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 a Unarmed Attacks check for the weapon, you are using, and compare the result to the target creature's AC to determine the effect.
Critical Success As success, but you roll double the damage die.Success You deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage.Failure You miss the target. Critical Failure You dramatically miss the target. You suffer a Natural Weapon Critical Fumble.You try to knock something out of a creature’s grasp. Attempt an Uarmed Attack check against the target’s Defense check.
Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.Success You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on 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. Attempt an Unarmed Attacks check against the DC of the effect. This is typically the Unarmed Attacks Check of a creature grabbing you, the Manipulation 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 Stride up to 5 feet.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. Attempt an opposed Unarmed Attack check against the target's Dodge defence. You can Grapple a target you already have grabbed or restrained without having a hand free. You can only grapple a target within 3 size of you.
You push a creature away from you. Attempt an opposed Unarmed Attack check against your target's Endurance defence.
Critical Success You push your target up to 1 range away from you. You can move after it as a reaction, but you must move the same distance and in the same direction.Success You push your target back out of Melee. You can take a reaction to move after it, but you must move the same distance and in the same direction.Critical Failure You lose your balance, fall, and land prone.You try to knock a creature to the ground. Attempt an Unarmed Attack check against the target’s Dodge defence.
Critical Success The target falls and lands prone and takes 1d6 bludgeoning damage.Success The target falls and lands prone.Critical Failure You lose your balance and fall and land prone.