Person_Man
2006-12-07, 03:15 PM
OK, so this has apparently become a reference thread for a bunch of different people. So I'll try my best to keep it updated on a regular basis. It grew out of this thread (http://www.giantitp.com/forums/showthread.php?t=28464&highlight=natural+attacks) about Monks and Natural Attacks.
Basically, if you have a secondary natural attack, you can use it as part of a full attack at -5, IN ADDITION TO your primary attack routine. You can reduce it to -2 if you can qualify for and take the Multiattack feat, or -0 if you can then take the Improved Multiattack feat (Draconomicon, Savage Species).
However, its important to note that the controlling factor over whether or not you can use a natural attack as a secondary attack in addition to your normal attack routine is the wording of its source, and not any consistant or logical rule. A Lizardfolk has 2 claws and a bite. A Werebear has 2 claws and a bite. But a Lizardfolk using a sword only gets a secondary bite attack when it uses a weapon, whereas the Werebear gets the bite, a claw, and the weapon. I know that it makes no sense. That's just the way its written.
While the damage from natural attacks are typically quite low, they can be combined with Power Attack, Leap Attack+Pounce, and Touch of Golden Ice (Book of Exhalted Deeds, evil creatures must Save or be ravaged by 1d4 Dex damage).
Natural attacks also qualify for Sneak Attack (when all other normal conditions are met) and Weapon Finesse, making it an attractive option for Rogue builds who are willing to risk their necks on the front line of combat (which I wouldn't suggest).
So, the goal of this thread is to compile as many usable and useful secondary natural attacks as possible, from any source. Templates, races, magic, feats, grafts, psionics, whatever.
So, here's my current list:
Feats
Deepspawn: 2 tentacle attacks from your waist. Requires Aberration Blood, one other aberrant feat. Lords of Madness.
Deformity (teeth): Bite attack. Deformities have a feat pre-req of Willing Deformity and Evil alignment. Heroes of Horror.
Deformity (clawed hands): Ambiguously worded claws. Book of Vile Darkness.
Draconic Tail: Kobold only, 1st level only, gives you a tail attack. Races of the Dragon.
Illithid Grapple: Each feat buys you one tentacle attack which can be used as a primary or secondary attack. You can take this up to four times, which also gains you a mind eating ability. Requires Illithid Heritage and one other illithid feat. Complete Psionic.
Rapidstrike and Improved Rapidstrike: Allows extra natural attacks. Very poorly worded and limited to certain creature types, so check with your DM. Draconomicon.
Powers/Spells/Items
Arms of Plenty: 2 extra clawed hands. Lords of Madness.
Bite of the Wolf (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersAtoC.html#bite-of-the-wolf): Manifest a primary or secondary bite attack. Psionic Power.
Bite of the Were-whatever: Variety of spells (werewolf, wererat, werebear) that grant a bite and/or claw attacks, and nifty stat bonuses. Spell Compendium.
Charge of the Triceratops: Grow a primary or secondary gore attack. Spell Compendium.
Claws of the Beast (http://www.d20srd.org/srd/psionic/powers/clawsofthebeast.htm): Claws with damage that scale with size and manifester level. Google the "King of Smack" and you'll see how easily it can be abused. The one down side is that Claws of the Beast explicitly cannot be combined with other attacks.
Evard's Menacing Tentacle's: 2 tentacles grow from shoulders. PHB II.
Extend Tentacles: +5 ft. reach to all tentacles. Spell Compendium.
Fearsome Grapple: Grow 4 tentacles that can only be used for grappling. Spell Compendium.
Flaying Tendrils: Grow 4 mind flayer tentacles. Complete Mage.
Form of Doom (http://www.d20srd.org/srd/psionic/powers/formofDoom.htm): Adds 4 tentacle attacks.
Girallon's Blessing: Grow 2 extra arms. Spell Compendium.
Gutsnake: Grow a snake tentacle. Spell Compendium.
Spare Hand: Extra arm that can only hold things. Magic of Eberron.
Classes
Animal Lord: Varies. Complete Adventurer.
Demonbinder (http://www.wizards.com/default.asp?x=dnd/ex/20070430a&page=3): Marilith form gives you 2 extra arms.
Dragon Disciple (http://www.systemreferencedocuments.org/35/sovelior_sage/dragonDisciple.html): 2 levels get you a primary bite and 2 secondary claw attacks.
Fang of Lolth (http://www.wizards.com/default.asp?x=dnd/ex/20011207): Bite and extra limbs. Also provides Sneak Attack and other goodies. Unfortunately, it's 3.0 material. Song and Silence.
Master of Masks (http://www.wizards.com/default.asp?x=dnd/ex/20070105a&page=3): Claws that count as magical for DR. Complete Scoundrel.
Master Transmogrifist: 10 levels allow you to add one form's natural attacks to another’s. All sorts of polymorph abuse is already possible, which should be avoided.
Totemist: Aparrently one of the best ways to add natural attacks, assuming you use Incarnum.
Warshaper: Can grow extra natural attacks. Open to a lot of abuse, so talk to your DM. Complete Warrior.
Wildrunner: 2 levels gets you a secondary bite attack. Races of the Wild.
Races/Templates
Darfellan (http://www.wizards.com/default.asp?x=dnd/ex/20050805a&page=2): Natural bite. +0 LA. Stormwrack.
Draconic Template: Claws. Races of the Dragon. +1 LA.
Entomanothrope (http://www.wizards.com/default.asp?x=dnd/re/20040621a): Varied natural attacks from base vermin. +2 LA.
Feral: 2 claw attacks, Rake, and Rend. +1 LA. Savage Species.
Half-Dragon (http://www.wizards.com/default.asp?x=dnd/sp/20030912a): Primary or secondary claws according to the SRD, and secondary bite. +2 LA if you just want the natural attacks, +3 for full Half-Dragon-hood.
Half-Far Spawn: 2 tentacles. +4 LA. Lords of Madness.
Half-Fiend (http://www.wizards.com/default.asp?x=dnd/sp/20031010a): Primary or secondary claws according to the SRD, and secondary bite. +1 LA for claws, +2 for claws and bite, +4 for full Half-Fiend-hood.
Kobold variant (http://www.wizards.com/default.asp?x=dnd/we/20060420a): 2 primary claws and 1 secondary bite.
Lich (http://www.wizards.com/default.asp?x=dnd/sp/20031212a): Secondary paralyzing touch attack. +1 LA for touch attack, that improves the attack with template progression. +4 LA for full Lich-dom.
Minotaur (http://www.wizards.com/default.asp?x=dnd/ex/20030202): Gore. 1 level of the Minotaur monster class to get the gore attack, which improves as you progress in that class, up to level 7.
Multiheaded: Scales with HD. Notable for being one of the few ways to get multiple bite attacks. +2 LA. Savage Species.
Shifters: Varies. +0 LA. Races of Eberron.
Thri-Kreen. 4 arms and bite. Expanded Psionics Handbook. +2 LA plus 2 monstrous humanoid hit dice.
Voidmind: 1 tentacle from head. +3 LA. Monster Manual 3.
Werebear (http://www.wizards.com/default.asp?x=dnd/sp/20031114a): Looking at the MM and SRD, it seems as if the Werebear, like a Half-Dragon or Half-Fiend, has primary or secondary claw attacks and a secondary bite, even though other Were creatures can only use their claws as primary attacks. Wierd. All were-creatures are +2/+3 (infected/natural) LA plus animal hit dice, with the option of wierd template class progression.
Wereboar or Dire Wearboar (http://www.wizards.com/default.asp?x=dnd/sp/20031010a): Primary claw and secondary gore attack.
Wererat (http://www.wizards.com/default.asp?x=dnd/sp/20030912a): Secondary bite with disease.
Weretiger (http://www.wizards.com/default.asp?x=dnd/sp/20031212a): 2 primary claws and secondary bite.
Werewolf (http://www.wizards.com/default.asp?x=dnd/sp/20040117a): 2 primary claws and secondary bite.
Xill (http://www.d20srd.org/srd/monsters/xill.htm): 4 claws, multiple arms, and Improved Grab. Sadly, they have 5 Outsider HD and +4 LA.
Please post any other natural attacks you can think of, and cite their source and links when possible.
Also feel free to post your natural attack oriented builds and combo's, or to just complain and argue about how poorly the rules for this are written.
Thanks.
Basically, if you have a secondary natural attack, you can use it as part of a full attack at -5, IN ADDITION TO your primary attack routine. You can reduce it to -2 if you can qualify for and take the Multiattack feat, or -0 if you can then take the Improved Multiattack feat (Draconomicon, Savage Species).
However, its important to note that the controlling factor over whether or not you can use a natural attack as a secondary attack in addition to your normal attack routine is the wording of its source, and not any consistant or logical rule. A Lizardfolk has 2 claws and a bite. A Werebear has 2 claws and a bite. But a Lizardfolk using a sword only gets a secondary bite attack when it uses a weapon, whereas the Werebear gets the bite, a claw, and the weapon. I know that it makes no sense. That's just the way its written.
While the damage from natural attacks are typically quite low, they can be combined with Power Attack, Leap Attack+Pounce, and Touch of Golden Ice (Book of Exhalted Deeds, evil creatures must Save or be ravaged by 1d4 Dex damage).
Natural attacks also qualify for Sneak Attack (when all other normal conditions are met) and Weapon Finesse, making it an attractive option for Rogue builds who are willing to risk their necks on the front line of combat (which I wouldn't suggest).
So, the goal of this thread is to compile as many usable and useful secondary natural attacks as possible, from any source. Templates, races, magic, feats, grafts, psionics, whatever.
So, here's my current list:
Feats
Deepspawn: 2 tentacle attacks from your waist. Requires Aberration Blood, one other aberrant feat. Lords of Madness.
Deformity (teeth): Bite attack. Deformities have a feat pre-req of Willing Deformity and Evil alignment. Heroes of Horror.
Deformity (clawed hands): Ambiguously worded claws. Book of Vile Darkness.
Draconic Tail: Kobold only, 1st level only, gives you a tail attack. Races of the Dragon.
Illithid Grapple: Each feat buys you one tentacle attack which can be used as a primary or secondary attack. You can take this up to four times, which also gains you a mind eating ability. Requires Illithid Heritage and one other illithid feat. Complete Psionic.
Rapidstrike and Improved Rapidstrike: Allows extra natural attacks. Very poorly worded and limited to certain creature types, so check with your DM. Draconomicon.
Powers/Spells/Items
Arms of Plenty: 2 extra clawed hands. Lords of Madness.
Bite of the Wolf (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersAtoC.html#bite-of-the-wolf): Manifest a primary or secondary bite attack. Psionic Power.
Bite of the Were-whatever: Variety of spells (werewolf, wererat, werebear) that grant a bite and/or claw attacks, and nifty stat bonuses. Spell Compendium.
Charge of the Triceratops: Grow a primary or secondary gore attack. Spell Compendium.
Claws of the Beast (http://www.d20srd.org/srd/psionic/powers/clawsofthebeast.htm): Claws with damage that scale with size and manifester level. Google the "King of Smack" and you'll see how easily it can be abused. The one down side is that Claws of the Beast explicitly cannot be combined with other attacks.
Evard's Menacing Tentacle's: 2 tentacles grow from shoulders. PHB II.
Extend Tentacles: +5 ft. reach to all tentacles. Spell Compendium.
Fearsome Grapple: Grow 4 tentacles that can only be used for grappling. Spell Compendium.
Flaying Tendrils: Grow 4 mind flayer tentacles. Complete Mage.
Form of Doom (http://www.d20srd.org/srd/psionic/powers/formofDoom.htm): Adds 4 tentacle attacks.
Girallon's Blessing: Grow 2 extra arms. Spell Compendium.
Gutsnake: Grow a snake tentacle. Spell Compendium.
Spare Hand: Extra arm that can only hold things. Magic of Eberron.
Classes
Animal Lord: Varies. Complete Adventurer.
Demonbinder (http://www.wizards.com/default.asp?x=dnd/ex/20070430a&page=3): Marilith form gives you 2 extra arms.
Dragon Disciple (http://www.systemreferencedocuments.org/35/sovelior_sage/dragonDisciple.html): 2 levels get you a primary bite and 2 secondary claw attacks.
Fang of Lolth (http://www.wizards.com/default.asp?x=dnd/ex/20011207): Bite and extra limbs. Also provides Sneak Attack and other goodies. Unfortunately, it's 3.0 material. Song and Silence.
Master of Masks (http://www.wizards.com/default.asp?x=dnd/ex/20070105a&page=3): Claws that count as magical for DR. Complete Scoundrel.
Master Transmogrifist: 10 levels allow you to add one form's natural attacks to another’s. All sorts of polymorph abuse is already possible, which should be avoided.
Totemist: Aparrently one of the best ways to add natural attacks, assuming you use Incarnum.
Warshaper: Can grow extra natural attacks. Open to a lot of abuse, so talk to your DM. Complete Warrior.
Wildrunner: 2 levels gets you a secondary bite attack. Races of the Wild.
Races/Templates
Darfellan (http://www.wizards.com/default.asp?x=dnd/ex/20050805a&page=2): Natural bite. +0 LA. Stormwrack.
Draconic Template: Claws. Races of the Dragon. +1 LA.
Entomanothrope (http://www.wizards.com/default.asp?x=dnd/re/20040621a): Varied natural attacks from base vermin. +2 LA.
Feral: 2 claw attacks, Rake, and Rend. +1 LA. Savage Species.
Half-Dragon (http://www.wizards.com/default.asp?x=dnd/sp/20030912a): Primary or secondary claws according to the SRD, and secondary bite. +2 LA if you just want the natural attacks, +3 for full Half-Dragon-hood.
Half-Far Spawn: 2 tentacles. +4 LA. Lords of Madness.
Half-Fiend (http://www.wizards.com/default.asp?x=dnd/sp/20031010a): Primary or secondary claws according to the SRD, and secondary bite. +1 LA for claws, +2 for claws and bite, +4 for full Half-Fiend-hood.
Kobold variant (http://www.wizards.com/default.asp?x=dnd/we/20060420a): 2 primary claws and 1 secondary bite.
Lich (http://www.wizards.com/default.asp?x=dnd/sp/20031212a): Secondary paralyzing touch attack. +1 LA for touch attack, that improves the attack with template progression. +4 LA for full Lich-dom.
Minotaur (http://www.wizards.com/default.asp?x=dnd/ex/20030202): Gore. 1 level of the Minotaur monster class to get the gore attack, which improves as you progress in that class, up to level 7.
Multiheaded: Scales with HD. Notable for being one of the few ways to get multiple bite attacks. +2 LA. Savage Species.
Shifters: Varies. +0 LA. Races of Eberron.
Thri-Kreen. 4 arms and bite. Expanded Psionics Handbook. +2 LA plus 2 monstrous humanoid hit dice.
Voidmind: 1 tentacle from head. +3 LA. Monster Manual 3.
Werebear (http://www.wizards.com/default.asp?x=dnd/sp/20031114a): Looking at the MM and SRD, it seems as if the Werebear, like a Half-Dragon or Half-Fiend, has primary or secondary claw attacks and a secondary bite, even though other Were creatures can only use their claws as primary attacks. Wierd. All were-creatures are +2/+3 (infected/natural) LA plus animal hit dice, with the option of wierd template class progression.
Wereboar or Dire Wearboar (http://www.wizards.com/default.asp?x=dnd/sp/20031010a): Primary claw and secondary gore attack.
Wererat (http://www.wizards.com/default.asp?x=dnd/sp/20030912a): Secondary bite with disease.
Weretiger (http://www.wizards.com/default.asp?x=dnd/sp/20031212a): 2 primary claws and secondary bite.
Werewolf (http://www.wizards.com/default.asp?x=dnd/sp/20040117a): 2 primary claws and secondary bite.
Xill (http://www.d20srd.org/srd/monsters/xill.htm): 4 claws, multiple arms, and Improved Grab. Sadly, they have 5 Outsider HD and +4 LA.
Please post any other natural attacks you can think of, and cite their source and links when possible.
Also feel free to post your natural attack oriented builds and combo's, or to just complain and argue about how poorly the rules for this are written.
Thanks.