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Natural Attacks

From FuturePath

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All about Natural Attacks, their side effects, and how to improve upon them. This base can be associated with a 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.

Natural Attacks

Natural Attack Table
Attack Effects Tiny Small Medium Large Gigantic
Claw Bleed/Poison/Trip 1d4 1d6 1d8 1d10 1d12
Claws Bleed/Poison 1d2 1d4 1d6 1d8 1d10
Bite Bleed/Poison/Trip/Grapple/Burn 1d2 1d4 1d6 1d8 1d10
Grip Grapple/Trip 1d2 1d4 1d6 1d8 1d10
Trample Trip/Shoved - 1d4 1d6 1d8 1d10
Slam Trip/Shoved 1d4 1d6 1d8 1d10 1d12
Whip Trip/Grapple/Poison 1d2 1d4 1d6 1d8 1d10
Sting Poison/Bleed/Burn 1d2 1d4 1d6 1d8 1d10
Spit Poison/Bleed/Burn 1d2 1d2 1d4 1d4 1d6
Gore Trip/Shoved 1d4 1d6 1d8 1d10 1d12
Tail Sweep Trip/Shoved 1d2 1d4 1d6 1d8 1d10

Improving Natural Attacks

  • NOTES: In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a Natural Attack Improvement.
Claw
Claws
Bite
Grip
Trample
This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller.
Slam
The target of this attack has to be the same size or smaller.
Whip
This is a melee attack with a Reach effect. By default the Reach effect is 5ft. This can be extended.
Sting
Spit
This is considered a Ranged attack and not a Melee attack.

Explaining and Improving Effects

  • NOTES:
    • Default Effect Damage: 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 Default Effect Damage then that is how it is calculated.
    • In the descriptions below some text will be in bold. This bold implies that this attribute can be adjusted or otherwise affected by a Natural Attack Improvement.
Bleed
Bleed is an effect that causes extra damage over many rounds. The damage is the Default Effect Damage die. And the number of rounds is equal to the Dexterity mod + 0 of the creature. Minimum of 1 extra round. The round that the strike happened doesn't count although the target does take bleed damage. Another successful attack simply resets the counter the number of rounds doesn't stack and neither does the damage.
Poison
The effect can have a saving throw. The target has a Constitution based saving throw DC8 + Creature Level to see if they avoid the effects of poison. The poison can either be Default Effect Damage or 1 point of Ability damage. The number of rounds is 1d4. Just like with Bleed the round the effect started on doesn't count. Once poisoned the target cannot be poisoned again unless the Poison has worn off.
Trip
The effect has a saving throw. The target can do a Dexterity based saving throw DC12 + (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.
Grapple
The effect has a saving throw. The target can do a Strength based saving throw DC12 + Strength Mod. If successful the attack has now transformed into a grapple. An attack that can transform into a group has to sacrifice 1 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't.
Burn
This is a chemical damage effect. It causes Default Effect Damage. The number of rounds is 1d4+1. The d4 and the +1 are effected separately by a Natural Attack Improvment. The Damage type is Chemical. However, this can be adjusted to a hybrid of Chemical-Thermal. To learn more about damage types go here.
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 +0 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'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 DC10 and if successful pushes the target back 5ft + 5ft forever 10 the DC was beaten/optional. The target takes +0 fall damage which bypasses DR.