Magical enhancement for claws (NOT Amulet of Mighty Fists)


Rules Questions


Is there any way to magically enhance claw attacks besides the Amulet of Mighty Fists?


a few feats, for DR types.


Spells
A wand of magic fang


Also claw blades from the race guide, BUT the claw attacks become slashing light weapons instead of natural attacks.


3.0 had the amulet of natural attacks, which was cheaper for one natural attack. Not for PFS or anything, just throwing it out there.

Spoiler:
Necklace of Natural Weapons:
The enhancement bonuses on this necklace are applied to attack and damage
rolls involving one or more of the wearer’s natural weapons.
In addition, any weapon special quality may be applied to
this necklace, and the quality then applies to those natural
weapons as well. For instance, a +1 throwing returning necklace
of natural weapons would apply its enhancement bonus
and the throwing and returning special abilities to one or
more of the wearer’s natural weapons.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Craft
Magic Arms and Armor; Market Price: 600 gp, plus the cost
of the enhancement bonuses, multiplied by the number of
natural weapons affected. A +1 necklace of natural weapons
that affects one natural weapon costs 2,600 gp; if the same
necklace affects six natural weapons, it costs 15,600 gp.
Weight: —.


Weapon Focus: Claws?


I think RAW nothing actually stops you from making an unarmed strike or other natural attack masterwork through Masterwork Transformation and making it magical from there.


I haven't really dealt with this in PF, but in 3/3.5 days, the rules for finding someone to cast Magic Fang/Greater Magic Fang+permanency was surprisingly cheap if treated like buying a magic item. This worked both for monks and natural weapon-bearing creatures/characters.

Looked it up, still the same:

Greater Magic Fang, Permanent, treated as a magic item...

Magic Fang +5 (assuming a metropolis, even though the rules say one cannot assume that a character can find a character capable of casting 9th level spells even in a metropolis, they say nothing about a caster level cap) cost = spell level x caster level x 10 + material component costs. 3 x 20 x 10 = 600 gold for GMF, 5 x 11 x 10 + 7500 = 8050 for Permanency. Total, 8650 per natural attack for +5 enhancement. Assume instead one goes for caster level 20 on Permanency (the better to avoid dispelling) the price only goes up to 9100.


This is to say nothing of peripheral Druid spells that allow the application of other effects (flaming property etc.) to natural attacks. Even without permanency, wands/scrolls of these types of spells work well.


deuxhero wrote:
I think RAW nothing actually stops you from making an unarmed strike or other natural attack masterwork through Masterwork Transformation and making it magical from there.

Wrong you cant entchant you hands/claw like weapons.

Masterwork transformation dont work too.

Quote:

Masterwork Transformation

School transmutation; Level bard 2, cleric 2, druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 hour
Components V, S, M (see below)
Range touch
Target one weapon, suit of armor, shield, tool, or skill kit touched


Yeah I know about magical fang. I did it with a druid and a monk back in 3.5. I liked the claw blades except that they only work for catfolk and not a huge fan of not being able to use improve natural attack feat with them. Any way to get around either of those complications (catfolk only and no improve natural attack)?

As a note I am looking for semi permanent options (so no wands) and Pathfinder things only (so not 3.X) options. Thanks to everyone who has helped so far.

Scarab Sages

Look up "bloody claws" and "strong jaw"


Eridan wrote:
deuxhero wrote:
I think RAW nothing actually stops you from making an unarmed strike or other natural attack masterwork through Masterwork Transformation and making it magical from there.

Wrong you cant entchant you hands/claw like weapons.

Masterwork transformation dont work too.

Quote:

Masterwork Transformation

School transmutation; Level bard 2, cleric 2, druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 hour
Components V, S, M (see below)
Range touch
Target one weapon, suit of armor, shield, tool, or skill kit touched

Sort of right, but wrong in your interpretation. First, natural weapons (including your fists) are a sort of weapon. I don't think the targeting specification was meant to be a strict restriction.

However!

Masterwork transformation wrote:

You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves' tools becomes masterwork thieves' tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object's appearance changes to reflect this improved quality.

The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).

So really, by raw it doesn't work that way. However, I would say natural weapons having a master-work equivalent would sort of be GM discretion. Ask your GM if he'll allow it, and make sure he knows how you intent to use it.

Personally, I'd allow it but limit it to basicly being equivilent to enchanting a sword. You enchant one natural weapon (one claw, one bit or one fist) and the effects do not stack with other perminent enhancement bonii (such as an amulate of natural fists)


Permanency + Greater Magic Fang?

Grand Lodge

Claw Blades can be utilized by Humans and some Aasimar with the proper feats.


Eldritch Claws (Combat) feat From APG--works for characters or eidelons

Prerequisites: Str 15, natural weapons, base attack bonus +6.

Benefit: Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

won't give you plus to hit--but lets you hit as if silver and magical


Lord Phrofet wrote:


As a note I am looking for semi permanent options (so no wands) and Pathfinder things only (so not 3.X) options. Thanks to everyone who has helped so far.

Just in case there was confusion. When, in my post, I said "looked it up, still the same" I meant that the PF rules are identical to the 3.5 rules on this. It's really cheap to add an up to +5 enhancement to your claws.


BlueEyedDevil wrote:
Lord Phrofet wrote:


As a note I am looking for semi permanent options (so no wands) and Pathfinder things only (so not 3.X) options. Thanks to everyone who has helped so far.
Just in case there was confusion. When, in my post, I said "looked it up, still the same" I meant that the PF rules are identical to the 3.5 rules on this. It's really cheap to add an up to +5 enhancement to your claws.

This. Should work for monks, claws, a witch's prehensile hair, tail attacks, wing buffets etc. Assuming you have a Wizard/Sorc in your party this gets even easier.


Arcane strike .... maybe. No + to hit but magical and extra damage.


Trayce wrote:
snip

Masterwork versions of Unarmed Strikes exist in the rules (like any other weapon), you just can't get them otherwise.

Grand Lodge

At times, I have put forth some peculiar ideas, but Masterwork Unarmed Strikes?

Really?

Sovereign Court

Were a DM of mine to rule that "Unarmed strikes are 'weapon enough' to be MW Transformed,"I I'd immediately make a disarm and sunder beast.

Easiest way to get the cost component for a Hand of the Mage. Wizards oft have low CMDs.

Shadow Lodge

"A black blade is always a one-handed slashing weapon." nothing in the rules that says a claw cant qualify for this. so you might be able to play a bladebound magus and choose claws as your intelligent weapon.

but thats really stretching it.


Are not claws treated as a light slashing weapon?

Grand Lodge

A claw cannot be a Blackblade.


Trayce wrote:
Sort of right, but wrong in your interpretation. First, natural weapons (including your fists) are a sort of weapon. I don't think the targeting specification was meant to be a strict restriction.

By your interpretation many other spells would work for natural weapons too. Why do we have the spells magic weapon (targets a weapon) and magic fang ? If natural weapons are a "sort of weapon" you can use magic weapon on it , or enchant them like any other weapon.

Sorry but natural weapons (or imp. unarmed strikes) are something completly different. Show me one sentence in the rules that say natural weapons (or IUS) work in the same way as weapons regarding feats, entchantments, spells etc.

I predict that you dont find a single word .. but you will find alot of feats, spells etc. that differ between weapon and natural weapon.

So by RAW you cannot enchant or improve your natural weapons in the same way as weapons. You need special spells etc. directly for natural weapons.


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Eridan wrote:
Trayce wrote:
Sort of right, but wrong in your interpretation. First, natural weapons (including your fists) are a sort of weapon. I don't think the targeting specification was meant to be a strict restriction.

By your interpretation many other spells would work for natural weapons too. Why do we have the spells magic weapon (targets a weapon) and magic fang ? If natural weapons are a "sort of weapon" you can use magic weapon on it , or enchant them like any other weapon.

Sorry but natural weapons (or imp. unarmed strikes) are something completly different. Show me one sentence in the rules that say natural weapons (or IUS) work in the same way as weapons regarding feats, entchantments, spells etc.

I predict that you dont find a single word .. but you will find alot of feats, spells etc. that differ between weapon and natural weapon.

So by RAW you cannot enchant or improve your natural weapons in the same way as weapons. You need special spells etc. directly for natural weapons.

Haha. I could easily turn that around. Find me one sentence in the rules that says natural weapons DON'T work in the same way as weapons regarding feats, enchantments and spells.

The fact is, most feats CAN be used on manufactured and natural weapons interchangeably. I can still take weapon focus (claw) and use natural weapons with improved trip. Enchantments (and spells) tend to have a slightly different but equivalent path, but yes, you're right there. Many specify natural weapons specifically, implying that natural weapons are something different.

But either way, reading the rest of what I said, you'll notice I agreed with you. Never heard of a master-work unarmed strike, although I'm sure that GMs could easily house rule that into the system without unbalancing anything. It'd perhaps be a bump to monks, but a pure class monk kinda needs that bump imo, and everyone else it effects wouldn't really be effected.


I have found a strong argument against the masterwork natural weapons and unarmed strike.

the PFSRD wrote:

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

*Emphasis mine

My arguement being natural weapons and unarmed strikes are not crafted therefore cannot be masterwork.

EDIT: I think the giving monks a masterwork bonus was the idea behing brass knuckles in the apg.


Trayce wrote:
Eridan wrote:
Trayce wrote:
Sort of right, but wrong in your interpretation. First, natural weapons (including your fists) are a sort of weapon. I don't think the targeting specification was meant to be a strict restriction.

By your interpretation many other spells would work for natural weapons too. Why do we have the spells magic weapon (targets a weapon) and magic fang ? If natural weapons are a "sort of weapon" you can use magic weapon on it , or enchant them like any other weapon.

Sorry but natural weapons (or imp. unarmed strikes) are something completly different. Show me one sentence in the rules that say natural weapons (or IUS) work in the same way as weapons regarding feats, entchantments, spells etc.

I predict that you dont find a single word .. but you will find alot of feats, spells etc. that differ between weapon and natural weapon.

So by RAW you cannot enchant or improve your natural weapons in the same way as weapons. You need special spells etc. directly for natural weapons.

Haha. I could easily turn that around. Find me one sentence in the rules that says natural weapons DON'T work in the same way as weapons regarding feats, enchantments and spells.

The fact is, most feats CAN be used on manufactured and natural weapons interchangeably. I can still take weapon focus (claw) and use natural weapons with improved trip. Enchantments (and spells) tend to have a slightly different but equivalent path, but yes, you're right there. Many specify natural weapons specifically, implying that natural weapons are something different.

But either way, reading the rest of what I said, you'll notice I agreed with you. Never heard of a master-work unarmed strike, although I'm sure that GMs could easily house rule that into the system without unbalancing anything. It'd perhaps be a bump to monks, but a pure class monk kinda needs that bump imo, and everyone else it effects wouldn't really be effected.

One feat that does not treat natural weapons as weapons ... two weapon fighting

;)


@Lord Phrofet What is the source of the claw attacks? I ask because the various ways of getting them have different methods of getting bonuses.


deuxhero wrote:
Trayce wrote:
snip
Masterwork versions of Unarmed Strikes exist in the rules (like any other weapon), you just can't get them otherwise.

They do? Do you have any book/page number to back that up or show where they have been referenced? I'll admit to not having every book, but I do have most "core" books and all the APs. I can't recall seeing anything to that point or a reference to such a rule.


Universal Monster Rules wrote:

Natural Attacks

Most creatures possess one or more natural attacks (attacks made without a weapon).

:|

This argument is all kinds of silly.
Trayce wrote:
First, natural weapons (including your fists) are a sort of weapon.

No, they aren't. Unarmed strikes are called out as being an exception.

Weapon Focus wrote:

Weapon Focus (Combat)

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Weapon Specialisation wrote:

Weapon Specialization (Combat)

You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.

Unarmed strike and grapple... but not natural weapons.

@op: You are quite correct.
@various other people: No you cannot have a masterwork natural weapon. RAW... I'm not sure if you can have a masterwork unarmed strike since it counts as a light weapon.

EDIT: I always have trouble with making spoilers >.<


@Aioran, I just want to note that Feral combat training has the prerequisite of weapon focus with the selected natural weapon. So I am pretty sure you can take weapon focus and specialization with natural weapons.

And while I don't know a way to enchant claws, there was an item in the ARG that was for enchanting hooves


Vellas wrote:

@Aioran, I just want to note that Feral combat training has the prerequisite of weapon focus with the selected natural weapon. So I am pretty sure you can take weapon focus and specialization with natural weapons.

And while I don't know a way to enchant claws, there was an item in the ARG that was for enchanting hooves

Par for course. The general rules lay the ground work for what can/cannot happen, specific rules can make exceptions to the general rule.

Again I'm not familiar with any rule that allows for "masterwork [natural weapons]" but I know catfolk claw blades, ratfolk/kobolt tailblades(?) and brass knuckles/cestus exist to fill that gap, and apparently hooves from what you say. So no it can't be done as the OP wants it to be done, but there is gear to basically allow for the overall effect to be accomplished.


Ho-hum. *eats words*

In other news, these feats are badly worded.


Bertious :
Two different characters in an upcoming game will have claw attacks: a half orc barbarian using the claw rage power and the other is a cat folk ninja using the racial trait.


If it is a home game, you could rule clawblades work for any race which would allow for the characters to enchant each claw as they wanted. Just give them the heads up that the should build around the TWF feat tree. Short of that, you're pretty much stuck with the amulet or spells to get enhancement buffs. The feat if you are just interested in overcoming DR would probably be the best bet with minimum resources invested.


Hmm ok Alternate methods there do not seem to be many sadly but here goes

For the barbarian at level 6 he qualifies for

The PFSRD wrote:

Eldritch Claws (Combat)

Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.

Prerequisites: Str 15, natural weapons, base attack bonus +6.

Benefit: Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Also the World Serpent Totem Powers would let him align his natural weapons but unless your GM says otherwise i don't think you can have 2 totems.

As far as i can tell the ninja doesn't have many options as a straight ninja other than enchanted Claw Blades as suggested above or waiting untll level 8 then picking up Eldrich Claws unless you can convinge a GM to let you take druid spells with the minor magic chain of rogue talents.

The only other easy option i can think of would be a 1 level dip in Bard Arcane Dualist to pick up arcane strike as a free feat. For the ninja the spells would also be a nice addition to a ninja's bag of tricks.

Potions of magic fang would enchant 1 claw (i think) for 1 minute at a cost of 50gp or if Use Magic Device is a viable skill a wand of magic fang would be useful if needed.

Going into custom rules teritory Rings could be allowed to be enchanted to enhance claw attacks as you are sacrificing your ability to wear other rings in place of the weapons rings i don't think it breaks game balance.

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