Advice for a wolfy build?


Advice


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I'm making a Rougarou Were Direwolf using the Monstrous Lycanthrope template, and will take Aspect of the Beast right out of the gate for claws.

What are your recommendations for a bite-claw-claw natural weapon build with some good tripping on the side?


probably barbarian or bloodrager(primalist)for beast totem/pounce dip 2 levels into unchained monk for wis to ac and evasion and you got a fairly decent natural attacker who doesn't wear armor


not sure about tripping, but i kmow a build that lets you do natural attacks without having to the compromise with horns and tentacles and such (which might be otherwise necessary since natural attack builds feed off of number of attacks.)

a champion spirit medium could easily get six attacks with bite/claw/claw. this is because the champion spirit gives you and extra attack. after that, you add haste (it is on your spell list, so no excuse not tp get it). finally, a cornugon smash/hurtful build can give one more attack.

it also can do a swift action psuedo pounce. you lose the hurtful attack and the champiom attack.... but hey-you can still easily do three or four attacks.


Huh. I didn't even think of haste interacting with natural attacks.


yeah, haste tends to be better for two handers ( since they get mor damage in that extra hit), but it gives everyone one free extra hit in full attacks. it is part of the reason why haste is such a popular buff.

and natural attack builds love getting more attacks to stack up damage. so you either find ways to get existing natural weapons to do more, or you look for various odd items that give more natural weapons


I really want to stick with just the bite/claw/claw though, so definitely planning to buff those.

I like the thought of Wis to AC, I can backstory two monk levels into this.


As wolves are pack animals, I like a class that adds some more wolves. Either Nature Fang with some bonus feats or Feral Hunter with teamworking summons.


I've not heard of either of those! I shall have to look them up.


Relzyrx wrote:
I've not heard of either of those! I shall have to look them up.

Nature fang is a druid archetype that gets rid of wildshaping in favor of getting some slayer class stuff for boosting attack/damage. It is fairly decent if you want 9 spell levels and already have a preferred shape (since you are a werewolf, why bother turning into other animals? it just ruins the flavor).

It keeps the animal companion, and gets a grand total of 1d6 of sneak attack just so it can free action activate its studied target ability (...which could leave you with your swift action that can be used for cornugon smash /hurtful combo that gives an extra attack). Since wolves make great flank buddies, you can reliably pull off sneak attacks with this build even if the extra damage is only ever going to be 1d6.

So it isn't a bad path to follow.


When you hit level 10 make sure to prestige into the Mammoth Rider to make your wolf Huge


lemeres wrote:
Relzyrx wrote:
I've not heard of either of those! I shall have to look them up.

Nature fang is a druid archetype that gets rid of wildshaping in favor of getting some slayer class stuff for boosting attack/damage. It is fairly decent if you want 9 spell levels and already have a preferred shape (since you are a werewolf, why bother turning into other animals? it just ruins the flavor).

It keeps the animal companion, and gets a grand total of 1d6 of sneak attack just so it can free action activate its studied target ability (...which could leave you with your swift action that can be used for cornugon smash /hurtful combo that gives an extra attack). Since wolves make great flank buddies, you can reliably pull off sneak attacks with this build even if the extra damage is only ever going to be 1d6.

So it isn't a bad path to follow.

It sounds great, though honestly I'd like to avoid much dealings with a spell list.


Relzyrx wrote:
lemeres wrote:
Relzyrx wrote:
I've not heard of either of those! I shall have to look them up.

Nature fang is a druid archetype that gets rid of wildshaping in favor of getting some slayer class stuff for boosting attack/damage. It is fairly decent if you want 9 spell levels and already have a preferred shape (since you are a werewolf, why bother turning into other animals? it just ruins the flavor).

It keeps the animal companion, and gets a grand total of 1d6 of sneak attack just so it can free action activate its studied target ability (...which could leave you with your swift action that can be used for cornugon smash /hurtful combo that gives an extra attack). Since wolves make great flank buddies, you can reliably pull off sneak attacks with this build even if the extra damage is only ever going to be 1d6.

So it isn't a bad path to follow.

It sounds great, though honestly I'd like to avoid much dealings with a spell list.

2 level monk dip barbarian x or slayer x would probably be your best bet then

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