Derklord wrote:
The by far easiest solution is Synthesist Summoner. Takes care of your ability score issues right from the beginning (everything else takes a few levels), grants pounce at 1st level (again earlier than anythign else), and a good, scales-with-level amount of natural attacks.
This is a cool solution that I wouldn't have thought of, thanks.
Derklord wrote:
The problem is way worse than that. The RP system is horribly done, with ability score changes ridiculously underrated. In a proper RP system that correctly vlaues ability scores and doesn't overvalue minor skill bonuses, I'd estimate Kobold at a notable negative RP value. That fits the reality, as a race without any features would be significantly better!
We can definitely agree here. I guess the challenge is part of why I tried to do this.
Derklord wrote:
If you want to go natural weapons, go all in. Combining manufactured and natural weapons is a dead end.
Is this because of cost limitations? If you could get your hands on any sort of mildly enchanted light weapon with better dice than your claws isn't it a net improvement?
I was under the impression tail weapons were weapons, so you'd have to elect it as your primary or forgo it. Would you recommend forgoing?
Perhaps I have misinterpreted Natural Attacks. In the case that you have a bite and two claws are you able to use each of these as a "primary" attack? I thought you would need to elect just one of your "moves" as the primary.
I guess I also imagined that after a certain level a high BAB class like slayer would have enough "primary" attacks per round that they would want to elect a primary attack (such as claw or a dagger or something) to take advantage and use the rest as secondary. This would be particularly true in the case that you are sneak attacking to maximize dice rolls.
You clearly have more experience than me though so maybe I'm doing the math wrong.
Derklord wrote:
There're three things you want on a natural attack build:
1) More natural attacks. There're multiplce classes that can grant natural attacks, as well as some feats and items. Bloodrager can get claws (while raging) at 1st level, and a Shifter can basically get almost any 2 natural attacks while not-polymorphed at 1st level, with no time limit.
2) Pounce. Hard to get except via polymorph builds. The earliest apart from Synthesist is Shifter at 4th level.
3) Attack and damage roll bonuses. Almost impossible to get via feats. Some options include Investigator, Warpriest, and Barbarian/Bloodrager (dex-based archetypes or unchained Barb).
It seems to me using Slayer Talents/Ranger Combat feats on the natural weapon line is a good way to get permanent claws other than Shifter?
While I understand that it can be quite a few claws per day I'm still a little concerned that if the whole build is based around natural weapons it'd be frustrating to have to ration them. Or even wake up in the middle of the night etc.
Derklord wrote:
Weretouched Shifter gets 2 primary NAs at 1st level, and 5 primary NAs plus pounce at 4th level, without issues with armor/equipment. Practically dead afterwards it...
It is unclear to me if you keep the kobold natural attacks in hybrid form in the rules? I assume the gliding wings would be up to DM discretion as that's more of a niche thing.
I kind of liked the idea of not using polymorph effects, partially just because these are available to all races and I liked the idea of using the kobolds innate... underpoweredness.
However the dragonskinned werekobold seems quite lovely especially if rules and forms allow you to truly add those NAs onto the bite and tail whip you can get as a kobold for... well a whole lot of NAs.
But again, see above for my (mis)understanding of primary/secondary Natural Attacks.