a single standard or move action on their next turn, but not both) for 1 round. A companion can only attempt this once per encounter per target.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Dazed: A heavy concussive blow that staggers the target&amp;#039;s cognitive processes. The target must make a Constitution saving throw with a **DC10** + Strength Mod. If they fail, they are Dazed (can only take a single standard or move action on their next turn, but not both) for 1 round. A companion can only attempt this once per encounter per target.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=10889&amp;oldid=prev</id>
		<title>Orcephrye at 04:06, 28 May 2026</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=10889&amp;oldid=prev"/>
		<updated>2026-05-28T04:06:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:06, 28 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l14&quot;&gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Natural Attacks use Dexterity for Accuracy and Strength for Bonus Damage unless specified otherwise.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Natural Attacks use Dexterity for Accuracy and Strength for Bonus Damage unless specified otherwise.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** In the descriptions below&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Accuracy improved upon&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;with each improvement providing a +1 to Attack Accuracy&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. &lt;/del&gt;An Animal can only improve a Natural Attack in this way 5 times.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Accuracy improved upon with each improvement providing a +1 to Attack Accuracy An Animal can only improve a Natural Attack in this way 5 times.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Damage improved upon&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Damage improved upon with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have the Attribute Theme that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affects &lt;/del&gt;either Accuracy or Bonus Damage changed to a different type using an improvement.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have the Attribute Theme that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effects &lt;/ins&gt;either Accuracy or Bonus Damage changed to a different type using an improvement.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: By default&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;a Claw only does damage. 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; can be added&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. &lt;/del&gt;Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;but not both.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: By default a Claw only does damage. 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; can be added&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison but not both.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead, this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;they can attack with just 1 Claw. By default&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/del&gt;only attack with one Claw&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;the damage die counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;which automatically gains all the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improvements &lt;/del&gt;already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead, this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that they can attack with just 1 Claw. By default a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;too &lt;/ins&gt;only attack with one Claw &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/ins&gt;the damage die counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack which automatically gains all the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improves &lt;/ins&gt;already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: A highly customizable attack. Bite can be improved to have any two combinations of Effects. &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: A highly customizable attack. Bite can be improved to have any two combinations of Effects. &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: This attack automatically starts out with Grapple as an effect. It can also gain the &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; Trip.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: This attack automatically starts out with Grapple as an effect. It can also gain the &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; Trip.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &#039;&#039;&#039;ignore the 10ft&#039;&#039;&#039; requirement and/or &#039;&#039;&#039;ignore difficult terrain&#039;&#039;&#039;.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &#039;&#039;&#039;ignore the 10ft&#039;&#039;&#039; requirement and/or &#039;&#039;&#039;ignore difficult terrain&#039;&#039;&#039;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, too; &lt;/del&gt;this adds +2 to damage. Slam uses Constitution for Bonus Damage instead of Strength&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;as Constitution can imply a girthy body.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/ins&gt;this adds +2 to damage. Slam uses Constitution for Bonus Damage instead of Strength as Constitution can imply a girthy body.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default the Reach effect is &#039;&#039;&#039;5ft&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. This &lt;/del&gt;can be extended. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Grapple/Poison. An &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvement &lt;/del&gt;to this attack unlocks the ability to&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, if &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grapple is successful, to pull &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target toward&#039;s itself &lt;/del&gt;&#039;&#039;&#039;5ft&#039;&#039;&#039; per round. Whip uses Dexterity for both Accuracy AND Bonus Damage.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the Reach effect is &#039;&#039;&#039;5ft&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, which &lt;/ins&gt;can be extended. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;Trip/Grapple/Poison. An &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improvement &lt;/ins&gt;to this attack unlocks the ability to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pull &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;successfully grappled target towards &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;companion by &lt;/ins&gt;&#039;&#039;&#039;5ft&#039;&#039;&#039; per round. Whip uses Dexterity for both Accuracy AND Bonus Damage.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: By default, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;String &lt;/del&gt;gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &#039;&#039;&#039;5&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Or &lt;/del&gt;a Melee attack with &#039;&#039;&#039;5ft&#039;&#039;&#039; reach. If it becomes Ranged, then it loses a level in Damage die and uses Dexterity for Bonus Damage instead of Strength.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: By default, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sting &lt;/ins&gt;gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &#039;&#039;&#039;5&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, or &lt;/ins&gt;a Melee attack with &#039;&#039;&#039;5ft&#039;&#039;&#039; reach. If it becomes Ranged, then it loses a level in Damage die and uses Dexterity for Bonus Damage instead of Strength.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: This is considered a Ranged attack and not a Melee attack. Its Range is 30ft + &#039;&#039;&#039;10ft&#039;&#039;&#039;. The improvement provides a +10ft. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Poison/Bleed/Burn. This uses no Attribute for Bonus damage; however, an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvement &lt;/del&gt;can change this to use either Dex/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Conn&lt;/del&gt;/Wis.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: This is considered a Ranged attack and not a Melee attack. Its Range is 30ft + &#039;&#039;&#039;10ft&#039;&#039;&#039;. The improvement provides a +10ft. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;Poison/Bleed/Burn. This uses no Attribute for Bonus damage; however, an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improvement &lt;/ins&gt;can change this to use either Dex/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Con&lt;/ins&gt;/Wis&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Gore: A devastating forward charge attack using tusks, horns, or heavy head crests. Gore automatically adds the companion&#039;s Advantage Die to damage when used at the end of a successful Charge combat technique. It can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039;: Trip/Shoved.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Tail Sweep: A sweeping bludgeoning strike with a tail or tail club. By default, this attack has a reach of &#039;&#039;&#039;10ft&#039;&#039;&#039;. An Improvement can unlock the use of the tail sweep to target up to **two** adjacent enemies with separate accuracy checks. It can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039;: Trip/Shoved&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;: Extra damage caused by an effect &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by default &lt;/del&gt;is 1/2 the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Die level&lt;/del&gt;, rounded down, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the Natural Attack that caused the effect&lt;/del&gt;. The minimum damage die is 1d2&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. For example, A 1d4 damage die would give a 1d2 for its Default Damage effect, the same for a d6. While a d8 would be d4, a d10 would be d4, and a d12 would be a d6, and so on&lt;/del&gt;. If an effect says it provides &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; then that is how it is calculated.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;: Extra damage caused by an effect is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;calculated as &lt;/ins&gt;1/2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the maximum value of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;parent damage die&lt;/ins&gt;, rounded down &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to the nearest standard die size (e.g.&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;d4/d6 $\rightarrow$ 1d2; d8/d10 $\rightarrow$ 1d4; d12 $\rightarrow$ 1d6)&lt;/ins&gt;. The minimum damage die is 1d2. If an effect says it provides &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;then that is how it is calculated.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**In the descriptions below&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bleed: Bleed is an effect that causes extra damage over many rounds. The damage is the &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; die. And the number of rounds is equal to the Dexterity mod + &#039;&#039;&#039;0&#039;&#039;&#039; of the creature. Minimum of 1 extra round. The round that the strike happened doesn&#039;t count&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;although the target does take bleed damage. Another successful attack simply resets the counter&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/del&gt;the number of rounds doesn&#039;t stack&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;and neither does the damage.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bleed: Bleed is an effect that causes extra damage over many rounds. The damage is the &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; die. And the number of rounds is equal to the Dexterity mod + &#039;&#039;&#039;0&#039;&#039;&#039; of the creature. Minimum of 1 extra round. The round that the strike happened doesn&#039;t count although the target does take bleed damage. Another successful attack simply resets the counter the number of rounds doesn&#039;t stack and neither does the damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Poison: The effect can have a saving throw. The target has a Constitution&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;based saving throw &#039;&#039;&#039;DC8&#039;&#039;&#039; + Creature Level&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;to see if they avoid the effects of poison. The poison can either be &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; or &#039;&#039;&#039;1&#039;&#039;&#039; point of Ability damage. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;. Just like with Bleed the round&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;the effect started on doesn&#039;t count. Once poisoned the target cannot be poisoned again unless the Poison has worn off.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Poison: The effect can have a saving throw. The target has a Constitution based saving throw &#039;&#039;&#039;DC8&#039;&#039;&#039; + Creature Level to see if they avoid the effects of poison. The poison can either be &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; or &#039;&#039;&#039;1&#039;&#039;&#039; point of Ability damage. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;. Just like with Bleed the round the effect started on doesn&#039;t count. Once poisoned the target cannot be poisoned again unless the Poison has worn off.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trip: The effect has a saving throw. The target can do a Dexterity based saving throw &#039;&#039;&#039;DC12&#039;&#039;&#039; + (Str or Dex Mod whichever higher). This is subject to change. If the DC is improved upon, the 3rd improvement makes &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this an &lt;/del&gt;automatic &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success. If successful&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and tripping &lt;/del&gt;the target&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, it is &lt;/del&gt;knocked prone.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trip: The effect has a saving throw. The target can do a Dexterity based saving throw &#039;&#039;&#039;DC12&#039;&#039;&#039; + (Str or Dex Mod whichever higher). This is subject to change. If the DC is improved upon, the 3rd improvement makes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the trip attempt &lt;/ins&gt;automatic &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(no check required by the companion to initiate)&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though &lt;/ins&gt;the target &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still receives their Dexterity saving throw to avoid being &lt;/ins&gt;knocked prone.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grapple: The effect has a saving throw. The target can do a Strength&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;based saving throw&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;&#039;&#039;&#039;DC12&#039;&#039;&#039; + Strength Mod. If successful&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;the attack has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become &lt;/del&gt;a grapple. An attack that can transform into a group has to sacrifice &#039;&#039;&#039;1&#039;&#039;&#039; die level. This reduction in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;die level &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can &lt;/del&gt;be removed with an improvement. The target cannot be larger. If so&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;then the attack happens&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;but the grapple doesn&#039;t.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grapple: The effect has a saving throw. The target can do a Strength based saving throw &#039;&#039;&#039;DC12&#039;&#039;&#039; + Strength Mod. If successful the attack has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now transformed into &lt;/ins&gt;a grapple. An attack that can transform into a group has to sacrifice &#039;&#039;&#039;1&#039;&#039;&#039; die level. This reduction in die level &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;be removed with an improvement. The target cannot be larger. If so then the attack happens but the grapple doesn&#039;t.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Burn: This is a chemical damage effect. It causes &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;+&#039;&#039;&#039;1&#039;&#039;&#039;. The d4 and the +1 are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affected &lt;/del&gt;separately by a Natural Attack &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvement&lt;/del&gt;. The &#039;&#039;&#039;Damage type&#039;&#039;&#039; is Chemical. However, this can be adjusted to a hybrid of Chemical-Thermal. To learn more about damage types&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;go [[Damage_Types_and_Attributes|here]].  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Burn: This is a chemical damage effect. It causes &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;+&#039;&#039;&#039;1&#039;&#039;&#039;. The d4 and the +1 are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effected &lt;/ins&gt;separately by a Natural Attack &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvment&lt;/ins&gt;. The &#039;&#039;&#039;Damage type&#039;&#039;&#039; is Chemical. However, this can be adjusted to a hybrid of Chemical-Thermal. To learn more about damage types go [[Damage_Types_and_Attributes|here]].  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Shoved: This effect has a saving throw. The target can choose to either attempt to Dodge: Dexterity Save DC12 + Dex Mod. Push back: Strength Save DC14 + Str Mod. Or lastly Absorb: Constitution Save DC12 + (Str or Dex Mod&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;whichever is higher). There is a misc &#039;&#039;&#039;+0&#039;&#039;&#039; bonus to the DC of all possible options. Dodge requires that there &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/del&gt;room to move out of the way and that nothing &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impede &lt;/del&gt;that movement&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;including difficult terrain. Push back doesn&#039;t reverse the shove&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/del&gt;it just stops both the target and the attacker from moving. Absorb, however, will cause extra damage in the form of Non-lethal damage (every 10 is equal to 1 lethal) to be given if successful. The damage die rolled for this is the Natural attack that activated this effect. If successful&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;the attacker rolls a Strength check &#039;&#039;&#039;DC10&#039;&#039;&#039; and if successful&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;pushes the target back 5ft + 5ft &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;forever &lt;/del&gt;10 the DC was beaten/optional. The target takes &#039;&#039;&#039;+0&#039;&#039;&#039; fall damage&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;which bypasses DR.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Shoved: This effect has a saving throw. The target can choose to either attempt to Dodge: Dexterity Save DC12 + Dex Mod. Push back: Strength Save DC14 + Str Mod. Or lastly Absorb: Constitution Save DC12 + (Str or Dex Mod whichever is higher). There is a misc &#039;&#039;&#039;+0&#039;&#039;&#039; bonus to the DC of all possible options. Dodge requires that there &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;room to move out of the way and that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there is &lt;/ins&gt;nothing &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impeding &lt;/ins&gt;that movement including difficult terrain. Push back doesn&#039;t reverse the shove it just stops both the target and the attacker from moving. Absorb, however, will cause extra damage in the form of Non-lethal damage (every 10 is equal to 1 lethal) to be given if successful. The damage die rolled for this is the Natural attack that activated this effect. If successful the attacker rolls a Strength check &#039;&#039;&#039;DC10&#039;&#039;&#039; and if successful pushes the target back 5ft + 5ft &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for every &lt;/ins&gt;10 the DC was beaten/optional. The target takes &#039;&#039;&#039;+0&#039;&#039;&#039; fall damage which bypasses DR&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Blinded: An acid, ink, or toxic venom spray that temporarily blinds the target. The target must make a Dexterity or Constitution saving throw (whichever is higher) with a **DC10** + Creature Level. If they fail, they are afflicted with the Blinded condition (imposing disadvantage on their attacks and granting advantage to attackers) for **1d4** rounds. The target can spend a Move Action to wipe their eyes and end the effect early.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Dazed: A heavy concussive blow that staggers the target&#039;s cognitive processes. The target must make a Constitution saving throw with a **DC10** + Strength Mod. If they fail, they are Dazed (can only take a single standard or move action on their next turn, but not both) for 1 round. A companion can only attempt this once per encounter per target&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=10881&amp;oldid=prev</id>
		<title>Orcephrye at 03:32, 27 May 2026</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=10881&amp;oldid=prev"/>
		<updated>2026-05-27T03:32:16Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:32, 27 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l14&quot;&gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Natural Attacks use Dexterity for Accuracy and Strength for Bonus Damage unless specified otherwise.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Natural Attacks use Dexterity for Accuracy and Strength for Bonus Damage unless specified otherwise.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** In the descriptions below&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Accuracy improved upon with each improvement providing a +1 to Attack Accuracy An Animal can only improve a Natural Attack in this way 5 times.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Accuracy improved upon&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;with each improvement providing a +1 to Attack Accuracy&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. &lt;/ins&gt;An Animal can only improve a Natural Attack in this way 5 times.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Damage improved upon with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Damage improved upon&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have the Attribute Theme that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effects &lt;/del&gt;either Accuracy or Bonus Damage changed to a different type using an improvement.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have the Attribute Theme that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affects &lt;/ins&gt;either Accuracy or Bonus Damage changed to a different type using an improvement.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: By default a Claw only does damage. 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; can be added. Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison but not both.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: By default&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;a Claw only does damage. 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; can be added. Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;but not both.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead, this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that they can attack with just 1 Claw. By default a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;too &lt;/del&gt;only attack with one Claw &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/del&gt;the damage die&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack which automatically gains all the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improves &lt;/del&gt;already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead, this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;they can attack with just 1 Claw. By default&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/ins&gt;only attack with one Claw&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the damage die counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;which automatically gains all the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improvements &lt;/ins&gt;already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: A highly customizable attack. Bite can be improved to have any two combinations of Effects. &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: A highly customizable attack. Bite can be improved to have any two combinations of Effects. &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: This attack automatically starts out with Grapple as an effect. It can also gain the &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; Trip.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: This attack automatically starts out with Grapple as an effect. It can also gain the &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; Trip.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &amp;#039;&amp;#039;&amp;#039;ignore the 10ft&amp;#039;&amp;#039;&amp;#039; requirement and/or &amp;#039;&amp;#039;&amp;#039;ignore difficult terrain&amp;#039;&amp;#039;&amp;#039;.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &amp;#039;&amp;#039;&amp;#039;ignore the 10ft&amp;#039;&amp;#039;&amp;#039; requirement and/or &amp;#039;&amp;#039;&amp;#039;ignore difficult terrain&amp;#039;&amp;#039;&amp;#039;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement too this adds +2 to damage. Slam uses Constitution for Bonus Damage instead of Strength as Constitution can imply a girthy body.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;too&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/ins&gt;this adds +2 to damage. Slam uses Constitution for Bonus Damage instead of Strength&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;as Constitution can imply a girthy body.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default the Reach effect is &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039;. This can be extended. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; Trip/Grapple/Poison. An Improvement to this attack unlocks the ability to, if a Grapple is successful, to pull the target toward&amp;#039;s itself &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039; per round. Whip uses Dexterity for both Accuracy AND Bonus Damage.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default the Reach effect is &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039;. This can be extended. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; Trip/Grapple/Poison. An Improvement to this attack unlocks the ability to, if a Grapple is successful, to pull the target toward&amp;#039;s itself &amp;#039;&amp;#039;&amp;#039;5ft&amp;#039;&amp;#039;&amp;#039; per round. Whip uses Dexterity for both Accuracy AND Bonus Damage.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: By default, a String gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &#039;&#039;&#039;5&#039;&#039;&#039;. Or a Melee attack with &#039;&#039;&#039;5ft&#039;&#039;&#039; reach. If it becomes Ranged then it loses a level in Damage die and uses Dexterity for Bonus Damage instead of Strength.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: By default, a String gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &#039;&#039;&#039;5&#039;&#039;&#039;. Or a Melee attack with &#039;&#039;&#039;5ft&#039;&#039;&#039; reach. If it becomes Ranged&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;then it loses a level in Damage die and uses Dexterity for Bonus Damage instead of Strength.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: This is considered a Ranged attack and not a Melee attack. Its Range is 30ft + &#039;&#039;&#039;10ft&#039;&#039;&#039;. The improvement provides a +10ft. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Poison/Bleed/Burn. This uses no Attribute for Bonus damage however, an Improvement can change this to use either Dex/Conn/Wis.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: This is considered a Ranged attack and not a Melee attack. Its Range is 30ft + &#039;&#039;&#039;10ft&#039;&#039;&#039;. The improvement provides a +10ft. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Poison/Bleed/Burn. This uses no Attribute for Bonus damage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/ins&gt;however, an Improvement can change this to use either Dex/Conn/Wis.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;: Extra damage caused by an effect by default is 1/2 the Die level &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;round &lt;/del&gt;down of the Natural Attack that caused the effect. The minimum damage die is 1d2. For example, A 1d4 damage die would give a 1d2 for its Default Damage effect, the same for a d6. While a d8 would be d4, d10 would be d4 and a d12 would be a d6 and so on. If an effect says it provides &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; then that is how it is calculated.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;: Extra damage caused by an effect by default is 1/2 the Die level&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, rounded &lt;/ins&gt;down&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;of the Natural Attack that caused the effect. The minimum damage die is 1d2. For example, A 1d4 damage die would give a 1d2 for its Default Damage effect, the same for a d6. While a d8 would be d4, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/ins&gt;d10 would be d4&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;and a d12 would be a d6&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;and so on. If an effect says it provides &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; then that is how it is calculated.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**In the descriptions below&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bleed: Bleed is an effect that causes extra damage over many rounds. The damage is the &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; die. And the number of rounds is equal to the Dexterity mod + &#039;&#039;&#039;0&#039;&#039;&#039; of the creature. Minimum of 1 extra round. The round that the strike happened doesn&#039;t count although the target does take bleed damage. Another successful attack simply resets the counter the number of rounds doesn&#039;t stack and neither does the damage.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bleed: Bleed is an effect that causes extra damage over many rounds. The damage is the &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; die. And the number of rounds is equal to the Dexterity mod + &#039;&#039;&#039;0&#039;&#039;&#039; of the creature. Minimum of 1 extra round. The round that the strike happened doesn&#039;t count&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;although the target does take bleed damage. Another successful attack simply resets the counter&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/ins&gt;the number of rounds doesn&#039;t stack&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;and neither does the damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Poison: The effect can have a saving throw. The target has a Constitution based saving throw &#039;&#039;&#039;DC8&#039;&#039;&#039; + Creature Level to see if they avoid the effects of poison. The poison can either be &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; or &#039;&#039;&#039;1&#039;&#039;&#039; point of Ability damage. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;. Just like with Bleed the round the effect started on doesn&#039;t count. Once poisoned the target cannot be poisoned again unless the Poison has worn off.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Poison: The effect can have a saving throw. The target has a Constitution&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/ins&gt;based saving throw &#039;&#039;&#039;DC8&#039;&#039;&#039; + Creature Level&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;to see if they avoid the effects of poison. The poison can either be &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; or &#039;&#039;&#039;1&#039;&#039;&#039; point of Ability damage. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;. Just like with Bleed the round&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the effect started on doesn&#039;t count. Once poisoned the target cannot be poisoned again unless the Poison has worn off.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trip: The effect has a saving throw. The target can do a Dexterity based saving throw &#039;&#039;&#039;DC12&#039;&#039;&#039; + (Str or Dex Mod whichever higher). This is subject to change. If the DC is improved upon, the 3rd improvement makes this an automatic success. If successful and tripping the target is knocked prone.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trip: The effect has a saving throw. The target can do a Dexterity based saving throw &#039;&#039;&#039;DC12&#039;&#039;&#039; + (Str or Dex Mod whichever higher). This is subject to change. If the DC is improved upon, the 3rd improvement makes this an automatic success. If successful&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;and tripping the target&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, it &lt;/ins&gt;is knocked prone.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grapple: The effect has a saving throw. The target can do a Strength based saving throw &#039;&#039;&#039;DC12&#039;&#039;&#039; + Strength Mod. If successful the attack has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now transformed into &lt;/del&gt;a grapple. An attack that can transform into a group has to sacrifice &#039;&#039;&#039;1&#039;&#039;&#039; die level. This reduction in die level &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;be removed with an improvement. The target cannot be larger. If so then the attack happens but the grapple doesn&#039;t.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grapple: The effect has a saving throw. The target can do a Strength&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/ins&gt;based saving throw&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;&#039;&#039;&#039;DC12&#039;&#039;&#039; + Strength Mod. If successful&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the attack has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become &lt;/ins&gt;a grapple. An attack that can transform into a group has to sacrifice &#039;&#039;&#039;1&#039;&#039;&#039; die level. This reduction in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;die level &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can &lt;/ins&gt;be removed with an improvement. The target cannot be larger. If so&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;then the attack happens&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;but the grapple doesn&#039;t.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Burn: This is a chemical damage effect. It causes &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;+&#039;&#039;&#039;1&#039;&#039;&#039;. The d4 and the +1 are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effected &lt;/del&gt;separately by a Natural Attack &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvment&lt;/del&gt;. The &#039;&#039;&#039;Damage type&#039;&#039;&#039; is Chemical. However, this can be adjusted to a hybrid of Chemical-Thermal. To learn more about damage types go [[Damage_Types_and_Attributes|here]].  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Burn: This is a chemical damage effect. It causes &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;+&#039;&#039;&#039;1&#039;&#039;&#039;. The d4 and the +1 are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affected &lt;/ins&gt;separately by a Natural Attack &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvement&lt;/ins&gt;. The &#039;&#039;&#039;Damage type&#039;&#039;&#039; is Chemical. However, this can be adjusted to a hybrid of Chemical-Thermal. To learn more about damage types&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;go [[Damage_Types_and_Attributes|here]].  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Shoved: This effect has a saving throw. The target can choose to either attempt to Dodge: Dexterity Save DC12 + Dex Mod. Push back: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Strenght &lt;/del&gt;Save DC14 + Str Mod. Or lastly Absorb: Constitution Save DC12 + (Str or Dex Mod whichever is higher). There is a misc &#039;&#039;&#039;+0&#039;&#039;&#039; bonus to the DC of all possible options. Dodge requires that there &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;room to move out of the way and that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there is &lt;/del&gt;nothing &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impeding &lt;/del&gt;that movement including difficult terrain. Push back doesn&#039;t reverse the shove it just stops both the target and the attacker from moving. Absorb, however, will cause extra damage in the form of Non-lethal damage (&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ever &lt;/del&gt;10 is equal to 1 lethal) to be given if successful. The damage die rolled for this is the Natural attack that activated this effect. If successful the attacker rolls a Strength check &#039;&#039;&#039;DC10&#039;&#039;&#039; and if successful pushes the target back 5ft + 5ft forever 10 the DC was beaten/optional. The target takes &#039;&#039;&#039;+0&#039;&#039;&#039; fall damage which bypasses DR.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Shoved: This effect has a saving throw. The target can choose to either attempt to Dodge: Dexterity Save DC12 + Dex Mod. Push back: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Strength &lt;/ins&gt;Save DC14 + Str Mod. Or lastly Absorb: Constitution Save DC12 + (Str or Dex Mod&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;whichever is higher). There is a misc &#039;&#039;&#039;+0&#039;&#039;&#039; bonus to the DC of all possible options. Dodge requires that there &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/ins&gt;room to move out of the way and that nothing &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;impede &lt;/ins&gt;that movement&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;including difficult terrain. Push back doesn&#039;t reverse the shove&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/ins&gt;it just stops both the target and the attacker from moving. Absorb, however, will cause extra damage in the form of Non-lethal damage (&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;every &lt;/ins&gt;10 is equal to 1 lethal) to be given if successful. The damage die rolled for this is the Natural attack that activated this effect. If successful&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;the attacker rolls a Strength check &#039;&#039;&#039;DC10&#039;&#039;&#039; and if successful&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;pushes the target back 5ft + 5ft forever 10 the DC was beaten/optional. The target takes &#039;&#039;&#039;+0&#039;&#039;&#039; fall damage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;which bypasses DR.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8361&amp;oldid=prev</id>
		<title>Orcephrye: /* Improving Natural Attacks */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8361&amp;oldid=prev"/>
		<updated>2020-09-09T05:07:15Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Improving Natural Attacks&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:07, 9 September 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** All Natural Attacks use Dexterity for Accuracy and Strength for Bonus Damage unless specified otherwise.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &amp;#039;&amp;#039;&amp;#039;Natural Attack Improvement&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &amp;#039;&amp;#039;&amp;#039;Natural Attack Improvement&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Accuracy improved upon with each improvement providing a +1 to Attack Accuracy An Animal can only improve a Natural Attack in this way 5 times.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Accuracy improved upon with each improvement providing a +1 to Attack Accuracy An Animal can only improve a Natural Attack in this way 5 times.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Damage improved upon with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** All Attack types can have their Damage improved upon with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** All Attack types can have the Attribute Theme that effects either Accuracy or Bonus Damage changed to a different type using an improvement.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: By default a Claw only does damage. 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; can be added. Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison but not both.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: By default a Claw only does damage. 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; can be added. Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison but not both.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that they can attack with just 1 Claw. By default a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses too only attack with one Claw that the damage die, counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack which automatically gains all the improves already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that they can attack with just 1 Claw. By default a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses too only attack with one Claw that the damage die, counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack which automatically gains all the improves already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: A highly customizable attack. Bite can be improved to have any two combinations of Effects. &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: A highly customizable attack. Bite can be improved to have any two combinations of Effects. &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: This attack automatically starts out with Grapple as an effect. It can also gain the &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; Trip.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: This attack automatically starts out with Grapple as an effect. It can also gain the &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; Trip.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &amp;#039;&amp;#039;&amp;#039;ignore the 10ft&amp;#039;&amp;#039;&amp;#039; requirement and/or &amp;#039;&amp;#039;&amp;#039;ignore difficult terrain&amp;#039;&amp;#039;&amp;#039;.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller. Can gain 1 of the following &amp;#039;&amp;#039;&amp;#039;Effects&amp;#039;&amp;#039;&amp;#039; Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &amp;#039;&amp;#039;&amp;#039;ignore the 10ft&amp;#039;&amp;#039;&amp;#039; requirement and/or &amp;#039;&amp;#039;&amp;#039;ignore difficult terrain&amp;#039;&amp;#039;&amp;#039;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement too this adds +2 to damage.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement too this adds +2 to damage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Slam uses Constitution for Bonus Damage instead of Strength as Constitution can imply a girthy body&lt;/ins&gt;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default the Reach effect is &#039;&#039;&#039;5ft&#039;&#039;&#039;. This can be extended. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Grapple/Poison. An Improvement to this attack unlocks the ability to, if a Grapple is successful, to pull the target toward&#039;s itself &#039;&#039;&#039;5ft&#039;&#039;&#039; per round.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default the Reach effect is &#039;&#039;&#039;5ft&#039;&#039;&#039;. This can be extended. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Grapple/Poison. An Improvement to this attack unlocks the ability to, if a Grapple is successful, to pull the target toward&#039;s itself &#039;&#039;&#039;5ft&#039;&#039;&#039; per round&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Whip uses Dexterity for both Accuracy AND Bonus Damage&lt;/ins&gt;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: By default, a String gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &#039;&#039;&#039;5&#039;&#039;&#039;. Or a Melee attack with &#039;&#039;&#039;5ft&#039;&#039;&#039; reach. If it becomes Ranged then it loses a level in Damage die.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: By default, a String gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &#039;&#039;&#039;5&#039;&#039;&#039;. Or a Melee attack with &#039;&#039;&#039;5ft&#039;&#039;&#039; reach. If it becomes Ranged then it loses a level in Damage die &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and uses Dexterity for Bonus Damage instead of Strength&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: This is considered a Ranged attack and not a Melee attack. Its Range is 30ft + &#039;&#039;&#039;10ft&#039;&#039;&#039;. The improvement provides a +10ft. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Poison/Bleed/Burn.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: This is considered a Ranged attack and not a Melee attack. Its Range is 30ft + &#039;&#039;&#039;10ft&#039;&#039;&#039;. The improvement provides a +10ft. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Poison/Bleed/Burn&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. This uses no Attribute for Bonus damage however, an Improvement can change this to use either Dex/Conn/Wis&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8332&amp;oldid=prev</id>
		<title>Orcephrye at 00:04, 31 August 2020</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8332&amp;oldid=prev"/>
		<updated>2020-08-31T00:04:57Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:04, 31 August 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Improving Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Improving Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;NOTES:&#039;&#039;&#039; In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by &lt;/del&gt;a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvements are earned as an Animal level up and get &lt;/ins&gt;a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. More on what can be improved upon below&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;NOTES:&#039;&#039;&#039; &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** All Attack types can have their damage die improved upon. However, they can only be improved twice.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** All Attack types can have their Accuracy improved upon with each improvement providing a +1 to Attack Accuracy An Animal can only improve a Natural Attack in this way 5 times. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** All Attack types can have their Damage improved upon with each improvement providing a +2 to Attack Damage. An Animal can only improve a Natural Attack in this way 3 times.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default the Reach effect is 5ft. This can be extended.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claw: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;By default a Claw only does damage. 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; can be added. Bleed/Poison/Trip. Claw can have Trip as an effect alongside Bleed or Poison but not both.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Claws: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This gives each claw a chance to attack. This is not like the Bonus Action rules for a sidearm or secondary attack. Instead this is considered the primary attack that just happens to have two accuracy checks. Each check determines if one of the claws hits. Doing a Claws attack means the Animal is committing to a full-round action. If the creature doesn&#039;t wish to do that they can attack with just 1 Claw. By default a Claws attack only does damage. Only one &#039;&#039;&#039;Effect&#039;&#039;&#039; can be added either Bleed or Poison. A Natural Attack Improvement can be added so that if the Animal chooses too only attack with one Claw that the damage die, counts as if the Attack was a &#039;Claw&#039;. This unlocks the &#039;Claw&#039; attack which automatically gains all the improves already given to Claws and allows for the availability of the &#039;Trip&#039; Effect.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: This is considered a Ranged attack and not a Melee attack.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A highly customizable attack. Bite can be improved to have any two combinations of Effects. &#039;&#039;&#039;Effects&#039;&#039;&#039; are Bleed/Poison/Trip/Grapple/Burn. An improvement to 1 effect also counts as an improvement to the other effect.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This attack automatically starts out with Grapple as an effect. It can also gain the &#039;&#039;&#039;Effect&#039;&#039;&#039; Trip. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Shoved. A Trample attack has the same restrictions as the [[Techniques#Combat_Techniques|Charge Combat Technique]]. However, with Improvements, it can &#039;&#039;&#039;ignore the 10ft&#039;&#039;&#039; requirement and/or &#039;&#039;&#039;ignore difficult terrain&#039;&#039;&#039;&lt;/ins&gt;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: The target of this attack has to be the same size or smaller&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Shoved. An Improvement can unlock the use of Slam along with a [[Techniques#Combat_Techniques|Charge Combat Technique]]. If done so the Animal gains Advantage &#039;&#039;&#039;+1&#039;&#039;&#039; on damage rules. Improvement too this adds +2 to damage&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: This is a melee attack with a Reach effect. By default the Reach effect is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;5ft&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;. This can be extended&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Trip/Grapple/Poison. An Improvement to this attack unlocks the ability to, if a Grapple is successful, to pull the target toward&#039;s itself &#039;&#039;&#039;5ft&#039;&#039;&#039; per round&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;By default, a String gets 1 effect of Poison/Bleed/Burn. However, it cannot use an Improvement to add more Effects. An Improvement can be used to either convert this into a Ranged attack with 25ft + &#039;&#039;&#039;5&#039;&#039;&#039;. Or a Melee attack with &#039;&#039;&#039;5ft&#039;&#039;&#039; reach. If it becomes Ranged then it loses a level in Damage die.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: This is considered a Ranged attack and not a Melee attack&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Its Range is 30ft + &#039;&#039;&#039;10ft&#039;&#039;&#039;. The improvement provides a +10ft. Can gain 1 of the following &#039;&#039;&#039;Effects&#039;&#039;&#039; Poison/Bleed/Burn&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8309&amp;oldid=prev</id>
		<title>Orcephrye: /* Improving Natural Attacks */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8309&amp;oldid=prev"/>
		<updated>2020-08-25T04:48:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Improving Natural Attacks&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:48, 25 August 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot;&gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bite:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Grip:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Trample: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Slam: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The target of this attack has to be the same size or smaller.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Whip: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is a melee attack with a Reach effect. By default the Reach effect is 5ft. This can be extended.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sting:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Spit: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This is considered a Ranged attack and not a Melee attack.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8307&amp;oldid=prev</id>
		<title>Orcephrye at 01:18, 25 August 2020</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8307&amp;oldid=prev"/>
		<updated>2020-08-25T01:18:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:18, 25 August 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; UNDER CONSTRUCTION!!! &amp;lt;/span&amp;gt; &amp;lt;/u&amp;gt;  &amp;#039;&amp;#039;&amp;#039; &amp;lt;- Alpha 3 Ready&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; UNDER CONSTRUCTION!!! &amp;lt;/span&amp;gt; &amp;lt;/u&amp;gt;  &amp;#039;&amp;#039;&amp;#039; &amp;lt;- Alpha 3 Ready&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All about Natural Attacks, their side effects, and how to improve upon them. This base can be associated with a [[Hero_Companions#Natural_Attack|Natural Attack]]. Natural attacks usually come from creatures or animal companions. Here is a review of what Natural Attacks are available, their side effects, and how they improve&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. To learn more about the effects of a Natural attack and how to improve an effect visit the [[Natural Attack Effects]] page&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All about Natural Attacks, their side effects, and how to improve upon them. This base can be associated with a [[Hero_Companions#Natural_Attack|Natural Attack]]. Natural attacks usually come from creatures or animal companions. Here is a review of what Natural Attacks are available, their side effects, and how they improve.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l11&quot;&gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039; In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &amp;#039;&amp;#039;&amp;#039;Natural Attack Improvement&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;NOTES:&amp;#039;&amp;#039;&amp;#039; In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &amp;#039;&amp;#039;&amp;#039;Natural Attack Improvement&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Claw:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Claws:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Bite:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Grip:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Trample:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Slam:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Whip:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Sting:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Spit:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8306&amp;oldid=prev</id>
		<title>Orcephrye: /* Improving Natural Attacks */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8306&amp;oldid=prev"/>
		<updated>2020-08-25T01:17:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Improving Natural Attacks&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:17, 25 August 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Improving Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Improving Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;NOTES:&#039;&#039;&#039; In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Explaining and Improving Effects ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8305&amp;oldid=prev</id>
		<title>Orcephrye at 01:16, 25 August 2020</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Natural_Attacks&amp;diff=8305&amp;oldid=prev"/>
		<updated>2020-08-25T01:16:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:16, 25 August 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; UNDER CONSTRUCTION!!! &amp;lt;/span&amp;gt; &amp;lt;/u&amp;gt;  &amp;#039;&amp;#039;&amp;#039; &amp;lt;- Alpha 3 Ready&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; UNDER CONSTRUCTION!!! &amp;lt;/span&amp;gt; &amp;lt;/u&amp;gt;  &amp;#039;&amp;#039;&amp;#039; &amp;lt;- Alpha 3 Ready&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This base can be associated with a [[Hero_Companions#Natural_Attack|Natural Attack]]. Natural attacks usually come from creatures or animal companions. Here is a review of what Natural Attacks are available, their side effects, and how they improve. To learn more about the effects of a Natural attack and how to improve an effect visit the [[Natural Attack Effects]] page.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All about Natural Attacks, their side effects, and how to improve upon them. &lt;/ins&gt;This base can be associated with a [[Hero_Companions#Natural_Attack|Natural Attack]]. Natural attacks usually come from creatures or animal companions. Here is a review of what Natural Attacks are available, their side effects, and how they improve. To learn more about the effects of a Natural attack and how to improve an effect visit the [[Natural Attack Effects]] page.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Improving Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Improving Natural Attacks ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Explaining and Improving Effects ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;NOTES:&#039;&#039;&#039;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;** &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;: Extra damage caused by an effect by default is 1/2 the Die level round down of the Natural Attack that caused the effect. The minimum damage die is 1d2. For example, A 1d4 damage die would give a 1d2 for its Default Damage effect, the same for a d6. While a d8 would be d4, d10 would be d4 and a d12 would be a d6 and so on. If an effect says it provides &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; then that is how it is calculated. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;**In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a &#039;&#039;&#039;Natural Attack Improvement&#039;&#039;&#039;. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Bleed: Bleed is an effect that causes extra damage over many rounds. The damage is the &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; die. And the number of rounds is equal to the Dexterity mod + &#039;&#039;&#039;0&#039;&#039;&#039; of the creature. Minimum of 1 extra round. The round that the strike happened doesn&#039;t count although the target does take bleed damage. Another successful attack simply resets the counter the number of rounds doesn&#039;t stack and neither does the damage.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Poison: The effect can have a saving throw. The target has a Constitution based saving throw &#039;&#039;&#039;DC8&#039;&#039;&#039; + Creature Level to see if they avoid the effects of poison. The poison can either be &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039; or &#039;&#039;&#039;1&#039;&#039;&#039; point of Ability damage. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;. Just like with Bleed the round the effect started on doesn&#039;t count. Once poisoned the target cannot be poisoned again unless the Poison has worn off.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Trip: The effect has a saving throw. The target can do a Dexterity based saving throw &#039;&#039;&#039;DC12&#039;&#039;&#039; + (Str or Dex Mod whichever higher). This is subject to change. If the DC is improved upon, the 3rd improvement makes this an automatic success. If successful and tripping the target is knocked prone.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Grapple: The effect has a saving throw. The target can do a Strength based saving throw &#039;&#039;&#039;DC12&#039;&#039;&#039; + Strength Mod. If successful the attack has now transformed into a grapple. An attack that can transform into a group has to sacrifice &#039;&#039;&#039;1&#039;&#039;&#039; die level. This reduction in die level and be removed with an improvement. The target cannot be larger. If so then the attack happens but the grapple doesn&#039;t.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Burn: This is a chemical damage effect. It causes &#039;&#039;&#039;Default Effect Damage&#039;&#039;&#039;. The number of rounds is &#039;&#039;&#039;1d4&#039;&#039;&#039;+&#039;&#039;&#039;1&#039;&#039;&#039;. The d4 and the +1 are effected separately by a Natural Attack Improvment. The &#039;&#039;&#039;Damage type&#039;&#039;&#039; is Chemical. However, this can be adjusted to a hybrid of Chemical-Thermal. To learn more about damage types go [[Damage_Types_and_Attributes|here]]. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Shoved: This effect has a saving throw. The target can choose to either attempt to Dodge: Dexterity Save DC12 + Dex Mod. Push back: Strenght Save DC14 + Str Mod. Or lastly Absorb: Constitution Save DC12 + (Str or Dex Mod whichever is higher). There is a misc &#039;&#039;&#039;+0&#039;&#039;&#039; bonus to the DC of all possible options. Dodge requires that there is room to move out of the way and that there is nothing impeding that movement including difficult terrain. Push back doesn&#039;t reverse the shove it just stops both the target and the attacker from moving. Absorb, however, will cause extra damage in the form of Non-lethal damage (ever 10 is equal to 1 lethal) to be given if successful. The damage die rolled for this is the Natural attack that activated this effect. If successful the attacker rolls a Strength check &#039;&#039;&#039;DC10&#039;&#039;&#039; and if successful pushes the target back 5ft + 5ft forever 10 the DC was beaten/optional. The target takes &#039;&#039;&#039;+0&#039;&#039;&#039; fall damage which bypasses DR.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
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		<updated>2020-08-25T01:15:21Z</updated>

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&lt;br /&gt;
This base can be associated with a [[Hero_Companions#Natural_Attack|Natural Attack]]. Natural attacks usually come from creatures or animal companions. Here is a review of what Natural Attacks are available, their side effects, and how they improve. To learn more about the effects of a Natural attack and how to improve an effect visit the [[Natural Attack Effects]] page.&lt;br /&gt;
&lt;br /&gt;
== Natural Attacks ==&lt;br /&gt;
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{{Template:Natural Attacks}}&lt;br /&gt;
&lt;br /&gt;
== Improving Natural Attacks ==&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
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