Natural Weapons

Natural weapons require the associated Natural Weapon Trait to unlock each one. There may be other strange ways to unlock them as your adventuring career progresses. The exception to this requirement is Unarmed — all characters and NPCs have access to this from the start.

If you have a natural weapon unlocked, you have it equipped at all times. It doesn’t take up any of your equipment slots, and there are no limits to the number of natural weapons you can have unlocked.

Just like equipped weapons, these require training to add your Strength or Agility to the damage and to benefit from their Weapon Perks. You gain weapon training from various places, most commonly class levels.

 

Weapon Base Damage Critical Damage Damage Type Range Value Requirements Weapon Qualities
Bite 1d10 1d10 Sharp 1 melee
Buck 2d6 1d6 Blunt 1 melee Two-handed
Claw 2d4 1d4 Sharp 1 melee Light
Gore 2d8 1d8 Sharp 1 melee Two-handed
Tail 1d8 1d8 Sharp 1 melee Light
Unarmed 1d6 1d6 Blunt 1 melee Light

 


Bite
Using your jaw or another clenching appendage, you clamp down on a foe.
Strength 2: Inflicting a wound with a bite attack grapples the target.
Strength 3: While grappling a target, attacks against them with this weapon always deal critical damage.
Strength 4: While grappling a target, you may use a basic attack against the grappled target once per turn without spending Stamina.
Strength 5: While grappling a target, attacks against them with this weapon ignore Armor and can’t be Dodged, Blocked, or Parried.

Buck
You have a set of particularly powerful legs that can be used to savagely kick in combat.
Strength 2: Critical hits with this weapon that wound the target knock them back a number of spaces up to half your Strength value rounded down.
Strength 3: This weapon’s critical damage is increased to 2d6.
Strength 4: Critical hits with this weapon that wound the target knock them prone.
Strength 5: This weapon’s critical damage is increased to 3d6.

Claw
You have sharp claws on one or more of your extremities.
Strength or Agility 2: This weapon’s critical damage is increased to 2d6.
Strength or Agility 3: Critical hits with this weapon gain the Piercing quality.
Strength or Agility 4: This weapon’s critical damage is increased to 2d8.
Strength or Agility 5: Critical hits with this weapon that wound the target inflict a bleed injury.

Gore
Utilizing horns or tusks, you rush forward and impale your opponent.
Strength 2: As part of an attack with this weapon, move up to 2 spaces before attacking.
Strength 3: When this weapon wounds a target, inflict a Slow counter.
Strength 4: When this weapon wounds a target, move the unit one space in any direction.
Strength 5: This weapon gains the Piercing quality.

Tail
You have a tail that can be used to whip or slash your foes.
Strength or Agility 2: This weapon deals either sharp or blunt damage, whichever is more beneficial.
Strength or Agility 3: This weapon’s melee range increases to 2.
Strength or Agility 4: This weapon gains the Double quality.
Strength or Agility 5: When an attack with this weapon fails to inflict a wound, roll the damage again and take the best result.

Unarmed
A good punch, kick, or headbutt will make your foes think twice about facing you.
Strength or Agility 2: Once per round, when you inflict a wound with this weapon, you can initiate a Disarming Attack, Grappling Attack, Shoving Attack, or Trip Attack against that target at no Stamina cost.
Strength or Agility 3: When you successfully trip or shove a target with this weapon, you can make a basic attack at no Stamina cost.
Strength or Agility 4: When you successfully grapple or disarm a target with this weapon, you can make a basic attack at no Stamina cost.
Strength or Agility 5: Once per round, inflicting a wound with this weapon allows you to make a basic attack at no Stamina cost.

 


Weapon-Specific Talents

The following abilities and talents can be acquired for one ability point if you meet the requirements.