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Modern slams iterative?
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<blockquote data-quote="Voadam" data-source="post: 1989130" data-attributes="member: 2209"><p>I was looking to use a chemical toxyderm from the arcana creatures section of the d20 modern srd in my D&D game. I noticed it gets iterative attacks with its slam attack while in D&D slams are considered natural weapons and big critters only get two but at full attack bonuses.</p><p></p><p>Are slams not natural weapons in d20 modern and so can use iterative attacks? Other modern big critterss like the acid rainer and giant anaconda from the menace manual have normal 1/round natual weapon attacks.</p><p></p><p>For reference </p><p></p><p></p><p>Toxyderm</p><p>Species Traits</p><p>Regardless of the type of waste that spawned them, toxyderms share the following traits.</p><p>Elemental: As elementals, toxyderms are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage. They cannot be raised from the dead.</p><p>Breath Weapon (Ex): A toxyderm has a cone-shaped breath weapon that it can use as an attack action once every 1d4 rounds. The exact length and type of the breath weapon varies depending on the toxyderm.</p><p>Engulf (Ex): A toxyderm can engulf creatures at least one size smaller than itself as an attack action. It cannot make a slam attack during a round in which it engulfs. The toxyderm merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the engulfing toxyderm, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed at a Reflex save (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Dexterity modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the toxyderm moves forward. Engulfed creatures are automatically considered grappled and take damage from the toxyderm’s slam attack every subsequent round (no attack roll required).</p><p>Darkvision (Ex): A toxyderm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the toxyderm can function with no light at all.</p><p></p><p>Chemical Toxyderm</p><p>Acid (Ex): The chemical toxyderm is made of an acid that dissolves organic material. With each successful slam, the toxyderm deals 2d6 points of acid damage in addition to normal slam damage. A creature continues to take acid damage each round until the acid is rinsed off with water.</p><p>Breath Weapon (Ex): The chemical toxyderm breathes a 50-foot cone of acid that deals 15d6 points of damage, or half damage if a Reflex save succeeds (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Constitution modifier). Unlike the garbage toxyderm, the chemical toxyderm takes no damage from its own breath weapon.</p><p></p><p>Chemical Toxyderm: CR 15; Huge elemental; HD 24d8+120; hp 228; Mas —; Init +0; Spd 20 ft.; Defense 20, touch 8, flat-footed 20 (–2 size, +12 natural); BAB +18; Grap +37; Atk +27 melee (2d6+16 plus 2d6 acid, slam) or +16 ranged; Full Atk +27/+22/+17/+12 melee (2d6+16 plus 2d6 acid, slam) or +16/+11/+6/+1 ranged; FS 15 ft. by 15 ft.; Reach 10 ft.; SQ elemental, engulf (DC 22), acid, breath weapon (DC 27), darkvision 60 ft.; AL none; SV Fort +21, Ref +10, Will +8; AP 0; Rep +0; Str 32, Dex 11, Con 20, Int 6, Wis 11, Cha 11.</p><p>Skills: Hide –8, Listen +27, Spot +27, Swim +15.</p><p>Feats: Cleave, Great Cleave, Great Fortitude, Lightning Reflexes, Power Attack.</p><p>Possessions: None.</p><p>Advancement: 25–60 HD (Huge); 61–72 HD (Gargantuan).</p></blockquote><p></p>
[QUOTE="Voadam, post: 1989130, member: 2209"] I was looking to use a chemical toxyderm from the arcana creatures section of the d20 modern srd in my D&D game. I noticed it gets iterative attacks with its slam attack while in D&D slams are considered natural weapons and big critters only get two but at full attack bonuses. Are slams not natural weapons in d20 modern and so can use iterative attacks? Other modern big critterss like the acid rainer and giant anaconda from the menace manual have normal 1/round natual weapon attacks. For reference Toxyderm Species Traits Regardless of the type of waste that spawned them, toxyderms share the following traits. Elemental: As elementals, toxyderms are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage. They cannot be raised from the dead. Breath Weapon (Ex): A toxyderm has a cone-shaped breath weapon that it can use as an attack action once every 1d4 rounds. The exact length and type of the breath weapon varies depending on the toxyderm. Engulf (Ex): A toxyderm can engulf creatures at least one size smaller than itself as an attack action. It cannot make a slam attack during a round in which it engulfs. The toxyderm merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the engulfing toxyderm, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed at a Reflex save (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Dexterity modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the toxyderm moves forward. Engulfed creatures are automatically considered grappled and take damage from the toxyderm’s slam attack every subsequent round (no attack roll required). Darkvision (Ex): A toxyderm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the toxyderm can function with no light at all. Chemical Toxyderm Acid (Ex): The chemical toxyderm is made of an acid that dissolves organic material. With each successful slam, the toxyderm deals 2d6 points of acid damage in addition to normal slam damage. A creature continues to take acid damage each round until the acid is rinsed off with water. Breath Weapon (Ex): The chemical toxyderm breathes a 50-foot cone of acid that deals 15d6 points of damage, or half damage if a Reflex save succeeds (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Constitution modifier). Unlike the garbage toxyderm, the chemical toxyderm takes no damage from its own breath weapon. Chemical Toxyderm: CR 15; Huge elemental; HD 24d8+120; hp 228; Mas —; Init +0; Spd 20 ft.; Defense 20, touch 8, flat-footed 20 (–2 size, +12 natural); BAB +18; Grap +37; Atk +27 melee (2d6+16 plus 2d6 acid, slam) or +16 ranged; Full Atk +27/+22/+17/+12 melee (2d6+16 plus 2d6 acid, slam) or +16/+11/+6/+1 ranged; FS 15 ft. by 15 ft.; Reach 10 ft.; SQ elemental, engulf (DC 22), acid, breath weapon (DC 27), darkvision 60 ft.; AL none; SV Fort +21, Ref +10, Will +8; AP 0; Rep +0; Str 32, Dex 11, Con 20, Int 6, Wis 11, Cha 11. Skills: Hide –8, Listen +27, Spot +27, Swim +15. Feats: Cleave, Great Cleave, Great Fortitude, Lightning Reflexes, Power Attack. Possessions: None. Advancement: 25–60 HD (Huge); 61–72 HD (Gargantuan). [/QUOTE]
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