Goblin's Razor Teeth


Skills, Feats, Equipment & Spells


3 people marked this as a favorite.

The ancestral feat Razor Teeth gives the PC a bite attack that does 1d6 P damage (pg 31), but doesn't list any traits associated with the weapon. Instead it references the Unarmed Attacks in the equipment section (pg 178), which states that unarmed attacks use the statistics for the Fist weapon.

The problem is this:
RAW seems to state that these "Razor Teeth" have the traits of the Fist: "agile, finesse, nonlethal, unarmed"
but how can sharp teeth be nonlethal by default?

I think the RAI is for the Razor Teeth to only have the unarmed trait, or maybe even more likely to have three traits: "agile, finesse, unarmed"

Is this an oversight? Am I missing something?


I assume that a Goblin Rogue could bite someone in the right place as to knock them out from pain, but wouldn't kill it from organ damage or blood loss. Kind of like how wolves or large cats bring down prey: the bite just needs to immobilize and subdue it.

It's certainly a "messy" version of non-lethal.


So you're saying that a natural weapon should have the traits "agile, finesse, nonlethal, unarmed" like a Fist?

I guess I'm just too used to PF1 natural attacks that always do lethal damage... Now that I think of it, nonlethal damage isn't tracked separately anyway, right? I suppose it only matters from an RP perspective then. Is your character fine with finishing off the opponent you just knocked out? xD


Related, one of our players was wondering if it ever scales/improves or if it's just 1d6 full-stop.


checkout page 393
It seems that all unarmed attacks can scale with those handwraps :D


1 person marked this as a favorite.

Why do you even take this feat? Seriously, it doesn't give you an extra attack or anything useful.

Is it so you'd always be "armed"? Is that really that important in this edition?


I think it's just for lulz (and alchemists that want a d6 for bestial mutagen before 8th level...)


It's definitely a trap feat. Might be worth it though if it was at least 1d8, so better than a monk's default unarmed strike and viable for upgrading with monk abilities. Especially if it also got a decent trait like Deadly, or crit bleed.


Corradh wrote:
Related, one of our players was wondering if it ever scales/improves or if it's just 1d6 full-stop.

I suppose it WOULD be subject to Handwraps of Mighty Fists...


Shane LeRose wrote:

Why do you even take this feat? Seriously, it doesn't give you an extra attack or anything useful.

Is it so you'd always be "armed"? Is that really that important in this edition?

Goblin Rogues can use their teeth to sneak attack, at a slightly better damage dice than a dagger. For what it's worth, it lets them keep their hands free, which may be useful depending on how the action economy works. Might also give you a reason to take the Eat Anything feat.


Hah, bite anything and then eat it. Those two feats feel like a great match xD


It also allows rogues to "poison weapon" while holding a shield

It also allows melee attacks while wielding a bow

It also opens up slowed with critical Specialisation which is neat.

It's not an autoinclusion like old natural attacks, but it's a decent option for a weapon.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Player Rules / Skills, Feats, Equipment & Spells / Goblin's Razor Teeth All Messageboards

Want to post a reply? Sign in.
Recent threads in Skills, Feats, Equipment & Spells