
Daenal |
Here is a little something I am now running into. I am running a steampunk style game, but it could actually work for any kind of game and natural weapons. My question is two parts. First, if you add clockworks or steam or even just reinforce with metals or other substances, when does a natural weapon become a manufactured weapons? In this case, he wants to add reinforcements and magic to his horns to increase damage. Do they ever change types or will they always be considered natural?
If the latter is true, then where is the line drawn to adding to them to make them magical and/or more powerful? Especially in steampunk, where tiny engines can be used and added to magic to keep weight down to basically nothing, where does the line between natural and manufactured begin to blur?
Any thoughts or help would be appreciated...
Daenal
The world of Thelendor is a strange and mystic place. Welcome to the Shattered Lands.

Claxon |

They will always be considered natural weapons under the current rules. There is also no way to accomplish what he is wanting within the normal rules (enhancing the horns) without something like Magic Fang or an Amulet of Mighty Fists.
Just remind him that at best it can only be one or the other. Either a natural weapon or a manufactured weapon.
With the main difference being that manufactured weapons get iterative attacks, and each iterative has a -5 to hit compared to the previous.
Natural attacks can only make one for each such attack you possess (and only once per limb, and making any sort of attack natural or manufactured locks you out of making attacks with the other type). If the are primary they are made at full attack bonus, while secondary attacks are made at -5. If natural attacks are used on conjunction with manufactured attacks they become secondary.

Claxon |

If nothing is involved it's natural. Once there's equipment to it, it's a manufactured weapon. Look at monks hands. They count as natural, if they wear a glove, it can't count as natural anymore.
Incorrect.
Unarmed Strike
Price —
Type simple
An unarmed strike is an attack such as a punch or a kick where the attacker is not using a weapon to make the attack. A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes at his discretion. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (Core Rulebook 182). An unarmed strike can't be disarmed.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
But, you do remind of something that he can use as a precedent to make something work.
Cat Folk Claw Blade
Claw Blades: These subtle blades can only be used by catfolk with the cat's claws racial trait. Bought in a set of five, they fit over the wearer's claws on one hand. The blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Catfolk with the cat's claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.
So basically, you could just make up an item to turn the horns into a manufactured weapon, but there isn't anything in the game that would do so.

Daenal |
So, then here is a question. So far he has been able to use his horns as a natural weapon and gain the extra attack because of natural vs manufactured rules.
Let's say the horns become manufactured due to upgrades. He is using a greatsword as his normal weapon, does that allow the horns to be used as a secondary attack with two weapon fighting and improved TWF as if he had another "hand" available?
My ruling on this so far through all the debates, specifically armor spikes, is that the sword itself is so bulky and awkward, it doesn't allow two weapon fighting (armor spikes) because even though they say in the rules you can use them as a light off handed weapon, the sword makes using them near impossible as another attack without another feat. People have argued monk, but to allow them ease of use like a monk, you would train all your life with armor spikes and that doesn't happen in most weapons training. Armor spikes do not give you another "hand" of weapons, it just allows you to use them as a light offhand weapon in my understanding. And as such, if you use a two handed weapon, you can not use another off hand weapon. A monk is taught to use kicks, elbows, knees, etc his entire life. I simply can't see a "logical/realistic" way to get another attack when swinging a huge sword without becoming anime.
With horns, because it is an actual extension of the body you were born with, I may see making an exception there and allowing them to be uses as another "hand" of weapons. Any thoughts?

Cevah |

Fuel for thought:
If the enhanced horns are considered manufactured, then they cannot be used as an off-hand attack per the two-handed attack rules. They can be used if only one hand is used on the weapon, and both get the TWF penalty. Since a Greatsword is two-handed, he could not use the horns while using it.
If the enhanced horns are considered natural, then they can be used with the two-handed weapon as a natural attack at -5 penalty. [Less penalty if he has the feat.]
Either way, they take a penalty if used in conjunction with another manufactured weapon.
/cevah

Bob Bob Bob |
The closest analog you'll find is Catfolk Claw Blades, which are blades they place over their existing claws to change their attack from a natural attack to a manufactured light slashing weapon. There currently isn't anything else I know of that does that. I wouldn't suggest it for anything but a bite either, as claw blades actually reduce their options (can no longer do bludgeoning damage) and bite is the only other multi-damage type like that.
If they just wants to pimp out their horn attacks period there's Horseshoes of Crushing Blows, which work like an Amulet of Mighty Fists for a horse's hoofs, as well as allowing you to apply special materials as if it was a one-handed weapon. You could probably halve the price if it's for a single attack and let them get "silver horn tips +1" or whatever.

Bandw2 |

Let's say the horns become manufactured due to upgrades. He is using a greatsword as his normal weapon, does that allow the horns to be used as a secondary attack with two weapon fighting and improved TWF as if he had another "hand" available?
No paizo apparently hates any attempt to use additional weapons with two-handers (such as a blade boot) and has been FAQed as a no-go.
he can however, use his gore attack with his two-hander as a secondary natural attack, you do not need TWF to do this, but it will be at -5 and use 1.0 times your strength mod instead of 1.5 for being his only natural weapon.
also, correct me if i'm wrong, but I believe I've heard somewhere that if you have one natural attack they can be used with iteratives, or at least soem way to get more attacks from it.

Rynjin |

No. If you only have one Natural Attack it's always treated as Primary and you add 1.5x Str, but never any extra attacks.
As per RAW, he cannot TWF with a 2H weapon and a no H weapon, but honestly you could completely ignore that rule and it wouldn't be an issue.
The numbers crunched come out to a non-significant advantage, if ANY advantage over a straight 2H fighter. The penalty to-hit combined with the extra Feat cost makes it roughly even.