Difference between revisions of "Natural Fighter (3.5e Feat)"

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**Slap/Slam: You double your Strength modifier for the purpose of dealing damage
 
**Slap/Slam: You double your Strength modifier for the purpose of dealing damage
 
**Sting: Anyone must make two successful saving throws to prevent poison damage.
 
**Sting: Anyone must make two successful saving throws to prevent poison damage.
**Tentacles: When either succeeding on a grapple attempt or scoring a critical hit, your tentacle attacks constrict for 1d4 + strength damage.
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**Tentacles: When either succeeding on a grapple attempt or scoring a critical hit, your tentacle attacks constricts for 1d4 + strength damage.
 
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Revision as of 03:04, 13 April 2014

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Author: Amdillae (talk)
Date Created: 4/12/2014
Status: Finished
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Natural Fighter [Combat] Because sometimes you need to fight with what your mother gave you. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: Select one type of natural weapon (eg claws, slam, bite). Your chosen natural weapon counts as an unarmed strike for feats that only work with unarmed strikes (with the exception of increases to unarmed strike damage dice). This feat counts as Improved Unarmed Strike for the purpose of meeting feat prerequisites.Your chosen natural weapon can deal either slashing, piecing, or bludgeoning damage chosen at time of the attack.
  • +1: Your chosen natural weapon gains an enchantment bonus equal to 1/3 your level. The number of weapons that can be enhanced is equal to your enhancement bonus (eg a 6th level character can have a maximum of 2 natural attacks with a +2 enhancement).
  • +6: You may use this attack as a part of your iterative attacks granted by your base attack bonus in place of the normal natural attack. Multiple natural weapons can only be used if you possess the relevant feat.Whenever you make a standard attack or Attack of Opportunity you may make an additional attack at the same target with your natural weapon.
  • +11: All special attacks you make in melee can be augmented by one natural attack if you so wish. In addition the you gain the following special ability for the relevant weapon
    • Bite: On a critical hit you deal 1d4 bleeding damage.
    • Claw/Talon: If you hit the same opponent with two claws in the same round you do rend damaged equal to 2d6 + your strength modifier.
    • Gore: Your gore attack is treated as a two handed weapon for damage dealing.
    • Slap/Slam: Once per round you one of your attacks can be augmented by a bull rush attempt as if you possess the Improved Bull Rush feat.
    • Sting: The DC for your sting’s poison is increased by 5
    • Tentacles: Once per round you one of your attacks can be augmented by a grapple attempt as if you possess Improve Grab.
  • +16: The number of natural weapons that benefit from your enhancement bonus is now limited by your character level. In addition the you gain the following special ability for the relevant weapon
    • Bite: Your bite is treated as having the wounding special property
    • Claw/Talon: Your rend damage increases by 1d6 for every two additional successful hits on the same target.
    • Gore: You gore attack deals an extra 1d6 points of damage. In additional your attack can hit an second opponent that is located on the original target’s opposite border or opposite corner. The second opponent has a +4 bonus to AC.
    • Slap/Slam: You double your Strength modifier for the purpose of dealing damage
    • Sting: Anyone must make two successful saving throws to prevent poison damage.
    • Tentacles: When either succeeding on a grapple attempt or scoring a critical hit, your tentacle attacks constricts for 1d4 + strength damage.



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Article BalanceVery High +
AuthorAmdillae +
Identifier3.5e Feat +
PrerequisiteNone +
RatingUnrated +
SummaryBecause sometimes you need to fight with what your mother gave you. +
TitleNatural Fighter +
TypeCombat +