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Monster attacks and advancement
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<blockquote data-quote="Stormrunner" data-source="post: 1235427" data-attributes="member: 13471"><p>Yep, official rule is natural attacks never, ever increase. However, this sucks for critters like, say, an awakened wolf, who would be stuck at 1 attack/round forever, even at 20th level. OTOH, you don't want munchkinizers taking an awakened dire lion character and getting 7+ attacks/round during a charge.</p><p></p><p>The house rule we've been using, which seems to work fairly well, is that if your BAB would give you more weapon attacks than natural attacks, your number of overall natural attacks increases accordingly. So, take an awakened bear with claw/claw/bite. If her BAB increases to +16 (which would give a sword-swinger 4 attacks/round), she can make one extra attack (claw or bite, her choice) at a cumulative -5 per additional attack (so claw+16/claw+16/bite+11/claw+11 or claw+16/claw+16/bite+11/bite+6). An awakened wolf at BAB+16 would get 4 bite attacks (at +16/+11/+6/+1, just like the sword-swinger). This still gives a slight advantage to critters with multiple "primary" attacks, such as the bear in the above example, but not so much as to be unbalancing, especially if the DM is strict about the inherent limitations of an animal character (no hands, no civil rights, etc.).</p><p></p><p>For critters like centaurs and wemics, which can attack with both weapons and natural attacks in the same round, they have two choices, both of which are treated as Two-Weapon Fighting. They can either make their full weapon attack sequence plus ONE natural attack (as the "off-hand" weapon), or their full natural attack sequence plus ONE weapon attack (as the "off-hand" weapon). The normal two-weapon penalties apply to all attacks, including the natural attack (which is always considered a "light" weapon). Improved Two-Weapon Fighting, etc., increase the number of off-hand attacks normally. Again, this keeps the number of "extra" attacks the same as what would normally be granted by the Two-Weapon feat chain.</p></blockquote><p></p>
[QUOTE="Stormrunner, post: 1235427, member: 13471"] Yep, official rule is natural attacks never, ever increase. However, this sucks for critters like, say, an awakened wolf, who would be stuck at 1 attack/round forever, even at 20th level. OTOH, you don't want munchkinizers taking an awakened dire lion character and getting 7+ attacks/round during a charge. The house rule we've been using, which seems to work fairly well, is that if your BAB would give you more weapon attacks than natural attacks, your number of overall natural attacks increases accordingly. So, take an awakened bear with claw/claw/bite. If her BAB increases to +16 (which would give a sword-swinger 4 attacks/round), she can make one extra attack (claw or bite, her choice) at a cumulative -5 per additional attack (so claw+16/claw+16/bite+11/claw+11 or claw+16/claw+16/bite+11/bite+6). An awakened wolf at BAB+16 would get 4 bite attacks (at +16/+11/+6/+1, just like the sword-swinger). This still gives a slight advantage to critters with multiple "primary" attacks, such as the bear in the above example, but not so much as to be unbalancing, especially if the DM is strict about the inherent limitations of an animal character (no hands, no civil rights, etc.). For critters like centaurs and wemics, which can attack with both weapons and natural attacks in the same round, they have two choices, both of which are treated as Two-Weapon Fighting. They can either make their full weapon attack sequence plus ONE natural attack (as the "off-hand" weapon), or their full natural attack sequence plus ONE weapon attack (as the "off-hand" weapon). The normal two-weapon penalties apply to all attacks, including the natural attack (which is always considered a "light" weapon). Improved Two-Weapon Fighting, etc., increase the number of off-hand attacks normally. Again, this keeps the number of "extra" attacks the same as what would normally be granted by the Two-Weapon feat chain. [/QUOTE]
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