NATURAL WEAPON | Ex
Gene Pool -1 | Disguise DC Modifier +4
You are equipped with a natural weapon, such as horns, fangs, or sharp claws (select during character creation). These natural weapons will inflict 1d6 damage lethal damage, and do not provoke attacks of opportunity. A natural weapon may be equipped with a toxic weapon, such as poison.
- Claws: Your hands mutate into sharp claws. You gain claw attacks that deal slashing damage. Having claws does not adversely affect your manual dexterity.
- Fangs: Your teeth mutate into vicious fangs. You gain a vicious bite attack that deals piercing damage. This mutation can be used in conjunction with the Acidic Saliva or Poisonous mutation.
- Great horns: You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose. You gain a gore natural attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn).
- Slam: You gain a slam attack for each arm or forelimb. If you already have a slam attack, your slam damage improves by one size category.
Evolution I: The damage from your natural attack increases to 3d6.
Evolution II: The damage from your natural attack increases to 6d6.

Comments