Natural weapons and having a high BAB

Otterscrubber

First Post
So my half dragon ranger has a base attack bonus of +6 which normally allows an extra attack at +1. He also has a natural attack routine of 2 claws and a bite (bite at -5). Does his BAB of +6 give him an extra attack with any of his natural weapons if he chooses to use only them in a full attack action?
 

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Otterscrubber said:
So my half dragon ranger has a base attack bonus of +6 which normally allows an extra attack at +1. He also has a natural attack routine of 2 claws and a bite (bite at -5). Does his BAB of +6 give him an extra attack with any of his natural weapons if he chooses to use only them in a full attack action?

No.

Natural Weapons: Natural weapons are weapons that are physically a part of a creature. A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm). Refer to the individual monster descriptions.

-Hyp.
 

MINOTAUR


Large Monstrous Humanoid

Hit Dice: 6d8+12 (39 hp)

Initiative: +0

Speed: 30 ft. (6 squares)

Armor Class: 14 (–1 size, +5 natural), touch 9, flat-footed — (see text)

Base Attack/Grapple: +6/+14

Attack: Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4)

Full Attack: Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)

Space/Reach: 10 ft./10 ft.

Special Attacks: Powerful charge 4d6+6

Special Qualities: Darkvision 60 ft., natural cunning, scent

Saves: Fort +6, Ref +5, Will +5

Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8

Skills: Intimidate +2, Listen +7, Search +2, Spot +7

Feats: Great Fortitude, Power Attack, Track

Environment: Underground

Organization: Solitary, pair, or gang (3–4)

Challenge Rating: 4

Treasure: Standard

Alignment: Usually chaotic Evil
Advancement: By character class

Level Adjustment: +2

A minotaur stands more than 7 feet tall and weighs about 700 pounds.

Minotaurs speak Giant.

COMBAT
Minotaurs prefer melee combat, where their great strength serves them well.

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

MINOTAURS AS CHARACTERS
Minotaur characters possess the following racial traits.

— +8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.

—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

—Space/Reach: 10 feet/10 feet.

—A minotaur’s base land speed is 30 feet.

—Darkvision out to 60 feet.

—Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.

—Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

—Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.

—Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.

— +5 natural armor bonus.

—Natural Weapons: Gore (1d8).

—Special Attacks (see above): Powerful charge.

—Special Qualities (see above): Natural cunning, scent.

—Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.

—Favored Class: Barbarian.

—Level adjustment +2.
 

frankthedm said:

Yes.

Notice that "Full Attack: Gore +9/+4 melee" is not an option.

You can never gain multiple attacks with a single natural weapon for having a high BAB.

That's not the same question as "Can I use a natural weapon as a secondary attack if I'm making a full attack with a manufactured weapon?"

-Hyp.
 

Isn't there a feat somewhere (Draconomicon?) that allows you extra attacks with natural weapons? Not exactly full iterative attacks, i don't think, but maybe of interest anyway.


glass.
 
Last edited:

Hypersmurf said:
You can never gain multiple attacks with a single natural weapon for having a high BAB.

So, that means that, unless you are a monk or have the improved unarmed attack Feat, you can't make multiple attacks with your bare hands ?

Right ?
 

Francois_c3po said:
So, that means that, unless you are a monk or have the improved unarmed attack Feat, you can't make multiple attacks with your bare hands ?

Right ?

I don'tthink so. Unarmed attacks are not natural weapons.


glass.
 

glass said:
I don'tthink so. Unarmed attacks are not natural weapons.

Right. For one thing, natural weapons don't need a feat to threaten an area; unarmed strikes do not threaten, without a feat.

-Hyp.
 

glass said:
Isn't there a feat somewhere (Draconomicon?) that allows you extra attacks with natural weapons? Not exactly full iterative attacks, i don't think, but maybe of interest anyway.


glass.
Yeah...
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.


Mike​

 

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