Versatile Design and Natural Weapons


Rules Questions


So putting the versatile design upgrade on a weapon lets you change it to another group.
Is there anything in the rules that says something like a battle axe or rapier could be put into the natural weapon category?

Forgetting about how much or how little sense it would make, I just wanna know if the rules would allow for it.


Not that I'm aware of.

Buuuuut.... there's a psionic power called Graft Weapon that does something like this. Do you allow 3rd party content?


Sure. Natural weapons are melee weapons by and large, so you could use Versatile Design to put a melee weapon in the Natural Weapon group.

However, it is very important to note that putting a weapon in the Natural Weapon Fighter weapon group does not make it a natural weapon or natural attack.

I'm not aware of any ability that depends on having "a weapon in the Natural Weapon Fighter weapon group", so doing so wouldn't really accomplish much. Other than the obvious of applying your Weapon Training if you have Weapon Training with the Natural Weapon group.

Even the Savage Warrior archetype's abilities work for "natural weapons", not "weapons in the Natural Weapons weapon group".

TL;DR - yes it works, but it doesn't do much mechanically


A weapon with the versatile design modification is easier to wield for those skilled with other weapon groups. When versatile design is added to a weapon, choose a fighter weapon group. The modified weapon is considered to be a weapon of that weapon group (such as for the fighter’s weapon training class feature). A melee weapon cannot be considered part of a weapon group for ranged weapons, and vice versa.

Yes, you can move a weapon into the natural weapons fighter group by RAW.


GM probably wouldn't allow psionics. Not in this campaign at least.


Rules Artificer wrote:

Sure. Natural weapons are melee weapons by and large, so you could use Versatile Design to put a melee weapon in the Natural Weapon group.

However, it is very important to note that putting a weapon in the Natural Weapon Fighter weapon group does not make it a natural weapon or natural attack.

Oh ok

I kinda just assumed that if were in the natural weapon group, it would be considered a natural weapon.


How are you thematically going to make a battle axe or a rapier into a Natural Weapon?

And also, why? What's the goal here?


AnUnlovedLobster wrote:
Rules Artificer wrote:

Sure. Natural weapons are melee weapons by and large, so you could use Versatile Design to put a melee weapon in the Natural Weapon group.

However, it is very important to note that putting a weapon in the Natural Weapon Fighter weapon group does not make it a natural weapon or natural attack.

Oh ok

I kinda just assumed that if were in the natural weapon group, it would be considered a natural weapon.

also, monk weapon group weapons don’t automatically count as monk weapons and bow weapon group weapons don’t automatically count as bows.


Ryze Kuja wrote:

How are you thematically going to make a battle axe or a rapier into a Natural Weapon?

And also, why? What's the goal here?

Long story short, there's a magic talking axe that kinda bonded to me and I can't use it properly.

I'm playing a Weretouched Shifter, so I don't really benefit from my natural attacks being secondary.
Using the axe actually works out worse so I just wanted to see if there was a work around.

Its fine tho, I'll find a plan B haha


AnUnlovedLobster wrote:
Ryze Kuja wrote:

How are you thematically going to make a battle axe or a rapier into a Natural Weapon?

And also, why? What's the goal here?

Long story short, there's a magic talking axe that kinda bonded to me and I can't use it properly.

I'm playing a Weretouched Shifter, so I don't really benefit from my natural attacks being secondary.
Using the axe actually works out worse so I just wanted to see if there was a work around.

Its fine tho, I'll find a plan B haha

The GM might allow it, but I don't think that would work per RAW. The problem is that even if you make your Axe a Natural Weapon, you are still combining your regular attack slots with your Natural Attack Slots. Creatures with Natural Attacks get extra Attack Actions as part of their full attacks to make those Attacks with. It's combining actions, not combining weapons that spoils the Primary Natural Attacks and makes them Secondary.

The thing that Versatile Design is good for is for something like the Human Feat Martial Versatility. If you have some really cool Unarmed Strike Feats like Vicious Stomp or Snake Fang, the Martial Versatility Feat would let you apply those Feats to any weapon in the Natural Weapon Group such as your Versatile Axe.


The only thing I can come up with is having the greater transformative weapon enchantment added to the weapon, and turning the weapon into the ratling version of the tailblade. Since the ratling version of the tailblade lets you use feats and effects appropriate to a natural weapon, and it acts as a secondary natural weapon, you aught to be able to use the axe effectively without making your claws worse.

Of course, you need to be a ratling to make use of the tailblade, but that's as close as I can get you.


ErichAD wrote:

The only thing I can come up with is having the greater transformative weapon enchantment added to the weapon, and turning the weapon into the ratling version of the tailblade. Since the ratling version of the tailblade lets you use feats and effects appropriate to a natural weapon, and it acts as a secondary natural weapon, you aught to be able to use the axe effectively without making your claws worse.

Of course, you need to be a ratling to make use of the tailblade, but that's as close as I can get you.

That might work if I wasn't Aasimar


AnUnlovedLobster wrote:
ErichAD wrote:

The only thing I can come up with is having the greater transformative weapon enchantment added to the weapon, and turning the weapon into the ratling version of the tailblade. Since the ratling version of the tailblade lets you use feats and effects appropriate to a natural weapon, and it acts as a secondary natural weapon, you aught to be able to use the axe effectively without making your claws worse.

Of course, you need to be a ratling to make use of the tailblade, but that's as close as I can get you.

That might work if I wasn't Aasimar

Baseline aasimar are half human as such they can get all things humans can this includes feats so racial heritage should have that covered if you have a spare feat and haven't made the character yet.


Going to assume the axe bonded to a character that cant use it on a character already made... or the player wouldn't have need to ask this, and could just change classes let alone races.


AnUnlovedLobster wrote:
Its fine tho, I'll find a plan B haha

Smelt it down and reforge it into an Amulet of Mighty Fist?


Cavall wrote:
Going to assume the axe bonded to a character that cant use it on a character already made... or the player wouldn't have need to ask this, and could just change classes let alone races.

That's exactly the issue

I was already a shifter when this happened.
That's why I asked if anyone knew of a way around the issue.


Weapon shift, may be something you are interested in.

Quote:
Benefit(s): When you use your wild shape ability, any melee weapons you are wielding and proficient with meld into your new form.

Normally when you use wild shape to shift into hybrid form, your weapons don't merge. However due to the above line in the feat, this will cause your weapon to merge with you.

Note: There's improved and greater versions in the feat chain as well (though I don't reccomend the greater version as an AoMF will do it just fine for you).


The closest thing is the Weapon Shift line (Improved, Greater) of feats, although it's obviously not intended do interact with intelligent weapons so you'd have to work it out with the GM what happens.

I kinda wonder why your GM made the weapon bond to someone who can't use it...

Edit: I should've refreshed first!


I linked this thread to that of a GM who was asking about treasures to give to specific party members. The OP seems like a poster child for what a GM should NOT do.

I need some class specific goodies for my players...

Derklord wrote:
I kinda wonder why your GM made the weapon bond to someone who can't use it...

Interesting point: maybe the GM intended to subtly curse or hamstring the character in some way.

AnUnlovedLobster wrote:
Long story short, there's a magic talking axe that kinda bonded to me and I can't use it properly.

So, what does "bonded" mean in game terms? Does this mean you can't sell the axe and put the money to something more useful?


I should have prefaced this with mentioning that my GM can be a horrible, sadistic person.

I can sell the axe, but its taken a liking to my character.
He's not to kind of dude to just sell or melt the thing down.
So far now, it kinda just hangs on his back.


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AnUnlovedLobster wrote:

He's not to kind of dude to just sell or melt the thing down.

So far now, it kinda just hangs on his back.

How could you? The poor poor thing wants to be wielded and you just hang it on your back, with nary a foe to cleave or skull to crack! An then you are so callously egoistical that you don't want to give it to someone who would fulfill it's need for battle-use! HAVE YOU NO HEART?


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Derklord wrote:
AnUnlovedLobster wrote:

He's not to kind of dude to just sell or melt the thing down.

So far now, it kinda just hangs on his back.
How could you? The poor poor thing wants to be wielded and you just hang it on your back, with nary a foe to cleave or skull to crack! An then you are so callously egoistical that you don't want to give it to someone who would fulfill it's need for battle-use! HAVE YOU NO HEART?

No-one else gets him like I do.

What we have is special.
If I can find a way to use it effectively I will, but for now it just sits on my back and whispers sweet nothings in my ear.


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Does that mean you're going to change your name to AnUnlovedUntilRecentlyLobster?

Silver Crusade

Ask your GM to make THIS weapon intelligent/able to talk rather than an axe.


Gray Warden wrote:
Ask your GM to make THIS weapon intelligent/able to talk rather than an axe.

That isn't a horrible idea, but you might be able to add that power to the weapon you have and our friends with.

It looks like they are pricing the 'beast transformation' effect at 5000 gp, it would be theoretically possible to have it added as a custom magic weapon ability to an existing weapon (GM approval of course).

If it were me, i'd probably allow it, but I might limit the 'best transformation' to a single type of natural attack that thematically fit with the weapon and/or your character.


Gray Warden wrote:
Ask your GM to make THIS weapon intelligent/able to talk rather than an axe.

Wouldn't help, it's still a manufactured weapon. It only counts as a natural weapon for feats spells, and effects, but not for general rules (same as a Monk's unarmed strike, basically).


I honestly might just have to homebrew something with my GM.
See if we can sort something out, because there doesn't seem to be a legitimate way to fix the problem of my talking axe.

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