Werewolf monk... how attacks work.


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There is a feat, Beast strike, take it and you add your claw or slam damage to your unarmed strike damage, otherwise the savage spec. says you use either your natural attack damage or unarmed damage for a creature your size.
 

I'd definitely agree with Unarmed damage not being added with Claw damage. (If I slap you, I'm not using my nails, if I punch you, I'm still not using my nails)

As far as the alignment change; I never understood that. Quotes below are from the d20SRD.



From the Lycanthrope entry of Lycanthropes as players.

Alignment

Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.

From the "Lycanthropy as an affliction" section
The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.

From the Alignments section before describing the actual PC alignments
Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

If the character's actions are dictated by the alignment of it's animal form, then it would be neutral, since a wolf/bear/cat/dog/snake/rabbit/boar/whathaveyou hasn't the intelligence to make moral decisions.

The SRD's rules aren't very clear and consistent on that issue. It also doesn't explain how a player might go about playing out this behavioral change, and I personally do not understand how his alignment would permenantly change due to an affliction, especially if the affliction is not a magical compulsion(and if it is, the player would usually be allowed a Will save)
 

The FAQ does mention that you first make your normal allotment of unarmed strikes, then follow up with all your natural attacks as secondary attacks. :)
 

Just to reinterate what Runestar said:

You flurry with unarmed strikes and then as secondary attacks (meaning you must choose bite or claw not both) -5 (minus flurry penalty) hit then, you get to make natural attacks.

See it goes like this:
Assuming 5 BAB and flurry with Str of 10:
+3 Unarmed (1d8)/ +3 Unarmed (1d8)/-2 Bite

You use unarmed strike damage for unarmed strikes (that shouldn't be a question). Natural attack damage for natural weapons
(never shall the two the switch)
 

1) His unarmed attacks do 1d8 damage and so far we have been adding the 1d4 into the calculation of damage (so an unarmed attack does 1d8 + 1d4 + str).

2) werewolf gains the claw/claw/bite routine as natural attacks

3) So would my werewolf monk in a full attack be able to flurry with his feet and then claw/claw/bite?

1) Where is the 1d4? Unarmed Size bonus? Anyway, whatever it is, it shouldn't be there. If Monk Unarmed does 1d8, it does 1d8 period no matter what (if any) natural weapons you have.

2) Yes usable in a full attack action.

3) No. You can't Flurry with non Flurryable weapons. Natural Weapons are not Unarmed Weapons (they are Armed Weapons) and as such you can't use them as part of a Flurry.

Basically, you want to not use Flurry, but use a Full Attack actions (and forgo the extra Flurry attack) to do your Unarmed Attacks with something your natural weapons don't have. Like Head Butts if you have no Gore attack. Then use your naturals AFTER the iterative.

In short, if you Unarmed with a fist, you can't later claw attack with that fist/hand/paw. So make sure to make your Unarmed knee attacks or toe attacks and use claw/claw/bite after.

Is there a reference to the normal and natural attack routine behavior?

Monster Manual I
In the 300-320 page section where it talks about mixing natural/manufactured.

Rhek from Exalted Deeds gets a full Flurry of Blows, but keeps his natural gore attack... did i just miss an entry and he is special or what

There isn't any point in looking at NPC stats for guides to how the rules work. The NPC are written by a different set of people than the rules in any given book like BoED/CompDiv/etc. They are pretty much guaranteed to be wrong. So I don't doubt they gave him the Gore when they shouldn't have. Did you verify he was given the bonus attack from Flurry? Did they just write Flurry when they meant "Full Attack"?

You flurry with unarmed strikes and then as secondary attacks

You mean Full Attack, not Flurry right?
 
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Just to reinterate what Runestar said:

You flurry with unarmed strikes and then as secondary attacks (meaning you must choose bite or claw not both) -5 (minus flurry penalty) hit then, you get to make natural attacks.

No...that is most obviously not what I said. :p

The werewolf monk would make his 2 unarmed strikes (assuming flurry), then follow up with his 2 claw and 1 bite as secondary attacks (-5 to-hit, 1/2 str mod damage).

Because unarmed strikes can be made with any part of your body, they should never ever interfere with your natural attacks because you can simply use whatever part of your body which your natural attacks are not located on. If you wish to follow up with claws and bite, simply announce that you performing your unarmed strikes with your legs or buttocks or something. ;)

Better take multiattack and maybe improved multiattack ASAP. :)
 

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