Tentacle attacks - how?


Advice


So, yeah... Both my DM and I were thinking about tentacle attacks on a creature, just for the ick/cool factor. The problem is, we're having trouble finding stuff we've both seen, so.. extending a hopeful hand to the community at large.

I found the Alchemist perk for it.
I found the Tentacle cloak.

Are there any feats, other items, other class perks, etc that I could abuse to get more? Templates, archetypes, yatta yatta. You know, since the custom race page doesn't include even a non-grappling tentacle attack.

If there are any, races that have them are acceptable to start with, we can Amalgam the tentacle perk into it. Also, I'm not concerned with reach or with how much damage the tentacles do, just so long as they exist.


Oh, also Sorc bloodline traits, though I looked and didn't see any.


Sythesist-Summoner... wears his Eidolon like a suit and gains access to all its special abilities and evolutions


Tyrant Lizard King... that is a disconcerting and creepy way to completely break my character with OTHER things lol.Plus, bonus, tentacles!


Alchemist is probably one of the better ones. At least if it is your only natural attack (thus, it is no longer secondary, and it would do x1.5 str/power attack damage).

Honestly though, for the alchemist, it is more useful for the actual purpose of tentacles- grappling things. Grab the tentacles to grapple early, then grab the grapple feats so you get better at it later on. Overall, the +4 to grapple makes up for your BAB, so you grapple just as well as anyone else (maybe better, since you get str bonuses from mutagens and you can use extracts to buff), and you even get it as a free action after an attack.

Mostly useful for taking care of the magical girl (or guy- not judgin') in your life. Lets see how well they cast spells to murder your party when you show them the the glory of tentacles.


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Spiritualist can wear their spirit as an ectoplasmic suit, which grants them what are basically tentacle attacks.


@Lemeres My significant issue with the alchemist one is this line: "does not give the alchemist any extra attacks or actions per round" So, if my character already has a bite attack, or already has even one tentacle form somewhere else, it's useless as a weapon. It's useful for holding a potion or something, but not as a weapon. Plus, that's two levels if I'm willing to multiclass for it.


@Tyinyk Those are specifically "lashes", and their description denotes them as weapons. An interesting thought for a different build later, though.


Zarius wrote:
@Lemeres My significant issue with the alchemist one is this line: "does not give the alchemist any extra attacks or actions per round" So, if my character already has a bite attack, or already has even one tentacle form somewhere else, it's useless as a weapon. It's useful for holding a potion or something, but not as a weapon. Plus, that's two levels if I'm willing to multiclass for it.

Thus my focus on how to do maneuvers with it.

Tentacles are generally secondary natural attacks. You need to go very particularly ways in order to get good damage out of that. I would just avoid it.

I would prefer something like using it for upclose on a reach build.


I'd just fluff your standard slam/lash attacks into tentacles. Same core mechanics, different imaginary paint job.


A druid can wildshape into an octopus or squid. Sorcerer or wizard can polymorph into one.


Druid.

Most kinds of Druids can Wildshape into Giant Octopi: 8 Tentacles all with Grab and Constrict.

The Kraken Caller Druid can sprout a whole bunch of Tentacles or just 1 big tentacle.

White Haired Witch.

White Hair is not technically a a Tentacle, it is very technical like both conceptually and in terms of game mechanics.


Try Blood Tentacles. For that matter ye olde black tentacles has an ick factor dating back editions.


Holy crap that is a good spell! Like an insane spell, one tentacle per caster level, 2d6 per tentacle, and temp hitpoints?

Don't mind me, I'm just going to make 11 attacks next turn and gain up to 22d6 HP. Sure this is stymied by damage reduction but still thats an amazing spell!

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It looks like 1 attack per 5 caster levels. So 2 to 4 per round, but still super cool!


Pathfinder Adventure Path Subscriber
Scott Wilhelm wrote:

Druid.

Most kinds of Druids can Wildshape into Giant Octopi: 8 Tentacles all with Grab and Constrict.

The Kraken Caller Druid can sprout a whole bunch of Tentacles or just 1 big tentacle.

White Haired Witch.

White Hair is not technically a a Tentacle, it is very technical like both conceptually and in terms of game mechanics.

White-haired witch is easy to skin as tentacles of some kind, or anything else really.


SmiloDan wrote:

It looks like 1 attack per 5 caster levels. So 2 to 4 per round, but still super cool!

It's all the attacks as a full round action, the 2-4 is how many people you can attack simultaneously if you choose to attack more than one.

Scarab Sages

If third party is acceptable then in the Gothic Campaign Compendium has the alchemist discovery Aberrant Mutagen. It grants two tentacle attacks (your arms turn into them though so can't weld weapons) and also has Extra tentacle discovery which can be taken at 6th level and once again every 6 levels for a total of 6 tentacles at 18th level.

My Strange Aeons character is going this route!

Silver Crusade

The monstrous extremities spell transforms your (or target creature's) arms into tentacles, or legs into hooves, or arms into wings. It does not give any additional powers or abilities beyond giving secondary natural attacks, not even flight if you choose wings. However, it does last for 1 hour per level and is a level 3 spell (thus cheap to extend with a metamagic rod).


The big problem with turning my arms into anything else is I already have claws... Looking to add more, not change them lol

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The way I'm reading it is: At 11th level, you get 11 tentacles. You can make 2 attacks per round as a full round action, and if you hit, you lose 1 tentacle. So you get a total of 11 hits, but this will take 6 or more rounds, depending on your success rate.

Does that make sense? Am I reading it correctly?


SmiloDan wrote:

The way I'm reading it is: At 11th level, you get 11 tentacles. You can make 2 attacks per round as a full round action, and if you hit, you lose 1 tentacle. So you get a total of 11 hits, but this will take 6 or more rounds, depending on your success rate.

Does that make sense? Am I reading it correctly?

"You smear a handful of your own blood across your chest, causing one writhing tentacle per caster level to burst forth. You can direct these tentacles to attack a single creature within 15 feet as a standard action, or one creature per 5 caster levels as a full-round action."

As written you direct "these tentacles" (all of them) with a standard action. I'm quite willing to believe that's not what they intended and the author should have written "you can direct one of these tentacles."


Now I need to find a way to make that spell accessible through an implanted item or something, so thematic!


Yeah, as written the spell is nuts.


ShroudedInLight wrote:
Yeah, as written the spell is nuts.

I'm not sure I'd call the spell 'nuts'. It does pretty solid damage and gives you a lot of temp HP, but the big thing to remember here is that it takes two turns for blood tentacles to go off. It's also going to have a pretty garbage attack roll if you aren't an oracle or sorcerer.

The delay is a big thing to remember, it has comparable DPR to fireball when you first pick it up, it just so happens that that damage is lumped into the second round. That makes it efficient, but not particularly overpowered.

Quote:
I'm quite willing to believe that's not what they intended and the author should have written "you can direct one of these tentacles."

That would just plain make it horrible.


I did mean nuts in the best possible way.

Something else to consider is that the spell does bludgeoning damage (arguably magical bludgeoning damage as its cast by a spell) but enemy DR will stop quite a bit of the damage and the spell (as a spell) applies spell resistance.

...

So less "zomg amazing" when you think of it, but still a really fun spell to have on tap.


It'll beat the hell out of skeletons, which tend to be problematic for ANY group. Unless you have a club barbarian or natural attacks (claw-claw-bite all do bludgeoning for some silly reason).


I don't encounter Skeletons with 4th and 5th level spells prepared too often.

Seriously, by that level I'm shocked if people don't have a backup non-magical cold-iron or silver weapon to cover penetrating random DR.


If you can get 3rd party, an Aegis with the Aberrant archetype can get all sorts of natural attacks. Just for shiggles, let's assume you're playing a race that can get 2 claws and a bite.

Then add 4 tentacles.

A Stinger.

Unarmed Strikes up to your BaB.

Add on a Gore from a Helm of the Mammoth Lord.

Hell, since we're going whole hog, grab some pairs of Gloves of the Beast and the Extra Arms abilities from Aegis. So that's two more tentacles, claws, or slams, and put a pair on your feet for Hoof or Talon attacks.

Take the Two-Weapon Fighting feats. Plus Multi-Attack.

All doable by 11th or 13th.

So you're looking at an attack sequence somewhere in the area of Fist/Fist/Fist/Fist/Fist/Fist/Claw/Claw/Bite/Gore/Tentacle/Tentacle/Tentacl e/Tentacle/Tentacle/Tentacle/Hoof/Hoof/Stinger.


Can't use fists and claws. Fists are not classified as natural weapons (in the Unarmed Strikes description), so I can't use a non-natural attack coupled with a natural attack of the same limb/appendage. Bite/gore get around that because the head is classified as different from the mouth for some weird reason. Unless specified, Slam can be a number of things, including legs (for a pair of slams) or a torso (body checking, for a single slam). In theory, it could also be a tertiary tentacle, though it wouldn't count for anything that uses "+x beyond the first" type modifiers (Aberrant Aegis, for example).

MIND YOU, sacrificing two claws for upwards of 6-8 punches, depending on base class and how much multi-classing you do, isn't unreasonable.


I'd forgotten you can only get up to 4 arms, thought you could get 6. NVM.

Of course you could be a Kasatha...


Zarius wrote:

Can't use fists and claws. Fists are not classified as natural weapons (in the Unarmed Strikes description), so I can't use a non-natural attack coupled with a natural attack of the same limb/appendage. Bite/gore get around that because the head is classified as different from the mouth for some weird reason. Unless specified, Slam can be a number of things, including legs (for a pair of slams) or a torso (body checking, for a single slam). In theory, it could also be a tertiary tentacle, though it wouldn't count for anything that uses "+x beyond the first" type modifiers (Aberrant Aegis, for example).

MIND YOU, sacrificing two claws for upwards of 6-8 punches, depending on base class and how much multi-classing you do, isn't unreasonable.

You can use Unarmed strikes and claws. They use different slots. Combining them downgrades your primary natural attacks to secondary, but Tentacles are usually secondary natural attacks already, anyway. Combining Manufactured Weapons with Secondary Natural Attacks doesn't demote them from Secondary to Tertiary. If you take Mulitattack, the -5 penalty imposed on Secondary Natural Attacks is reduced to -2. Most people would find this acceptable.

Technically, Monk and Brawler Unarmed Strikes count as Natural Weapons for the purposes of effects that improve Natural Weapons, so if you took Improved Unarmed Strike via a level in Monk or Brawler, you should take no penalty on your Natural Sttacks from your Unarmed Strikes. But you should know this is a very controversial thing to do.

Alchemal Tentacles do not grant extra attacks. You use your Manufacutred Weapon Attack slot to make Alchemal Tentacle Attacks. But Alchemal Tentacles are still Tentacles, adn Tentacles are still Natural Weapons. Using your Alchemal Tentacle with your Manufacured Weapon Attack Slot added onto your other Natural Attacks will impose no further pentalties on your other natural attacks.


Unarmed strikes, unless you're a monk, are assumed to be fists, as far as I'm aware...


Zarius wrote:
Unarmed strikes, unless you're a monk, are assumed to be fists, as far as I'm aware...

Nope.

Core Rulebook, Combat, Standard Actions, Unarmed Strikes wrote:
Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon,

I just looked it up in the PRD to make sure.

But even if your GM so rules, so what? Take a level in Monk!


Just skip the controversy of monks and fists. You don't need a GM saying no and shutting you down.

If you'd want a strong go to, a tengu kraKen caller is what I'd make. Bite claw claw tentacle/s as you level...

By 12th level with that mammoth lord helmet you could get up to 10 attacks. A mix of primary and secondary, with primary holding the fort alone at 3 attacks for the first 4 levels.

No third party. No rule bending or saying "technically". No multiclass. Just one race one class.

Plus level 9 spells, some of which are huge buffs for you on natural attacks. Only prerequisite is besmara worship. Druids have some great buffs to really get that going.

That's the route I'd go.

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