This skill provides you with the training needed to fight with your own fists, claws, fangs, or whatever other natural weapons you possess.
You attack with a natural weapon you possess, targeting one creature within your reach. Roll an Unarmed Attacks check against the target's Armour Defence.
Critical Success: You roll double the damage dice.Success: You deal standard damage.Failure: You miss.Critical Failure: You suffer a Natural Weapon Critical Fumble.You try to knock an item out of a creature’s grasp. Attempt an Unarmed Attack check against the target's Endurance Defence.
Critical Success: You knock the item out of their grasp; it falls to the ground in their space.Success: You weaken their grasp. Until the start of their next turn, anyone attempting to Disarm them gains a +2 circumstance bonus, and the target takes a -2 circumstance penalty to use the item.Critical Failure: You lose your balance and become Flat-Footed until the start of your next turn.You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Spend 1 action to make an Unarmed Attacks check against the DC of the effect. This is typically the Unarmed Attacks Check of a Grappler, the Larceny DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment.
Critical Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then take a Guarded Step action as a Free Action.Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.Critical Failure: You don’t get free, and you can’t attempt to Escape again until your next turn.You attempt to grab a creature or object with your free hand. Roll an Unarmed Attacks check against their Dodge Defense. You can only grapple a target within 3 Sizes of you. (You can Grapple a target you already have Grabbed or Restrained without needing a free hand).
You push a creature. Attempt an Unarmed Attack check against their Endurance Defence.
Critical Success: You push the target up to 1 Range away (out of Close Range). You can move after them as a Reaction.Success: You push the target back out of Melee. You can move after them as a Reaction.Critical Failure: You lose your balance and fall Prone.You try to knock a creature down. Attempt an Unarmed Attack check against their Dodge Defence.
Critical Success: The target falls Prone and takes 1d6 bludgeoning damage.Success: The target falls Prone.Critical Failure: You lose your balance and fall Prone.