Ancestry
You’ve fully awakened the natural weaponry of your lineage.
You gain the unarmed attack listed in your ancestry’s unarmed attacks entry (for example, “tail,” “claws,” “horn,” “psychic shock,” etc.).
At your GM’s discretion, instead of the default option you can pick one of the alternate attacks listed in the Less Standard Unarmed Attacks sidebar for your ancestry (such as more exotic limbs, ranged unarmed strikes, or unusual damage types).
At 5th level, whenever you score a critical hit with any of these ancestry‑granted unarmed attacks, you also apply that attack’s critical specialization effect (as defined by its weapon group—brawling, flail, etc.).
Special
If your ancestry lists multiple unarmed attacks, you can take this feat up to the number of attacks listed. Each time you select it, choose a different unarmed attack from your ancestry’s entry.
Rules note: These are unarmed attacks, not weapons, but they use the unarmed rules and can belong to weapon groups and have traits (agile, finesse, grapple, etc.), just like other special unarmed options in SF2e.aonprd+1
Unarmed Attack | Traits | |
Beak | 1d6 P | |
Claw | 1d4 S | |
Fangs | 1d6 P | |
Horn | 1d6 P | |
Jaws | 1d6 P | |
Stinger | 1d4 Po | |
Spit | 1d4 Po | Range increment (20 feet), unarmed |
Tail | 1d6 B | |
Talon | 1d4 P | |
Tentacle | 1d4 B | |
Tongue | 1d6 B | |
Wing | 1d4 B |