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Max number ot attacks?


Pathfinder RPG General Discussion


I know that a Ragebred Skinwalker can get two hoof and gore attacks. I also know that barbarians can get a bite attack and two claws. With the full two weapon fighting line of feats at level 20, that's 13 attacks. Tack on Dread Wing armor for two wing attacks, two necrograft arms for two slam attacks, a fleshcrafted stinging tail for a tail attack and some boots of speed for haste, that brings the barbarian up to a whopping 19 attacks.

Are there any additional attacks I'm missing?


Go Aassimar, pick up Wetallic Wings.

Instead of using hooves as a secondary attack, Animal Tattoo (eagle) gives you talon x2 + bite as primary attacks.


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You can't use Slam attacks, claw attacks, and manufactured weapon attacks unless you have the arms to do so.

Unless you can get 6 arms, you lose claw attacks and slam attacks.


SorrySleeping wrote:

You can't use Slam attacks, claw attacks, and manufactured weapon attacks unless you have the arms to do so.

Unless you can get 6 arms, you lose claw attacks and slam attacks.

Even with cestuses attacks? I'm betting unarmed would be okay.


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If you used an arm to make a weapon swing, you may not sure it to do anything else. There isn't "enough time" for you to slash 4 times, punch, claw, and slam.

You can switch between using a weapon and cestuses, but you still get a maximun of 4 main hand and 3 off hand attacks (and another from haste).

Each limb can only be used once, no matter how many options that limb has. Using a manufactured weapon is "one use" no matter how many times you get to hit. A claw is one use. A slam is one use.


Volkard Abendroth wrote:

Go Aassimar, pick up Wetallic Wings.

Instead of using hooves as a secondary attack, Animal Tattoo (eagle) gives you talon x2 + bite as primary attacks.

Also, if I went with the Animal Tattoo feat or Aasimar, I'd lose access to the gore attack, so I'd be losing an attack overall. I went with Dread Wings specifically because of its relative cheapness; Heavy Armor Proficiency is only one feat compared to four to get Metallic Wings.


SorrySleeping wrote:

If you used an arm to make a weapon swing, you may not sure it to do anything else. There isn't "enough time" for you to slash 4 times, punch, claw, and slam.

You can switch between using a weapon and cestuses, but you still get a maximun of 4 main hand and 3 off hand attacks (and another from haste).

Each limb can only be used once, no matter how many options that limb has. Using a manufactured weapon is "one use" no matter how many times you get to hit. A claw is one use. A slam is one use.

Then what would be a good way to get additional arms?


I believe Alchemist can or the Summoner (if allowed) archetype that can fuse with its Eidolon (also if allowed).

Number of attacks isnt a huge deal, since most of these natural attacks are going to be at -5 BAB, low damage dice, and 0.5x str.


Reduxist wrote:
Volkard Abendroth wrote:

Go Aassimar, pick up Wetallic Wings.

Instead of using hooves as a secondary attack, Animal Tattoo (eagle) gives you talon x2 + bite as primary attacks.

Also, if I went with the Animal Tattoo feat or Aasimar, I'd lose access to the gore attack, so I'd be losing an attack overall. I went with Dread Wings specifically because of its relative cheapness; Heavy Armor Proficiency is only one feat compared to four to get Metallic Wings.

Gore is obtained via a Helm of the Mammoth Lord.

The Feat chain to reach Metalic Wings is not granting just additional attacks.

  • You get an (EX) fly speed. Something that is very difficult to come by.
  • You get natural AC that stacks with everything.
  • You don't loose your movement bonus
  • Dread Wings can increase cost of armor by up to 75,000 gp and/or block you from taking other important properties, such as Deathles or mind buttressing.
  • The AC from your armor is not cut in half while flying.

Granted, Angelic Blood is a feat tax, but the fly speed alone is worth it.


SorrySleeping wrote:

I believe Alchemist can or the Summoner (if allowed) archetype that can fuse with its Eidolon (also if allowed).

Number of attacks isnt a huge deal, since most of these natural attacks are going to be at -5 BAB, low damage dice, and 0.5x str.

I wasn't planning on going with multiclassing since that introduces a whole bevy of optimization problems, such as MAD and limited abilities.

As for the weak secondary attacks, I consider taking Hammer the Gap and slapping the Furyborn enhancement onto an Amulet of Mighty Fists. The latter applies to natural weapons, right?


Volkard Abendroth wrote:
Reduxist wrote:
Volkard Abendroth wrote:

Go Aassimar, pick up Wetallic Wings.

Instead of using hooves as a secondary attack, Animal Tattoo (eagle) gives you talon x2 + bite as primary attacks.

Also, if I went with the Animal Tattoo feat or Aasimar, I'd lose access to the gore attack, so I'd be losing an attack overall. I went with Dread Wings specifically because of its relative cheapness; Heavy Armor Proficiency is only one feat compared to four to get Metallic Wings.

Gore is obtained via a Helm of the Mammoth Lord.

The Feat chain to reach Metalic Wings is not granting just additional attacks.

  • You get an (EX) fly speed. Something that is very difficult to come by.
  • You get natural AC that stacks with everything.
  • You don't loose your movement bonus
  • Dread Wings can increase cost of armor by up to 75,000 gp and/or block you from taking other important properties, such as Deathles or mind buttressing.
  • The AC from your armor is not cut in half while flying.

Granted, Angelic Blood is a feat tax, but the fly speed alone is worth it.

I dunno, feats are a far more finite resource than GP are. Over time, you could buy a different suit of armor with other abilities.


Reduxist wrote:
Volkard Abendroth wrote:
Reduxist wrote:
Volkard Abendroth wrote:

Go Aassimar, pick up Wetallic Wings.

Instead of using hooves as a secondary attack, Animal Tattoo (eagle) gives you talon x2 + bite as primary attacks.

Also, if I went with the Animal Tattoo feat or Aasimar, I'd lose access to the gore attack, so I'd be losing an attack overall. I went with Dread Wings specifically because of its relative cheapness; Heavy Armor Proficiency is only one feat compared to four to get Metallic Wings.

Gore is obtained via a Helm of the Mammoth Lord.

The Feat chain to reach Metalic Wings is not granting just additional attacks.

  • You get an (EX) fly speed. Something that is very difficult to come by.
  • You get natural AC that stacks with everything.
  • You don't loose your movement bonus
  • Dread Wings can increase cost of armor by up to 75,000 gp and/or block you from taking other important properties, such as Deathles or mind buttressing.
  • The AC from your armor is not cut in half while flying.

Granted, Angelic Blood is a feat tax, but the fly speed alone is worth it.

I dunno, feats are a far more finite resource than GP are. Over time, you could buy a different suit of armor with other abilities.

And AC/armor properties keeping you alive increases you DPR over the long haul.

Dead characters don't inflict much damage.


my eldritch scoundrel.
got level 15 - perfect spell - firey shuriken,
at level 20 with feats (like varisian tatoo and spell perfection) caster level 26+ more then enough to intensify that spell (get +5 extra dice.which need +10 caster level over level 15).
so with the trait to get intensify spell for free. in one round can toss a quickend intensfied firey shuriken and an empowered intensified fiery shurkien using 2 level 2 spells. each give 8+5 = 13 touch attacks. i have more then enough ways to make sure enemy is flat footed (heaving 15+ initative also help) so that is 26 ranged touch attacks in one round. first 13 for 1d8 +7d6 sneak each (got the feat for extra 1d6 sneak). other 13 is 1d8X1.5 and 7d6 sneak each. also got elemental spell if need to use other energy then fire (i go cold since almost nothing is imunne to both ice and fire).

so yea. 26 attacks per round. or 16 if you don't like\think intensify should work with this spell.
and that is just the 2nd level spells...


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zza ni wrote:

my eldritch scoundrel.

got level 15 - perfect spell - firey shuriken,
at level 20 with feats (like varisian tatoo and spell perfection) caster level 26+ more then enough to intensify that spell (get +5 extra dice.which need +10 caster level over level 15).
so with the trait to get intensify spell for free. in one round can toss a quickend intensfied firey shuriken and an empowered intensified fiery shurkien using 2 level 2 spells. each give 8+5 = 13 touch attacks. i have more then enough ways to make sure enemy is flat footed (heaving 15+ initative also help) so that is 26 ranged touch attacks in one round. first 13 for 1d8 +7d6 sneak each (got the feat for extra 1d6 sneak). other 13 is 1d8X1.5 and 7d6 sneak each. also got elemental spell if need to use other energy then fire (i go cold since almost nothing is imunne to both ice and fire).

so yea. 26 attacks per round. or 16 if you don't like\think intensify should work with this spell.
and that is just the 2nd level spells...

FAQ wrote:

Sneak Attack: Can I add sneak attack damage to simultaneous attacks from a spell?

No. For example, scorching ray fires simultaneous rays at one or more targets, and the extra damage is only added once to one ray, chosen by the caster when the spell is cast.
Spell-based attacks which are not simultaneous, such as multiple attacks per round by a 8th-level druid using flame blade, may apply sneak attack damage to each attack so long as each attack qualifies for sneak attack (the target is denied its Dex bonus or the caster is flanking the target).


The Elemental Master's handbook introduced a bloodrager Archetype which grants Access to a tail attack at Level 1.

Just wanted to mention as those aren't easy to come by.


were octopus will net 8 tentacles and a bite aasimar will net 2 wings, go racial heritage for a tail, get the helmet for a gore attack, the tattoo for 2 talons, aspect of the beast gets 2 claws that's 17 natural attacks of you forgo the claw attacks you can get 7 extra attacks with twf for 22 attacks there are more ways to get more but that's a lot of research i'm not willing to do


In addition to the natural attack shenanigans and prerequisite multiclassing, you'd want your core class to be an Unchained monk. At level 16, you're getting 4 attacks from BAB, two from Flurry of Blows, one (conditional; another attack has to connect) from the Elbow Smash style strike, one from using a ki point, and one from haste. That's a total of 9.

You can also pick up the Elemental Fist, Shaitan Style, and Shaitan Skin feats as well as Scorpion Style, Gorgon's Fist, and Medusa's Wrath as monk bonus feats. Shaitan Style and Shaitan Skin allow you to deal 1d6 damage even on a missed Elemental Fist attempt and if you deal acid damage, the target must make a Reflex save or be staggered. Medusa's Wrath says that if the target is stunned, staggered, flat-footed, or a few other conditions, you may make an additional 2 attacks at full BAB. You can use Stunning Fist during the same full-attack as Elemental Fist, and there are many other ways to produce one of those conditions. If you pick your targets carefully, there's a good chance, so I'll call that 11 attacks in a good round.

So 11 attacks at 16 BAB plus whatever natural attacks you can add on. One of these attacks must be an unarmed strike to trigger Elbow Smash and Medusa's Wrath and the bonus attacks from Medusa's wrath are also unarmed strikes. However, the 8 remaining attacks are free to be two-handed attacks with a monk weapon for maximum pulverizing.


Pandora's wrote:

In addition to the natural attack shenanigans and prerequisite multiclassing, you'd want your core class to be an Unchained monk. At level 16, you're getting 4 attacks from BAB, two from Flurry of Blows, one (conditional; another attack has to connect) from the Elbow Smash style strike, one from using a ki point, and one from haste. That's a total of 9.

You can also pick up the Elemental Fist, Shaitan Style, and Shaitan Skin feats as well as Scorpion Style, Gorgon's Fist, and Medusa's Wrath as monk bonus feats. Shaitan Style and Shaitan Skin allow you to deal 1d6 damage even on a missed Elemental Fist attempt and if you deal acid damage, the target must make a Reflex save or be staggered. Medusa's Wrath says that if the target is stunned, staggered, flat-footed, or a few other conditions, you may make an additional 2 attacks at full BAB. You can use Stunning Fist during the same full-attack as Elemental Fist, and there are many other ways to produce one of those conditions. If you pick your targets carefully, there's a good chance, so I'll call that 11 attacks in a good round.

So 11 attacks at 16 BAB plus whatever natural attacks you can add on. One of these attacks must be an unarmed strike to trigger Elbow Smash and Medusa's Wrath and the bonus attacks from Medusa's wrath are also unarmed strikes. However, the 8 remaining attacks are free to be two-handed attacks with a monk weapon for maximum pulverizing.

cant use natural attacks with flurry so your losing attacks


Lady-J wrote:
cant use natural attacks with flurry so your losing attacks

True for the core monk. Somewhat more ambiguous with the Unchained monk. Even if your GM ruled this way, you could still do normal TWF and you'd end up with the exact same number of attacks, just somewhat inferior ones.


Volkard Abendroth beat me to the punch for Helm of the Mammoth Lord.

If you take Hamatula Strike, all your Natural Attacks that are Piercing can also score Grapple Attacks, and if you are wearing Armor With Armor Spikes, you do and extra 1d6 with every attack. If you took Feral Combat Training for your Claws, and maybe Martial Versatility for Feral Combat Training, than all your Natural Attacks that weren't Piercing already would be made piercing as soon as you took the Snake Style Feat, so that effectively doubles your attacks/round.

If you dip a level in White Haired Witch, you get a Hair Attack, which has something like the Grab Ability, so that would also score for your Armor Spikes.

If you take levels in Witch or Hexcrafter Magus, you can also get Prehensile Hair and Nails, which are additional Natural Attacks. I don't know how such things would stack with such things as White Hair and Claws or perhaps Vestigial Arms.

There is the Tentacle Cloak, which gives you 2 Tentacle attacks.

If you are a Phalanx Soldier Fighter, take Great Cleave, Hamatula Strike, Lunge, and Greater Trip, and wear Armor Spikes, you might conceivably attack every opponent adjacent to you and within 15'. Adjacent opponents could be caught by Hamatula Strike in your Armor Spikes, and Greater Trip Gives you Attacks of Opportunity. Cleaving Finish, Great Cleaving Finish, and Surprise Followthrough potentially increases your number of attacks considerably.

If you took 5 levels in the 3rd party Psionic class Aegis, your Ectoplasmic Armor could grow 2 extra arms you could use normally for Combat stuff.

But now I'm off the Paizo reservation and have gone 3rd party: what rules sets are you limiting me to? If you let me add on 3.5 and 3.0, there might be no limits to how many attacks you get, and you can get a DPR into the thousands.


Scott Wilhelm wrote:
There is the Tentacle Cloak, which gives you 2 Tentacle attacks.

that cloak is terrible it only gives the tentacles once per day for 1 min


Lady-J wrote:
Scott Wilhelm wrote:
There is the Tentacle Cloak, which gives you 2 Tentacle attacks.
that cloak is terrible it only gives the tentacles once per day for 1 min

The Tentacle Cloak is far from my favorite Natural Attack, but the OP is asking for ways to pile on attacks/round with Natural Attacks, and so the TC has a place on the pile.


Scott Wilhelm wrote:
Lady-J wrote:
Scott Wilhelm wrote:
There is the Tentacle Cloak, which gives you 2 Tentacle attacks.
that cloak is terrible it only gives the tentacles once per day for 1 min
The Tentacle Cloak is far from my favorite Natural Attack, but the OP is asking for ways to pile on attacks/round with Natural Attacks, and so the TC has a place on the pile.

i think they are looking fore more permanent attack solutions though

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