
SycoSurfer |

I was looking at making a semi savage type barbarian using Lesser Beast totem to get claw attacks and taking toothy racial to get a bite attack and making him more primal than any kind of social character. Stacking the physical stats and dumping mental/social ones. I know it is not optimal and casters will probably Mind Control me all over the battle map, but this is just something I want to try at lower levels for some pretty solid damage. Also looked at taking the Invulnerable Rager Archetype for extra DR.
Can you stack Improved Natural Attack with itself? I don't think you can, but just double checking. If not I can still take it twice to improve the Claws from the Lesser Beast Totem Rage power and the Bite attack. Claws would go from 1d6 to 1d8 and bite from 1d4 to 1d6 adding Str. to both damage while raging and its a potential for about 2d8+12 from Claws and 1d6+6 from bite in 1 round.
18 STR
14 Dex
16 Con
10 Wis, Int, Cha
Feat Selection something like:
Toughness
Improved Natural Attack Claws (from Lesser Beast Totem)
Improved Natural Attack Bite
Rending Claws
Eldritch Claws
Multi Attack
Rage Powers:
Lesser Beast Totem
Renewed Vigor
Beast Totem
Fiend Totem
Greater Beast Totem
Flesh Wound
Any suggestions or other classes that might fit this concept better?
I just threw this together kinda quickly and know that it isn't the best, but wanted to get ideas on the concept before I get in to far and someone suggests something that is much better and I wasted a ton of tyme on something that I will never use.
Feel free to suggest gear as well. I was thinking mostly hide or possibly ditch armor for bracers of armor and going true beast man.

SycoSurfer |

The Greater Beast Totem which I wouldn't get until 10 would bump the damage to 2d6 instead of 1d8 so this was basically a prereq to get the 2d6 later on. I could delay it, but at lvl 6 when you get 2 attacks so basically 4 claw attacks the 4d6 going to 4d8 could be nice. Then at 10 having 6 claw attacks at 2d6 each it could be a pretty good take. It would be almost like a flurry of blows from a barbarian.
Just realized that Improved Natural Attacks is a Monster feat.
After a little toying I came up with something like this...
Feats:
1-Power Attack
3-Weapon Focus: Claws
5-Toughness
7-Cornugon Smash
9-Intimidating Prowess
11-Extra Rage Power
13-Extra Rage Power
15-Dodge
Rage Power:
2-Lesser Beast Totem
4-Renewed Vigor
6-Beast Totem
8-Regenerative Vigor
10-Greater Beast Totem
11-Increased Damage Reduction
12-Increased Damage Reduction
13-Increased Damage Reduction
14-Flesh Wound
Thoughts?
I'm sure there are tons of things that I am over looking, but this kinda feels like it could be sumthing to work with.

Two Face |

Just realized that Improved Natural Attacks is a Monster feat.
Unless your GM says so, there are actually no rules that forbid PCs from taking monster feats. They're just usually used for monsters and have requirements that most PCs don't meet. So as long as you have the +4 BAB and a natural attack, there is nothing stopping you from taking Imp. Natural Attack.

Promos |
The Greater Beast Totem which I wouldn't get until 10 would bump the damage to 2d6 instead of 1d8 so this was basically a prereq to get the 2d6 later on. I could delay it, but at lvl 6 when you get 2 attacks so basically 4 claw attacks the 4d6 going to 4d8 could be nice. Then at 10 having 6 claw attacks at 2d6 each it could be a pretty good take. It would be almost like a flurry of blows from a barbarian.
Hate to be a downer but, natural attacks don't work that way, you'll only ever get 3 attacks: the 2 claws and the bite. They would be made at full bab or full -5 if it's a secondary attack however.
Edit: I believe you could however, use a one handed weapon and get all your normal attacks plus a claw and bite. The natural attacks would be at -5 and only plus half str but it would give you 5 attacks at 10.

SycoSurfer |

I don't get why anyone would go for Beast Totem if they lose all attacks to get 2 claw attacks. I could have a Great Sword and take 3 swings getting 2d6+13 or I can take 2 claw swings at 1d8+9. Granted the claws would both be at a higher BAB, but even if only 1 swing with the great sword would hit it would be close to the same amount of damage.
15-25x3 Great Sword
10-17x2 Claws
That is not taking into account that more than likely you will have a magic weapon. The only way to get the claw attacks magical would be to take more rage powers or feats to make the natural attacks magical. You could give up a neck slot for amulets of mighty fists instead of magical weapon, but its give and take. I guess I am looking to much into Min/Max and not going with the flavor of a build... I always look at Min/Max and never make them to play I just make them as concepts.
I don't understand how you would be allowed to make a claw attack after 2 swings with a melee weapon. What would you do just drop the weapon to take the claw attack? It just seems alot weaker than I would picture it being. However, I guess with the claws more than likely to hit its alot better to have those guaranteed hits with solid damage than the -5 and -10 with the 2nd and 3rd great sword attacks. I'm sure someone has worked out the numbers and it probably equals out to close to the same or the developers would have tweaked it, but with a high STR build 20,15,10 BAB at lvl 11 I think I would still prefer the 2 hander.
As for what race and class etc... I am open to any mixture or things. I am just playing around with things for the concept. I might look at dipping ranger to take two weapon fighting and grabbing some knuckle axes or something. IDK... I am just looking for something different.