Skull

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Organized Play Member. 34 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




Beast Shape I and II have a lot more choices than Beast Shape III.

With the lower beast shapes you can go with animals that have many attacks or one more damaging attack for vital strike.

It seems like Beast Shape III really leans towards a vital strike path. All the animals have one strong attack other than an elephant with two attacks and a Giant Squid with 4 attacks but is aquatic.

Seems like there needs to be a 3 or 4 attack huge animal choice.


When Magic fang is cast on unarmed strike does it work on both hands? Or do you have to cast it twice.

Also Same question for when you have 2 claws do you have to cast Magic Fang on both claws or do you just cast it on the claw attacks.


Can you beast shape into any animal within the size catagory or only what is listed.

For instance if I want to beast shape into a dire lion I would need to use Beast shape II to be a large animal, which grants me: climb 30
feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision
60 feet, low-light vision, and scent if the animal has it.

But a lion also has rake and the first time that is available is at Beast Shape III however that is for Diminutive or Huge creature of the animal type which grants: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60
feet, low-light vision, scent, constrict, ferocity, grab, jet, poison,
pounce, rake, trample, trip, and web if the animal has it.

So would I be able to use Beast Shape III to turn into a Dire lion so I could have pounce and rake and if so what bonus would I take to size the one from beast shape II since its a large animal or would I still take the bonus from beast shape III.


I've been playing a Human Mutagen Alchemist with a strength of 18. I like the whole Hyde thing the alchemist has going and I want to focus on that. I'm currently level 4 and I've been trying to find some feats that would be decent with melee fighting with Natural attacks since my first Discovery was Feral Mutagen.

So far for fighting I've been using a strength mutagen and enlarging to make my strength 24 and raising my damage to 2 claws at 1d8 and 1 bite at 2d6.

As for feats I took:
Toughness
Defensive combat Training
Power Attack

At this point I can't really think of any feat that goes oh ya that fits. So my current thoughts were Improved Natural Attack(claws or bite) or Weapon Focus (claws or bite).

Maybe there will be some new feats that fit better when the Advanced players guide comes out, like maybe someway to do a rend or a grab with my natural weapons but so far nothing stands out for this type of build.

Anyone have an idea for feats that I might just be overlooking or not fully appreciating?

Thanks


Bestiary pg 315 wrote:

Improved Natural

Attack Attacks made by one of this creature’s natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Improve natural attack says choose one of the creature's natural attack forms. So I assume if you picked claws it would effect both claws and not just one. If I'm wrong then the rest of the question doesn't matter.

In the case of an animal like a dire lion if you improved claws and used rake would the rake damage also go up?


If you have the poison use class ability and then gain natural attacks either through Alter self or in the case of an alchemist Feral Mutagen can you add poison to the attacks.

For instance you have 2 claws and a bite with no natural poison can you add poison to any of your natural weapons or do they have to be regular weapons?

Thanks.


In the original alchemist class and the updated it says:

"Although alchemists don’t actually cast spells, they do
have a formulae list that determines what extracts they
can create (see page 7)."

However in the new guide there is no page 7 with formulae list and it also says:

"To learn or use an extract, an alchemist must have
an Intelligence score equal to at least 10 + the extract’s
level."

"An alchemist may know any number of formulae. He
stores his formulae in a special
tome called a formula book."

And goes on to talk about how you can learn from a Wizard's spell book. So does this mean that Alchemists can start off learning only the items that were on the old formulae list that is no longer in this guide or is it now open to any spells that fulfill the requirements.