Natural Weapons / Unarmed weapons?


Rules Questions


I'm playing around with an Alchemist, Beastmorph Archetype with the feral mutegen discovery. What I want to make is a character who specializes in hand-to-hand fighting who transforms to make himself more powerful and specializes in claws and bite, but I'm not sure how the rules work with natural weapons.

I was thinking of multi-classing with Monk, but a monk's furry of blows doesn't work with natural weapons (go figure,) but what about style feats? Could he use scorpion style, drop into mantis style, use stunning fist, or anything like that with claws? Realistically I see no reason why not, but all those abilities just say "use with your unarmed strike," which according to the rules, natural weapons are different from.

And while we're on the subject of augmented strikes, if a monk or, say, this alchemist were to take some necromancy levels and cast chill touch, could he, instead of making touch attacks, just rip people with his claws and add the spell's damage to his successful attacks? Again it makes sense to me, but I've seen nothing in the rules to suggest one way or the other.


AdamMeyers wrote:
Realistically I see no reason why not, but all those abilities just say "use with your unarmed strike," which according to the rules, natural weapons are different from.

As you note, these feats state unarmed strike not natural weapon. So the rules are clear that the natural attack would not work. But, if you're a monk/alchemist you could just use your fist/foot and claws.

AdamMeyers wrote:
And while we're on the subject of augmented strikes, if a monk or, say, this alchemist were to take some necromancy levels and cast chill touch, could he, instead of making touch attacks, just rip people with his claws and add the spell's damage to his successful attacks? Again it makes sense to me, but I've seen nothing in the rules to suggest one way or the other.

And finally, yes you can use natural attacks to deliver touch spells. As you only have to touch the target with no particular attack form, the spell is discharged and you deal damage.

From the Combat Chapter:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.


AdamMeyers wrote:

I'm playing around with an Alchemist, Beastmorph Archetype with the feral mutegen discovery. What I want to make is a character who specializes in hand-to-hand fighting who transforms to make himself more powerful and specializes in claws and bite, but I'm not sure how the rules work with natural weapons.

I was thinking of multi-classing with Monk, but a monk's furry of blows doesn't work with natural weapons (go figure,) but what about style feats? Could he use scorpion style, drop into mantis style, use stunning fist, or anything like that with claws? Realistically I see no reason why not, but all those abilities just say "use with your unarmed strike," which according to the rules, natural weapons are different from.

And while we're on the subject of augmented strikes, if a monk or, say, this alchemist were to take some necromancy levels and cast chill touch, could he, instead of making touch attacks, just rip people with his claws and add the spell's damage to his successful attacks? Again it makes sense to me, but I've seen nothing in the rules to suggest one way or the other.

There is feat in Ultimate Combat you could take that allows you to use any other feat (like combat styles!) with your natural weapons instead. So they definately don't cross over normally, but thankfully there is a feat that allows it. Don't have UC with me at the moment, but I think it is called Feral Combat Style and you need Improved Unarmed and Weapon Focus (Natural weapon) to get it. Pretty good (though not optimal) especially if you've dipped into monk (gets you Improved Unarmed so that saves a feat and there is an archetype in UC that lets you take Style feats without prereqs) as when your not going Feral you will still have your better than normal unarmed with all of your style feats.

Was considering doing something similar for an eidolon (without the dip obviously) so that he could do things like use Boar Style to add bleed to his attacks.

Silver Crusade

AdamMeyers wrote:

I'm playing around with an Alchemist, Beastmorph Archetype with the feral mutegen discovery. What I want to make is a character who specializes in hand-to-hand fighting who transforms to make himself more powerful and specializes in claws and bite, but I'm not sure how the rules work with natural weapons.

I was thinking of multi-classing with Monk, but a monk's furry of blows doesn't work with natural weapons (go figure,) but what about style feats? Could he use scorpion style, drop into mantis style, use stunning fist, or anything like that with claws? Realistically I see no reason why not, but all those abilities just say "use with your unarmed strike," which according to the rules, natural weapons are different from.

And while we're on the subject of augmented strikes, if a monk or, say, this alchemist were to take some necromancy levels and cast chill touch, could he, instead of making touch attacks, just rip people with his claws and add the spell's damage to his successful attacks? Again it makes sense to me, but I've seen nothing in the rules to suggest one way or the other.

The feats, such as Stunning Fist and Elemental Fist, apply to Unarmed Attacks. These are their own attack type of attack, and as such can't normally be used with your claws. There is a feat, in Ultimate Combat I believe, that allows you to use unarmed strick feats with a specific natural weapon. It requires Weapon Focus with the natural weapon you want to use.

As for the styles, you can use those whenever you like. Abilities that buff Stunning Fist and the like only apply when you can use the Stunning Fist.

As for the spell, you can apply a held touch spell through a melee attack (not a weapon though). However, you have to cast the spell first, then use your normal melee attack second. This usually means you're using up two rounds to do it. The benefit is that if, for some reason you had a higher crit range or modifier on your unarmed/natural attack it would apply to the spell. Also, yes, you could do a full attack the round after you cast the spell and get the bonus on each attack assuming you have enough charges of the spell.


Stynkk said wrote:
But, if you're a monk/alchemist you could just use your fist/foot and claws.

Do you mean using one fist and one claw? Again that makes sense to me, but can you mix those? If you punch and aren't a monk it's 1 attack. If you have claws and a bite you get 3. Can you switch one of those claws out for a fist?


AdamMeyers wrote:
Do you mean using one fist and one claw? Again that makes sense to me, but can you mix those? If you punch and aren't a monk it's 1 attack. If you have claws and a bite you get 3. Can you switch one of those claws out for a fist?

Yes you could do that, but I prefer the claw/claw/bite/Flurry of Blows kick/Flurry of Blows kick

Silver Crusade

Malk_Content wrote:
AdamMeyers wrote:

I'm playing around with an Alchemist, Beastmorph Archetype with the feral mutegen discovery. What I want to make is a character who specializes in hand-to-hand fighting who transforms to make himself more powerful and specializes in claws and bite, but I'm not sure how the rules work with natural weapons.

I was thinking of multi-classing with Monk, but a monk's furry of blows doesn't work with natural weapons (go figure,) but what about style feats? Could he use scorpion style, drop into mantis style, use stunning fist, or anything like that with claws? Realistically I see no reason why not, but all those abilities just say "use with your unarmed strike," which according to the rules, natural weapons are different from.

And while we're on the subject of augmented strikes, if a monk or, say, this alchemist were to take some necromancy levels and cast chill touch, could he, instead of making touch attacks, just rip people with his claws and add the spell's damage to his successful attacks? Again it makes sense to me, but I've seen nothing in the rules to suggest one way or the other.

There is feat in Ultimate Combat you could take that allows you to use any other feat (like combat styles!) with your natural weapons instead. So they definately don't cross over normally, but thankfully there is a feat that allows it. Don't have UC with me at the moment, but I think it is called Feral Combat Style and you need Improved Unarmed and Weapon Focus (Natural weapon) to get it. Pretty good (though not optimal) especially if you've dipped into monk (gets you Improved Unarmed so that saves a feat and there is an archetype in UC that lets you take Style feats without prereqs) as when your not going Feral you will still have your better than normal unarmed with all of your style feats.

Was considering doing something similar for an eidolon (without the dip obviously) so that he could do things like use Boar Style to add bleed to his attacks.

The feat name is right, I beleive. The archetype is "Master of Many Styles", but you only get to ignore the prereqs on the ones you pick as monk bonus feats. That being said, if you're gonna double-dip like that take Snake Style. It allows you to use a Sense Motive roll to replace your normal or touch AC vs. one attack (it's used as an immediate action). Coupled with the "Skilled (Sense Motive)" evolution, you can almost effectively negate one attack a round.


Ok, that feat would make my life so much easier. Thanks.

Sounds like I'd want to mix him with the Unarmed Fighter archetype then. I don't get stunning fist, but I get a free style feat even if I don't yet qualify for it.


The rules I looked up said you can't mix natural weapons with furry of blows, it's one or the other not both. Am I wrong?

Silver Crusade

Stynkk wrote:
AdamMeyers wrote:
Do you mean using one fist and one claw? Again that makes sense to me, but can you mix those? If you punch and aren't a monk it's 1 attack. If you have claws and a bite you get 3. Can you switch one of those claws out for a fist?
Yes you could do that, but I prefer the claw/claw/bite/Flurry of Blows kick/Flurry of Blows kick

Flurry of Blows is a full-attack action, so you couldn't combine it with natural attacks.

The Core Rulebook - 4th Printing: wrote:


Starting at 1st level, a monk can make a flurrry of blows as a full-attack action...


Err... a full attack action... is a full attack action? Flurry is not a full-round action which is different and would replace the normal Full Attack Action...

Full Attack
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

Natural Attack Rules:
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

Silver Crusade

AdamMeyers wrote:

Ok, that feat would make my life so much easier. Thanks.

Sounds like I'd want to mix him with the Unarmed Fighter archetype then. I don't get stunning fist, but I get a free style feat even if I don't yet qualify for it.

It depends on hom much you want to dip. 2 levels of monk gets you Improved Unarmed Strike, imrpved unarmed damage and two free feats. If you use the "Master of Many Styles" archetype, you don't need the other prereqs for those style feats. And while the selection isn't as vast as a fighter's, it might net you better bonuses.

Also, looking it up, Feral Combat Training allows you to use your natural weapon with flurry of blows.

Silver Crusade

Stynkk wrote:

Err... a full attack action... is a full attack action? Flurry is not a full-round action which is different and would replace the normal Full Attack Action...

Full Attack
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

Natural Attack Rules:
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

A full Attack action is a type of full-round action. It's under the heading of "Full-Round Actions" on page 187 of the Core Rulebook. Additionally, on page 183, it lists "Full attack" under the "Full-Round Actions" on the AoO table.

So you couldn't use your natural attacks and squeeze in a flurry of blows for a couple extra attacks. You could use all the natural attacks provided by your BAB, or you could Flurry, getting all the Unarmed Strikes provided by your BAB+1 from the flurry.

Silver Crusade

AdamMeyers wrote:
Cool, but it says one type of natural weapon, and the damage isn't increased, so if I did this would there really be a reason to take the feral mutagen? It seems I could attack with claws and bite, or I can furry of blows with claws which would be worse while a low level than a normal full-round attack, and then at higher monk levels I'd just furry of blows and never use my bite.

Well, that depends. Claws deal slashing, while IUS is bludgeoning (unless you have a style or ability that changes that). Situationally, that could be useful, but you can easily get the same effect by using a monk slashing weapon. I'd have to agree with you that it's not the best way to use the Feral Mutagen, though.


Yaramos wrote:
A full Attack action is a type of full-round action. It's under the heading of "Full-Round Actions" on page 187 of the Core Rulebook....

You are mistaken from a rules text perspective. Flurry of blows is employed in a Full Attack (which is a sub category of full round action)... a Full Attack lets you use all your attacks. A monk using flurry could do what I described above, if I didn't neglect to read this:

Flurry of Blows:
A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

The above is a necessary inclusion in the rules as Flurry of Blows is a Full Attack Action.

So, if you like Kick/Kick/Bite/Claw/Claw might I suggest Two Weapon Fighting? :D

A simple full attack would work for Kick/bite/claw/claw


It is rather cheesey but I think it is legal to
Claw bab-5
Claw bab-5
Bite bab-5

Iteratives with armor spikes or bladed boots as normal.

See like I said goudatastic.


Poor Wandering One wrote:

It is rather cheesey but I think it is legal to

Claw bab-5
Claw bab-5
Bite bab-5

Iteratives with armor spikes or bladed boots as normal.

See like I said goudatastic.

Actually, it's more like

Claw BAB-5, 1/2 STR to damage
Claw BAB-5, 1/2 STR to damage
Bite BAB-5, 1/2 STR to damage

Iteratives with armor spikes as normal.


Sorry if I wasn't clear before.

You really can use your claws if you Full Attack & kick. I was trying to get you an extra attack through Flurry of Blows, but that's not possible. The extra attack is possible if you do normal Two Weapon Fighting though.

If you use a Full Attack (without two weapon fighting) you'll attack with your Kick at normal attack bonus, and your natural attacks at -5 (+ your Bab, + your attack roll modifier - for all of them).

I quoted the rules above, but I'll re-quote them for you:

PRD - Combat - Natural Attacks wrote:

You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

Silver Crusade

Stynkk wrote:
Yaramos wrote:
A full Attack action is a type of full-round action. It's under the heading of "Full-Round Actions" on page 187 of the Core Rulebook....

You are mistaken from a rules text perspective. Flurry of blows is employed in a Full Attack (which is a sub category of full round action)... a Full Attack lets you use all your attacks. A monk using flurry could do what I described above, if I didn't neglect to read this:

Flurry of Blows:
A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

The above is a necessary inclusion in the rules as Flurry of Blows is a Full Attack Action.

So, if you like Kick/Kick/Bite/Claw/Claw might I suggest Two Weapon Fighting? :D

A simple full attack would work for Kick/bite/claw/claw

**EDIT**

I missed that part of the rules as well. That info should be moved up with the FLurry of blows initial desciption to avoid confusion.

So I think we're on the same page now.


So I'm curious: how does this work if I have enough BAB to merit two attacks? say, if my normal is +6/+1, can I attack with the claws and bite each twice? Or would they still be one attack each? (in which case I would want to be kicking people and using the claws and bite at the -5)

Someone mentioned above this wasn't the best use of feral mutagen. I'm curious, what would people consider the best use?


Yaramos wrote:
I'm guessing your line of though is (and please correct me if I'm wrong) that since a full-attack action is making all your attacks, you should be able to use flurry of blows with whatever attackes he's using as part of the full-attack.

Yes, this is my line of thought. However, as I noted in the post above, this is explicitly ruled out in the clarification text for Flurry (which I didn't read all the way, my fault). This clarification (and limitation) is needed in the Flurry rules text because without it my point would be a valid one.

EDIT: yeah.. we're slow on the take today

Yaramos wrote:
Whether or not the unarmed strike is considered a primary weapon with the natural attacks as secondary, or if the unarmed strike is considered a manufactured weapon the other attacks all suffer a -5 penalty, could also be brought into play in regards to using that ability as well. It's a GM call, but a valid point worth FAQing.

I also thought this, but a monk's unarmed strike is only a natural weapon "for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons"

So, no it would not be considered a natural attack and would incur the normal penalties for combining as I noted in my previous post to adam.


AdamMeyers wrote:
So I'm curious: how does this work if I have enough BAB to merit two attacks? say, if my normal is +6/+1, can I attack with the claws and bite each twice?

Natural attacks never get iteratives for having a high base attack bonus (this is different than normal attacks, and the trade off). You get more at lower levels but the number of attacks never goes up (without gaining more feats/class abilities/etc).


Actually, if I take feral combat training, it says I can use that natural weapon with a flurry of blows, so I could go kick/kick/claw/claw. I'd have to take it twice if I wanted to get the bite in there.

Silver Crusade

AdamMeyers wrote:

So I'm curious: how does this work if I have enough BAB to merit two attacks? say, if my normal is +6/+1, can I attack with the claws and bite each twice? Or would they still be one attack each? (in which case I would want to be kicking people and using the claws and bite at the -5)

Someone mentioned above this wasn't the best use of feral mutagen. I'm curious, what would people consider the best use?

That was me. What I was trying to say is that taking levels of monk kinda invalidate the Feral Mutagen, as you're getting 2 d6 attacks. While you get more possible damage with the c/c/b (d4/d4/d8), it's harder to enhance them than a monk's attack and you have to keep your hands free. (Bless weapon and magic weapon work on a monk's hands, and you can hold stuff in both hands and still get full attacks.)

My opinion, anyways.


AdamMeyers wrote:
Actually, if I take feral combat training, it says I can use that natural weapon with a flurry of blows, so I could go kick/kick/claw/claw. I'd have to take it twice if I wanted to get the bite in there.

Woot! That sounds pretty cool.


So it says "If you are a monk, you can use the selected natural weapon with your flurry of blows class feature."

Last thing I need to know: does that mean use them alongside your flurry of blows (kick/kick/claw/claw/bite?) or use it to make the flurry of blows (bite/bite/claw/claw?) And at higher levels, does that mean I'd get the attacks at lower BABs like all high BAB people get, or would I still be stuck with the above number of attacks, no matter how high a level I reached? (in essence, kick/kick/kick/bite/claw/claw, or still just bite/bite/claw/claw?)

It could still be good then, as all the attacks would be made at the high attack BAB rather than the degration by -5 incriments.


From my understanding (and I want clarification on this) there are three ways this could go:

Either forget the obscure rule and go with two-weapon fighting and multi-attack:

Kick BAB -2
Kick BAB -2
(other attacks as dictated by having a BAB of 6 or over)
claw BAB -2 and 1/2 strength
claw BAB -2 and 1/2 strength
Bite BAB -2 and 1/2 strength

or, go with flurry of blows and two Feral Combat feats, which should be one of two things:

1.
Kick BAB -2
Kick BAB -2
(other attacks as dictated by having a BAB of 6 or over)
Claw BAB
Claw BAB
Bite BAB

or:
Bite BAB -2
Bite BAB -2
(reading it, if it doesn't count as flurry option 1 then I think the claws couldn't be used conjointly with the flurry itself, as much as I wish I could add in a Claw BAB and Claw BAB to the second flurry option)

So which would it be? This will really impact my build, depending on what everyone thinks...


AdamMeyers wrote:
So which would it be? This will really impact my build, depending on what everyone thinks...

Cool thing to note as you flurry, your attack bonus starts at -1 for the kicks see the monk table here: PRD Monk Page

For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

In my opinion, after reading Feral Combat closely, I would say that if you were to flurry with Feral Combat your stats would be:

Assuming Level 1:

Left Kick -1 + 1x STR
Right Kick -1 + 1x STR
Bite -6 + .5 STR
Left Claw -6 + .5 STR
Right Claw -6 + .5 STR

But, you need Improved Unarmed Strike, Weapon Focus (Bite), Weapon Focus (Claw), Feral Combat (Bite) and Feral Combat (Claw) in order to do all this.


AdamMeyers wrote:

So it says "If you are a monk, you can use the selected natural weapon with your flurry of blows class feature."

Last thing I need to know: does that mean use them alongside your flurry of blows (kick/kick/claw/claw/bite?) or use it to make the flurry of blows (bite/bite/claw/claw?) And at higher levels, does that mean I'd get the attacks at lower BABs like all high BAB people get, or would I still be stuck with the above number of attacks, no matter how high a level I reached? (in essence, kick/kick/kick/bite/claw/claw, or still just bite/bite/claw/claw?)

It could still be good then, as all the attacks would be made at the high attack BAB rather than the degration by -5 incriments.

Quote:

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

So, my reading of it is that Feral combat training enables you to use FoB with Natural attacks so your natural attack sequence goes from claw/claw/bite to claw/claw/claw/bite with -1 AB. (Assuming you picked claw for Feral Training. If you pick Bite it goes to Claw/claw/Bite/Bite.)

All attacks use your Full Strength Bonus, as you are not integrating manufactured weapon attacks into the attack routine.

If you did swap one of your claw attacks for a kick, the rest would be secondary attacks at -5 AB (for a total of -6AB) (-2AB with Multiattack for a total of -3AB). Not sure if it is half STR or not as FoB says all full while Natural says secondary half - not sure which takes precedence here. Either way, probably not worth it.

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