Most natural attacks on a non-eidolon PC?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What is the highest number of natural attacks we can get on a non-eidolon player character?

Off of the top of my head, an aasimar alchemist.

Angelic Blood > Anglic Wings > Metallic Wings grants her two wing attacks for three feats.
The Feral Mutagen discovery gives her a bite attack and two claw attacks.
The Tentacle discovery gives her a tentacle attack.
Though two Vestigal Arms aren't likely to grant additional claw attacks, they allow her to wield weapons in addition to her natural attacks.

Since she is an aasimar, she can pick up the alternate race trait, Scion of Humanity, thus allowing her to pick up the Racial Heritage feat, which may allow her to unlock any number of natural attacks from other humanoid races (such as getting a tail attack via Tail Terror from the kobold race).

Her higher than average Charisma may also allow her to pick up more attacks from the Eldritch Heritage line of feats.

Improve upon this, or come up with your own ideas, but please try and keep to something that can effectively contribute to combat. My above idea can go into Master Chymist and potentially be quite fearsome. Another character with 20 tentacle attacks that always miss, on the other hand, is useless.

How far can we take this I wonder?

Dark Archive

You missed two levels of barbarian for a gore attack while raging.


If you get bite attacks from different sources - but without getting an additional mouth... do they stack? Or do you just get faster jaws?

Dark Archive

You just take the better bite. I don't think there's a way of growing an extra head for your second one either.


The giant squid has 15 attacks and is a huge animal, a beastmorph alchemist or a druid could easily transform into one.

If only it wasn't useless outside of water.

prototype00

Sovereign Court

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prototype00 wrote:

The giant squid has 15 attacks and is a huge animal, a beastmorph alchemist or a druid could easily transform into one.

If only it wasn't useless outside of water.

prototype00

Actually, that's not the case. Polymorph abilities can give you more varied breathing abilities, but they don't take your previous ones away; breathing is not an extraordinary or supernatural ability associated with your original form. Now, combine this with the 3rd level Druid/Cleric spell "Sky Swim, and you're in business.

EDIT: An item that provides continuous Sky Swim would cost 30k gp. Alternatively, you may be able to talk a GM into adding it to the permanency list.
EDIT EDIT: ...I think I just got inducted into the Abolethic Sovereignty.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

So far, we're looking at an aasimar alchemist 8/barbarian 2/master chymist 10.

ALTERNATE RACIAL TRAITS
Scion of Humanity

FEATS
Angelic Blood
Angelic Wings
Eldritch Heriatage (to unlock other possible options)
Metallic Wings
Racial Heritage (to unlock other possible options)

DISCOVERIES
Feral Mutagen
Tentacle
Vestigal Arms x2 (to wield manufactured weapons with claws, optional)

RAGE POWERS
Lesser Fiend Totem

I can just imagine the default (Jekyll) appearing as a beautiful celestial being, with the alternate (Hyde) looking like a horrifying fiendish being.

NATURAL ATTACKS SO FAR
Bite
Claws x2
Gore
Tentacle
Wings x2

Can we get a tail attack from anywhere?


You appear to have made some rather common mistakes.

Besides the wings, you would have two limbs and a bite. If your hands are now claws, you can’t use them for weapons. If you add Vestigial arms, these do not add add’l attack at all, under any circumstances (but you could hold weapon in them in case you needed to switch from claws to maces ). Same with tentacles- no addl attack at all, but you now can choose a tentacle as a attack.

Other than adding a bite, none of these alchemist mutagen/ discovery gives extra attacks, just extra attack options.


Ravingdork wrote:

So far, we're looking at an aasimar alchemist 8/barbarian 2/master chymist 10.

ALTERNATE RACIAL TRAITS
Scion of Humanity

FEATS
Angelic Blood
Angelic Wings
Eldritch Heriatage (to unlock other possible options)
Metallic Wings
Racial Heritage (to unlock other possible options)

DISCOVERIES
Feral Mutagen
Tentacle
Vestigal Arms x2 (to wield manufactured weapons with claws, optional)

RAGE POWERS
Lesser Fiend Totem

I can just imagine the default (Jekyll) appearing as a beautiful celestial being, with the alternate (Hyde) looking like a horrifying fiendish being.

NATURAL ATTACKS SO FAR
Bite
Claws x2
Gore
Tentacle
Wings x2

Can we get a tail attack from anywhere?

It looks like tail terror is your only choice for a tail attack.


Also, I think multiattack is a pretty essential feat choice.


Were-Octopus. In its Hybrid (Cthulu) form, it will have Bite, Tentacle x 8.

Combine this with the Barbarian-2 for Gore, Aasimar race and 3 feats for secondary Wing/Wing, Aspect of the Wild for Claw/Claw, and White-Haired Witch for Hair.

I count 15 natural attacks, although you could lose the Gore and Aspect of Wild to go Beast totem instead, aiming for the Pounce with 14 natural attacks, 12 of which are primary. Only one class dip necessary, the rest can stay pure Barbarian.

I think the squid counts its tentacles as one attack, while the octopus counts them separately, per the stat blocks, and the giant octopus is only large so is suitable for medium base creature lycanthropy. The alchemist tentacle says it can't give extra actions or attacks, so don't know if that counts as a natural weapon or a special rule.


Ravingdork wrote:

So far, we're looking at an aasimar alchemist 8/barbarian 2/master chymist 10.

ALTERNATE RACIAL TRAITS
Scion of Humanity

FEATS
Angelic Blood
Angelic Wings
Eldritch Heriatage (to unlock other possible options)
Metallic Wings
Racial Heritage (to unlock other possible options)

DISCOVERIES
Feral Mutagen
Tentacle
Vestigal Arms x2 (to wield manufactured weapons with claws, optional)

RAGE POWERS
Lesser Fiend Totem

I can just imagine the default (Jekyll) appearing as a beautiful celestial being, with the alternate (Hyde) looking like a horrifying fiendish being.

NATURAL ATTACKS SO FAR
Bite
Claws x2
Gore
Tentacle
Wings x2

Can we get a tail attack from anywhere?

Take a level of witch with the nails Hex? That's two extra claws for your 4 hands.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
DrDeth wrote:

You appear to have made some rather common mistakes.

Besides the wings, you would have two limbs and a bite. If your hands are now claws, you can’t use them for weapons. If you add Vestigial arms, these do not add add’l attack at all, under any circumstances (but you could hold weapon in them in case you needed to switch from claws to maces ). Same with tentacles- no addl attack at all, but you now can choose a tentacle as a attack.

Other than adding a bite, none of these alchemist mutagen/ discovery gives extra attacks, just extra attack options.

How are these mistakes?

Clawed hands can still wield weapons (you just give up the respective claw attack). Vestigal limbs specifically references wielding weapons and making attacks.

Ergo, I have two clawed limbs making claw attacks, and two normal limbs making weapon attacks.

The only downside I'm seeing is that all of your natural attacks become secondary next to the manufactured weapon (which makes Multiattack all the more awesome).


1 person marked this as FAQ candidate.

The rules say so:
Vestigial Arm (Ex): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist's attack routine (using two-weapon fighting).

And James sez so:

http://paizo.com/forums/dmtz2u4o&page=425?Ask-James-Jacobs-ALL-your-Que stions-Here

3. Even combined with Multiweapon fighting, a Vivisectionist with Vestigial Arm still does not get extra attacks with those arms?
James Jacobs = 3) Nope.

Vestigial arm and/or tentacles do not grant extra attacks. Not in a box, not with a fox, they do not grant them, Sam-I-Am.


1 person marked this as FAQ candidate.
DrDeth wrote:

You appear to have made some rather common mistakes.

Besides the wings, you would have two limbs and a bite. If your hands are now claws, you can’t use them for weapons. If you add Vestigial arms, these do not add add’l attack at all, under any circumstances (but you could hold weapon in them in case you needed to switch from claws to maces ). Same with tentacles- no addl attack at all, but you now can choose a tentacle as a attack.

Other than adding a bite, none of these alchemist mutagen/ discovery gives extra attacks, just extra attack options.

not to sound rude, but I think you have made the mistakes. Vestigial arms indeed does not grant extra attacks, nor does the tentacle BUT this only applies to manufactured attacks. It does not matter how many limbs you have, you can only make 1 primary and 1 off hand attack, even if you have 3 arms. Multi-weapon fighting fixes this and allows you to take multiple off hand attacks, but vestigial arms has been eratta'd to specifically not work with multi-weapon fighting. Note that this is for manufactured weapons only. I believe that this is what you are talking about.

Now to talk about natural weapons. Natural weapons do not follow the normal attack rules. you can make as many natural attacks as you can use at a time. If you got 2 claws, 2 slams, and a bite, you can make them all. if you were a 2 headed, 6 legged, 2 tailed, beast of chaos, you could make 10 attacks in that case. In the case of vestigial arms, having 2 extra arms does not grant you extra attacks, they just allow you to take claws on the arms. The claws are what allows you to take the extra natural attacks. Same reason having a head does not grant you a bite, and having 3 heads does not grant you 3 bites. Now if you get a bite attack, then you can make a bite attack, and if you had 3 bite attacks and 3 heads, you could take 3 bites.
To recap: The limb does not grant any extra attacks, the natural attack at the end is what grants the extra attacks.

As to gaining multiple bite attacks, you would sadly chose the better one, unless you managed to gain a second head. There is only one way that I can think of, and that is the parasitic twin. Sadly the twin is helpless, so cannot attack, but it does grant you an extra head and therefore you get that extra bite attack, you just cant use it :P
Another note, you could use your claw attacks on your feet instead of your hands, as nothing states that they have to go on your hands... RAI? no probably not. RAW? yes it is.
Source.

Now that is out of the way, I have contemplated and attempted this very thing. Here is my latest and most numerous natural weapon fighter, I give you;

Mordious! The NatAttRat!

The F.E.A.R rat wrote:


This is a ratkin alchemist (visectionist/beastmorph) 1-2, barbarian (wild rager/totem warrior) 3-4, alchemist 5-12, witch 13
Important feats, discoveries, powers ect
1-toothy trait, sharp claw feat, tail weapon, haste extract
2-feral mutagen (on your feet)
3-wild fighting (barbarian), extra discovery (vistigal arm)
4-lesser fiend totem
5-Extra rage power (lesser beast totem, on the 2 new arms)
6-vestigial arm
7-parasitic twin (not sure if this is legal, but it is another head)
8-tentacle discovery, fly 30 (average)
9-
10-
11-
12-fly 60 (good), pounce
13-prehensile hair
at 16 you can also gain demonic obedience (Lamashtu) to gain a secondary slam, real late, but interesting to note.
build:
So at level 1 you get 5 attacks
bite (1d6), slam (1d2), 2 claws(1d4), haste
Level 2 you get 7 attacks
2 claws (1d4)
Level 3 you get 8 attacks
Wild fighting (+1 on a full attack)
Level 4 you get 9 attacks
Gore (1d6)
Level 5 you get 10
Claw (1d4)
Level 6 you get 11
Claw (1d4)
Level 7 you get 12
bite (1d6) (if this is legal)
Level 8 you get 13
slam (1d3)
Level 12 you get pounce
Level 13 you get 14 attacks
hair (1d3)
level 16 you top out at 15 attacks
Teratoma (1d6)
Thats 13 natural attacks and 2 bonus attacks, 2 bite 6 claw 2 slam 1 gore 1 hair 1 teratoma, 1d2 2d3 6d4 4d6
Strong jaw turns that into 1d4 10d6 6d8

Interesting to note, you generally get 1 extra attack per level, tho if I was building this, I would probably space it out to gain better feats earlier.

Do note however, this includes a second bite from parasitic twin, and that does not work, so you would have to drop off one bite attack. This also uses claws on your feet, and I never thought about the aasimar and the wing attacks. You would lose a tail attack, and would have to get claw attacks from somewhere else, but its an interesting thought.

The thought of an angel being a better monster than a mutated rat... that has me going ^-^


I hope nobody minds me necroing this thread, but I was thinking about making a character whose purpose is to maximize their amount of natural attacks. Can anyone help me?

Scarab Sages

and I'm casting raise dead once again to query Gobo Horde.

1. How and why are you using a tail weapon?
2. Where are you getting that slam attack from at first level?


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

All perfectly RAW:

Aasimar summoner 18/ranger 2 to pick up Angelic Blood/Angelic Flesh/Angel Wings/Metallic Wings (two secondary wing attacks), Aspect (Limbs/Arms for a second set of fully functional arms), Greater Aspect (6 Tentacles), and natural weapon combat style for Aspect of the Beast (Claws of the Beast; one pair of claws); you probably want to pick up Multiattack, as well. Add a helm of the mammoth lord for a gore attack, talons of Leng for a second pair of claws on the second set of arms/hands, and a wyvern cloak for a tail attack.

4 claws (primary), 2 wings (secondary), 6 tentacles (secondary), 1 gore (primary), 1 tail (primary). There may be a way to squeeze in another natural attack or two, but 14 (6 primary, 8 secondary) available at all times (without any rule-twisting or more than a 2 level dip in one other class) should be sufficient. As long as the character has a 13+Dex, they also qualify for the Multiweapon Fighting feat.

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