Natural Attacking Barbarian question


Advice


Whether via the Beast Totem Feats or Tengu race, when playing a Barbarian that is exclusively using natural attacks, how does one go about dealing with Cold Iron/Silver/Adamantine/Alignment damage reduction?

Amulet of Mighty Fists can deal with DR/Magic... what about the rest?


Bump STR and Power Attack to get enough extra damage to soak most of the DR.

Or carry a secondary weapon (which is a good idea regardless). There are some things that coming into contact with either damage or poison you.

If catfolk were an option, claw blades would be the definite answer.

EDIT: Or Gauss has a point, though it will be expensive.


Where's the Weed?:

AoMF grants the same enhancement bonuses that magic weapons have. It does not possess the same clause restricting the DR bypass that Greater Magic Weapon or Greater Magic Fang has. Thus, AoMF bypasses DR just like any weapon would.

IE:
+1 = Magic (given)
+3 = Cold Iron/Silver
+4 = Adamantine
+5 = Alignment

- Gauss


That's incredibly debatable.

Overcoming DR wrote:
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment.

It's not clear whether it means the weapon itself has to have the enhancement bonus. Case in point: AoMF is not a weapon.


No its not a weapon, but your fists,(with IUS)/natural attacks are... And with a AOM +3 they are the same as +3 weapons for purposes of overcoming dr..


Greetings, fellow travellers.

Another possibility would be to select Eldritch Claws from APG which would deal with DR/magic and/or silver.

Does there exist some kind of magic item that can be put on, made of the resprective material to overcome DR/material?
I imagine some kind of custom made prothetics; e. g. gloves to fit over your claws similar to the Dragonslayer Claws (which can be found in the WotC splatbook Dragon Magic, p. 93), or some kind of dental brace.

Ruyan.


Amulet would work me thinks but only with a huge amount of gold!

Why isn't there something for natural attack when dealing with cold iron, adamantine or alignment?

Punching through is a viable option I guess but when you need Dex for multiple AoO's and Con to survive all the minuses the Barbarian rage abilities impose on your AC, you're not looking all that amazing in the Strength department.

My starting stats are..
Str 17
Dex 15
Con 14
Int 7
Wis 14
Cha 7

Route goes something like..

Male Tengu Invulnerable Rager

1 Toughness
2 Fiend Totem, lesser
3 Power Attack
4 Superstition
5 Combat Reflexes
6 Reckless Abandon
7 Extra Rage Power - Knockdown
8 Inceased DR
9 Extra Rage Power - Increased DR
10 either Ghost Rager or Increased DR
11 Dazing Assault
12 Come and Get Me


Looking ahead at say Level 12...

I'll probably only have a Strength of about 20, or 26 with greater Rage.

That's only giving me a +16 damage to my 1d3 bite and claws. Sure I'll have 4 attacks [+ gore] but that's not a lot of "Punch" for the DR issues.

Decent chance to hit though at around +20 Power Attacking and +15 with Dazing Assault.

Need to pump up that damage output or deal with the DR.

Any ideas?


splash monk of many styles- with feral combat training, styles can apply to natural atracks. Dragon Style offers good precision damage, while boar's style offers 2d6 bleed if two nat atracks trained with feral combat land.

Rending claws is also a good feat class, if your DM rules that rending claws counts as the prereq for rending fury.

Theres a feat called eldritch claws that you need, it and several others are bonus feats for the natural attack ranger...

Easiest was to increase damage? Enlarge person- bonus to str, plus natural attacks go up one die.


Neo2151:

People will debate it I am sure. However, what is not debatable is the following:

1) The Amulet of Mighty Fists grants unarmed strikes and natural weapons an enhancement bonus.

2) Unarmed Strikes and Natural Weapons are both considered weapons.

3) Enhancement bonuses on weapons bypass DR (dependant upon the level of the enhancement bonus).

4) There is no stated exception to #3 provided in the description of Amulet of Mighty Fists. (Note: There is a stated exception to #3 in the spells Greater Magic Fang and Greater Magic Weapon.)

Thus: A person with an Amulet of Mighty Fists can bypass DR just like any other weapon.

- Gauss


Fit Improved Natural Attack (claw) in there and get some potions of Enlarge Person, then look at the Vital Strike feat chain.


I am working on a Natural Weapon Goblin atm
Goblin Feral Gnasher Totem Barbarian
Hard Head, Sharp Teeth Racial variant
Lesser Beast Totem Grants 2xClaws @ 1d4, Racial Variant + Class bonus makes a 1d6 Bite+ grab and all are primary attacks so no hit to ATK.
pulling 1d6+6 + 1d4+6 + 1d4+6 with PA+rage at an +8 to hit at level 3.

Its better than a 2h atm but will really start to slip once we are above 8. don't see how it can scale once the everyone else starts getting more than one attack per round since i will still only get the 3


Monk of many styles will help-


There are some items in Ultimate Equipment that can make your natural attacks either Flame & Adamantine or Frost and Cold Iron (I think that is the combo...) plus some other good items that might be useful for you.


Lord Phrofet wrote:
There are some items in Ultimate Equipment that can make your natural attacks either Flame & Adamantine or Frost and Cold Iron (I think that is the combo...) plus some other good items that might be useful for you.

Do you have names for those? Or a price?


Forge Fist Amulet (13000gp) and Frost Fist Amulet (10000gp) on UE p258.

- Gauss


Gauss wrote:

Forge Fist Amulet (13000gp) and Frost Fist Amulet (10000gp) on UE p258.

- Gauss

Thanks for that!.

So the obvious question is while wearing those items are your attacks considered magic as well?


Where's the Weed? wrote:
Gauss wrote:

Forge Fist Amulet (13000gp) and Frost Fist Amulet (10000gp) on UE p258.

- Gauss

Thanks for that!.

So the obvious question is while wearing those items are your attacks considered magic as well?

gain the flaming weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness).

And

gain the frost weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction.

You'd still need pots/oils of magic fang or something like Eldritch Claws.


Any other Feat/Items/Spells that could help out?


Where's the Weed? wrote:
Any other Feat/Items/Spells that could help out?

Help out with anything else in particular? The only other thing would be silver which is covered by the eldritch claws as far as DR is concerned.

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