Claws hex question


Rules Questions

Shadow Lodge

Shouldn't the claws hex have a larger damage die then a d3? As it stands all it's really giving you is basically giving you improved unarmed strike but nothing else comparatively since it doesn't qualify you for other feats in that tree. So with that in mind is it supposed to just be a d4 like claws are for just about every other class respectively?


It is giving you two attacks (although secondary not primary natural attacks), not improved unarmed strike.

Dark Archive

It's giving you two full attacks at full BAB. No need to worry about that iterative attack penalty and lets you channel all your touch spells through it as well.

Shadow Lodge

Mathwei ap Niall wrote:

It's giving you two full attacks at full BAB. No need to worry about that iterative attack penalty and lets you channel all your touch spells through it as well.

How so? For a normal witch the touch attack is just a touch, you don't get to make the actual claw attack and deliver your touch spell with the same attack.


doc the grey wrote:
Mathwei ap Niall wrote:

It's giving you two full attacks at full BAB. No need to worry about that iterative attack penalty and lets you channel all your touch spells through it as well.

How so? For a normal witch the touch attack is just a touch, you don't get to make the actual claw attack and deliver your touch spell with the same attack.

Read up on touch spells and how they can be delivered.


Skylancer4 wrote:
doc the grey wrote:
Mathwei ap Niall wrote:

It's giving you two full attacks at full BAB. No need to worry about that iterative attack penalty and lets you channel all your touch spells through it as well.

How so? For a normal witch the touch attack is just a touch, you don't get to make the actual claw attack and deliver your touch spell with the same attack.
Read up on touch spells and how they can be delivered.
http://www.d20pfsrd.com/magic wrote:


Touch

You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

See nothing about making claw attacks


Try looking where the rules explain holding the charge and how a spell is discharged post initial cast.

Dark Archive

Holding the charge wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.


Mathwei ap Niall wrote:
Holding the charge wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Where's that from? I'm not finding it in Paizo's reference document, or d20pfsrd, unless I'm looking in the wrong places


Did you do a search for 'holding the charge'? It is there under the d20pfsrd when I do it. I would imagine it is in the PRD as well, it is in the physical book/pdf for sure.


Ah, there it is. Hidden in combat, but for some reason not in the magic rules...

Shadow Lodge

Still doesn't explain the d3 which sits incredibly low compared to claw attacks one would normally get from other sources like an alchemist's mutagen, druid's wildshape, or even other playable races natural attacks like the half-orc option for teeth at 1d4.


doc the grey wrote:
Still doesn't explain the d3 which sits incredibly low compared to claw attacks one would normally get from other sources like an alchemist's mutagen, druid's wildshape, or even other playable races natural attacks like the half-orc option for teeth at 1d4.

How so? Normally class abilities grant them for a limited time. This is effectively 'always on.' Not having to manage a 'resource' would warrant a less powerful weapon (IE damage die) as there is no risk or choice involved. It is balanced against the options available. Would you rather have two attacks at the same BAB both doing 1d3+ or one single attack at 1d4+ ?? If the investment were the same, almost everyone would take the first option. And it is, so thus the damage die.

Dark Archive

doc the grey wrote:
Still doesn't explain the d3 which sits incredibly low compared to claw attacks one would normally get from other sources like an alchemist's mutagen, druid's wildshape, or even other playable races natural attacks like the half-orc option for teeth at 1d4.

Witches aren't a martial class, and since this is directly taken from the Changeling racial ability it seems to be just a continuation of that theme.

All of the natural attack options the witch gets are set at a D3 for damage die.

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