| ohako |
So far I count 7
Scion of Humanity aasimar barbarian 11/alchemist 2
Feats
1st Racial Heritage (kobold)
3rd Tail Terror
5th Angelic Blood
7th Eldritch Claws
9th Angelic Flesh (Steel) (so your natural attacks count as silver and cold iron)
11th Angelic Wings
13th Metallic Wings
Rage Powers
2nd lesser beast totem
4th animal fury
6th beast totem
8th ???
10th greater beast totem
Alchemist Discoveries
2nd tentacle
2 claws, 1 bite, 2 wings, 1 tail, 1 tentacle
Is there any way to stuff more natural attacks in there somehow? Like maybe sneaking in lesser fiend totem for the gore, or somehow sneaking in an extra feat to get Extra Rage Power for lesser hurling and hurling charge?
Elamdri
|
Apparently the alchemist tentacle discovery can't be used with other natural attacks. Had a long discussion about it a few weeks ago and was apparently wrong about it the entire time. Why they chose to make it work different than every other natural attack in the game beats me, but apparently that's how it works.
| The Mighty Khan |
The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability.
The conventional wisdom is that the no "extra attacks" clause includes natural weapon full attacks.
Dukai
|
Dip 2 ranger for natural weapon style and get aspect of the beast for claws. Go lesser fiend totem instead of beast for gore attack. Drop tentacle discovery and grab a couple vestigial arms and feral mutagen. I think it his should bump you up to bite, claw x4, wing x2, gore, tail for a total of 9. If vestigial arms are like tentacle and won't allow you to attack despite having 4 sets of claws with your mutagen, then drop the arms and ranger levels. Take feral mutagen for easy bite/claw x2. Toss in that tentacle cloak, and I think you could have upwards of 11 attacks per round.
| Ed-Zero |
Dip 2 ranger for natural weapon style and get aspect of the beast for claws. Go lesser fiend totem instead of beast for gore attack. Drop tentacle discovery and grab a couple vestigial arms and feral mutagen. I think it his should bump you up to bite, claw x4, wing x2, gore, tail for a total of 9. If vestigial arms are like tentacle and won't allow you to attack despite having 4 sets of claws with your mutagen, then drop the arms and ranger levels. Take feral mutagen for easy bite/claw x2. Toss in that tentacle cloak, and I think you could have upwards of 11 attacks per round.
Tentacle cloak? Sounds awesome
| lemeres |
I don't think you can get two totems at once, so no lesser fiend.
Anyway: Witch , prehensile hair hex at 2nd lvl. Low BAB, but the hair can work like hands, but the have time limits on use. White haired witch archetype gets it a better version 1st lvl, which does not have a times per day clause, more damage, and can grapple after a successful attack. Might go for it early, personally. Trades off all the hexes, but it is useful for a dip. Darn, wish I had noticed this earlier. Great move.
Also, if you go alchemist, go vivisectionist, since this whole arrangement is prime for sneak attack damage. With only 1d6 of sneak attack, you can easily end up with 8d6 from the sneak attacks alone if you include the witch. And lets say d4's for most of the natural attacks (too many to actually check). So that would end up being....up to 72 max, or about 48 average damage, per full attack round. 20 average on just a regular charge though. Luckily , barbarian has a great speed, so during a surprise round, charge your heart out. Or the other guy's heart out.
| Duskblade |
| 2 people marked this as a favorite. |
I've attempted this sort of build numerous times, and I have to admit, I've always found the feat investment to be far to harsh for what you are getting.
Again, this is why I normally encourage anyone attempting a 'tooth and nail' build to REALLY consider using unarmed strikes instead.
Two-weapon fighting combined with a couple of natural attacks can net you a huge number of attacks with a greater degree of both accuracy and damage.
You should take a look at my "Making Mr. Hyde" and "Feral Barbarian" threads. In both cases, I am easily gaining gaining 10 attacks on a full round action.
| ohako |
So, here we go
scion of humanity aasimar alchemist 6/barbarian 2/savage warrior 4
1st Racial Heritage (kobold)
3rd Tail Terror
5th Angelic Blood
7th Eldritch Claws (alch 3/barb 2/ftr 2, that's +6 BaB)
9th Angelic Flesh (steel again, and this time the +1 AC isn't wasted)
11th Angelic Wings
13th Metallic Wings
Alchemist Discoveries
2nd Vestigial Arm
4th Vestigial Arm
6th Feral Mutagen
Barbarian Rage Powers
2nd Lesser Fiend Totem
Fighter feats
1st Two-Weapon Fighting
2nd Improved Two-Weapon Fighting
4th Double Slice (or Multiattack)
2 arms for longsword/shortsword (4 attacks with two-weapon fighting)
2 arms and bite for feral mutagen
fiend totem gore
kobold tail
2 metal wings
2 tentacles from cloak
So that's something like 13 attacks on a full attack. Now how do I get pounce?
| Duskblade |
Tentacle Cloak - Subtle, indefinable shapes ripple and flow when this deep blue cloak moves, seemingly devouring any light falling upon it. Once per day at the wearer’s command, two large gray tentacles emerge from the cloak near the shoulders. Each tentacle can make a natural attack that deals 1d6 points of bludgeoning damage, assuming the wear is Medium (the damage of the tentacles scales by size of the wearer as a tentacle natural attack; Bestiary 302). The tentacles have 10-foot reach and the grab monster special ability (Bestiary 301). In addition, the wearer gains a +4 competence bonus on grapple maneuver checks with the tentacles. The tentacles last for 1 minute.
The only real issue (aside from the whole 'once a day and only for one minute' thing) is that it doesn't exactly specify if these natural attacks are primary or secondary (and yes, while a tentacle attack is normally a 'secondary natural weapon', heaven forbid that I assume too much into one that actually means) *eyes the 'tentacle' discovery for the alchemist* darn it!
| ohako |
Okay, here's another build. It uses what I call the 'sad horsey' trick, that is, Mounted Skirmisher without the horse being an animal companion. If it help you sleep at night, go with a wand of mount.
This build trades the aasimar's two wing attacks for more iterative attacks, and gets to full-attack after a move. If the bad guy is still alive and decides to crunch your mount...well...you've based the bad guy anyway, go to town.
Human mounted fury 2/vivisectionist 4/savage warrior 8
Feats
1st Racial Heritage (kobold)
1st Tail Terror
3rd Mounted Combat
5th Extra Discovery (feral mutagen)
7th Eldritch Claws (brb2/alch 4/ftr 1 = 6)
9th Trick Riding
11th Power Attack
13th Extra Rage Power (ferocious mount)
Barbarian Rage Powers
2nd lesser fiend totem
Alchemist Discoveries
2nd vestigial arm
4th vestigial arm
Fighter Feats
1st Two-Weapon Fighting
2nd Improved Two-Weapon Fighting
4th Double Slice (or Multiattack, if allowed)
6th Greater Two-Weapon Fighting
8th Mounted Skirmisher
That's
2 claws, 1 bite, 1 gore, 1 tail, 2 tentacles = 7 secondary natural attacks
and 6 two-weapon fighting attacks, for 13 total
I probably have the correct level order wrong. Ah well, I'm too tired to fix it.
| ohako |
You know you could just dip Sohei Monk for Mounted Skirmisher, right? Or go Ranger 10 for it.
I did not know that. Ranger 10 not so good (because the only way I'd want to do ranger would be with Natural Weapon style, and Mounted Skirmisher at 10 is only for Mounted Style rangers). The sohei thing is pretty nasty, taking a feat with 14 skill ranks and two feats as pre-reqs at 1st level. Methinks someone should really have spent the word count on sohei to break up the special bonus feat selection by 1/6/10.
Alright, if I was going to dip 1 level for sohei, I'd have to start lawful for that, and switch to non-lawful to get the fiend totem rage power (unless I didn't want a gore attack, and who doesn't want one of those?)
Okay, at some point this evening I'll put up a mounted skirmisher build, and a regular barb pounce build. Here's a question in the meantime: does anyone know of a way to get the aasimar feat Angelic Wings right at 10th level? Because there's two ways to be mean with pounce by level 12:
1. Iterative two-weapon attacks, and in 12 levels it's possible (with a two-level alchemist dip) to get 4 arms, claws, pounce, and 3 two-weapon feats.
2. Metallic Wings (which gives you two extra secondary natural attacks for 4 feats total). It costs more feats, but I think that 2 attacks at -5 are a little better than 3 attacks at -2/-7/-12. The only problem is getting Metallic Wings right at 11, which means somehow cadging Angelic Wings at 10. Any ideas?
ProfPotts
|
The Monstrous Extremities spell from Faiths of Corruption lets you replace arms and legs (one per casting) with (secondary) natural attacks at a one hour per level duration, if that helps at all? It's cleric or sorcerer/wizard 3 and witch 4, so it's wand-able too. Could be handy for those pesky human-like feet which hardly ever seem to get replaced with natural attacks... ;)
Christopher Van Horn
|
Druid 8, Giant octopus, 9 attacks, enough said. If you want a lot of natural attacks you could find a way to get extras added to that (tentacle cloak etc.) but it is really the base form that will make the difference.
| DrDeth |
And SKR sez the same:
http://paizo.com/forums/dmtz4183?Alchemist-Vestigial-Arm-discovery-question #48
"What 0gre said, and note that the tentacle discovery specifically calls out that it doesn't give you any extra attacks. So, like the wings, you can use it in place of one of your other attacks (the ability description is calling out that you can attack with it because it also has the grab ability, which you wouldn't otherwise know)."
| DrDeth |
It is not reasonable to ask the devs to make every power, feat etc take up a whole page of legalese, nor to write “Not with claws, not with a fox, not in a box, not….) every time. The power sez “ The arm does not give the alchemist any extra attacks or actions per round,” it is as clear as can be. The devs have said NO, no, NO! Now, I guess if you want to say “well, they didn’t specifically call out “no extra attacks with a salad fork”” then no one can help you.
ossian666
|
Feral Mutagen
Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged.Quote:The rule is specific always over rules general.
In your statement its a general statement. Due to feral mutagen I can CHOOSE to put claws on my Vestigial Arms since my main hands already have claws. Now I have 4 primary claws. I didn't gain any more attacks per round. Its still my primary attacks made at full BAB.
| DrDeth |
Me: James, clarify one thing for me: Alchemist:
Feral Mutagen- gains two claws- but at the cost of using a weapon in those appendages?
Tentacles- can use them INSTEAD OF a weapon attack, not in addition to?
Vestigial Limb- same question?
In other words, as I read it, none of these things give you extra attacks, (well Feral does give a extra Bite attack) just more choices of what attacks to make, things to do?
Jame Jacobs: “Yes. They're supposed to be a choice. Use the claws/tentacles or use a weapon. All monsters with claws and tentacles have to make that choice.”
Pretty clear to me. On you regular hand you get the choice of weapons or claws. Not both. Do you get extra attacks from claws if you have no vestigial arms? No (TWF aside, of course). Thus on vestigial arm, since you can’t get any extra attacks if they wield weapons, why do you get extra attacks if they have claws? What part of “The arm does not give the alchemist any extra attacks or actions per round,” is unclear?
| StreamOfTheSky |
StreamOfTheSky wrote:You know you could just dip Sohei Monk for Mounted Skirmisher, right? Or go Ranger 10 for it.I did not know that. Ranger 10 not so good (because the only way I'd want to do ranger would be with Natural Weapon style, and Mounted Skirmisher at 10 is only for Mounted Style rangers). The sohei thing is pretty nasty, taking a feat with 14 skill ranks and two feats as pre-reqs at 1st level. Methinks someone should really have spent the word count on sohei to break up the special bonus feat selection by 1/6/10.
Meh, Synthesist Summoner gets Pounce at level 1 without the alignment or being mounted requirements, and gives you access to summoner spell list items and UMD as a class skill.
Sohei having something cool is pretty small potatoes.
Then again, given paizo's track record with monks and errata vs. every other class and errata... I wouldn't be surprised to see it nerfed at some point. (-_-)
| Duskblade |
| 1 person marked this as a favorite. |
Me: James, clarify one thing for me: Alchemist:
Feral Mutagen- gains two claws- but at the cost of using a weapon in those appendages?
Tentacles- can use them INSTEAD OF a weapon attack, not in addition to?
Vestigial Limb- same question?
In other words, as I read it, none of these things give you extra attacks, (well Feral does give a extra Bite attack) just more choices of what attacks to make, things to do?
Jame Jacobs: “Yes. They're supposed to be a choice. Use the claws/tentacles or use a weapon. All monsters with claws and tentacles have to make that choice.”Pretty clear to me. On you regular hand you get the choice of weapons or claws. Not both. Do you get extra attacks from claws if you have no vestigial arms? No (TWF aside, of course). Thus on vestigial arm, since you can’t get any extra attacks if they wield weapons, why do you get extra attacks if they have claws? What part of “The arm does not give the alchemist any extra attacks or actions per round,” is unclear?
Ahem, lets try to put the record straight again (love these debates):
Vestigial Arm - does it grant extra attacks...nope...says so in the description.
Feral Mutagen - does it grant 2 claw attacks...yep...says so in the description.
Are Vestigial Arms legal targets for Feral Mutagen...yep...your vestigial arms are both perfectly legal targets.
Can you make attacks with your claws...yep...because your vestigial arms are now considered CLAWS...not vestigial arms.
As I've stated before, natural attacks are not considered extra attacks anyway, and I find it immensely funny how a lot of people want to say that the 'tentacle' discovery doesn't grant you a natural attack as well.
After all, the 'tentacle' discovery says that it doesn't grant you any additional attacks...BUT...it clearly allows you to make a 'tentacle attack'.
By definition (per RAW) a 'tentacle attack' is a secondary natural attack.
Nothing in the description of the 'tentacle' discovery states otherwise.
As mentioned in previous threads, the entire clause of the whole 'grants no extra attacks' is ONLY there to clarify that having these extra limbs does NOT grant you any increased actions to your BAB.
For example, if you can normally make 2 attacks from your BAB, having a 'tentacle' or 'vestigial arm' does not allow you to add a third attack via your BAB (basically, it doesn't grant you any 'extra' iterative strikes). However, in the case of the tentacle discovery, you CAN use it to make a secondary natural attack (again, per RAW), since natural attacks are NOT limited or controlled by your BAB (in other words, it doesn't use iterative attacks).
| ohako |
| 1 person marked this as a favorite. |
Re: all the crazy arm chatter
Vestigial Arm (Ex): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist's attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist's original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). An alchemist may take this discovery up to two times.
1. Figure out a way to put claws on your regular hands. Could be a feral mutagen, could be being a changeling, whatever.
2. Put a sword in your vestigial hand (for iterative attacks), and a shorter sword in your other vestigial hand (for two-weapon iterative attacks).
That works, right? Someone tell me why that doesn't work.
I think the fun question is this: say you're a changeling. Your original arms, say, can be used to cut holes in glass (because of the sharp pointy bits on the ends of the fingers). Can your vestigial limbs, which can manipulate items as well as your originals, do the same? And since the answer is no, per the very same rules block, then you have what looks like a rules paradox. Hilarity.
Anyway, more Lamashtu-inspired horror angels! I did not know about that awesome spell monstrous extremities. Seems like a great way to gain some hoof attacks (although you lose your boot slot), and it's either wandable or potionable. In a home game you could just make an item called boots of hooves with this spell and call it a day.
scion of humanity (ha!) aasimar savage warrior 1/sohei 1/mounted fury 2/savage warrior 3/vivisectionist 6 (+10 BaB at level 13, meh)
The order of levels here does the following
a) +6 BaB by level 7 (to qualify for Eldritch Claws)
b) only one alignment switch, ending with monk powers and raging
c) weirdly, you take savage warrior and develop a two-weapon fighting technique, then later during alchemy class, you switch to claws and grow extra arms to use two-weapon fighting again
Feats
1st Racial Heritage (kobold)
3rd Tail Terror
5th Angelic Blood
7th Eldritch Claws
9th Angelic Flesh (steel)
11th Angelic Wings
13th Metallic Wings
Bonus Fighter Feats
1st Two-Weapon Fighting
2nd (5th) Double Slice (at this point, you only have two natural attacks, and Multiattack isn't a combat feat anyway)
4th (7th) Improved Two-Weapon Fighting
Bonus Monk Feats
1st (2nd) Improved Unarmed Strike
1st (2nd) Mounted Skirmisher
Bonus Alchemist Feats
1st (8th) Brew Potion
1st (8th) Throw Anything
Barbarian Rage Powers
2nd (4th) lesser fiend totem
Alchemist Discoveries
2nd (9th) feral mutagen
4th (11th) vestigial arm
6th (13th) vestigial arm
Altogether, that's
2 claws, 1 bite, 1 tail, 1 gore, 2 wings, 2 hooves (from monstrous extremities), 2 tentacles (from tentacle cloak), 11 natural attacks, and 4 iterative attacks to boot. More levels go into savage warrior, but only if you can cadge Mounted Skirmisher to read 'full-round action' instead of 'full-attack action', because that way you can move your mount and savage charge with all your pointy bits heh heh heh.
I personally enjoy the visual of attacking with hooves and a tail while mounted.
Here's a more traditional (err...) barbarian pounce build that skips all the bonkers equestrian techniques.
human barbarian 9/vivisectionist 2/barbarian 1
Feats
1st Racial Heritage (kobold)
1st Tail Terror
3rd Two-Weapon Fighting
5th Multiattack (claws, bite, and tail by this point)
7th Eldritch Claws
9th Improved Two-Weapon Fighting
11th Extra Discovery
Barbarian Rage Powers
2nd lesser beast totem
4th animal fury
6th beast totem
8th reckless abandon
10th (12th) greater beast totem
Alchemist Discoveries
2nd (11th) vestigial arm
Feat (11th) vestigial arm
2 claws, 1 bite, 1 tail, 2 hooves, 2 tentacles, plus 5 iterative attacks, makes 13. You'll probably have a better chance to hit to boot (although you're missing out on cold iron with the natural attacks, and the 60 ft' move speed).
Anyway, bleah. Outstanding questions:
1. Is there any way to qualify for (and take) Angelic Wings right at 10th level? Then you could grab Metallic Wings at 11th.
2. Is there any way to gain an alchemist discovery with only one level of alchemist? If you could do that, then you could sneak in a level of fighter in this last build for Greater Two-Weapon Fighting.
lantzkev
|
I want to know why you think feral mutagen adds claws to a vestigal arm.
Feral mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Vestigial Arm (Ex): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist's attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist's original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). An alchemist may take this discovery up to two times.
No where in either entry does it indicate they work with each other, or interact in any way. Nor do either allow exceptions to the other.
Vestigial arm gives you options, but does not ever increase hand or ring slots, increase attacks or actions per round... in short, it's a third arm that does nothing but hold things for you really. sure you can attack with it, but then one of your other two arms can't attack.
Of course this also means you can have one arm holding a ranged weapon and one a melee, and switch between either without having to draw or drop a weapon...
To think somehow feral mutagen lets you put claws on your vestigal arms and bypass the restrictions of the vestigal arm is absurd.
| ohako |
Uh, no, I just thought you could feral mutagen your original arms, and use your vestigial limbs for sword-and-board, or sword-and-other-sword.
I suppose I interpret the 'no extra attacks' clause as meaning you don't get any natural bonus attacks (such as a slam, or extra claws), not that your attacks per limbs is fixed.
Besides, it gets even weirder when you notice the kinds of odd distinctions you end up between 'hold' and 'wield', such as using your vestigial limbs to hold the stock of a crossbow, and using your original hands to pull the trigger. So, under one interpretation, you could dual-wield heavy crossbows. Under the other...I guess you can fire crossbows one-handed, but you could still load them double.
Now I'm going to stat up an alchemist bard who can play and maintain two different bardic performances at once using an organ.
| Duskblade |
...yea...tis official...I am being followed :P
Alright, lets try to explain a few things: 1) You do realize that it is perfectly acceptable to make 'unarmed strikes' with vestigial arms, correct? I mean, let us say that you could make 3 attacks in a full-round action...in one hand, you have a dagger/in another hand, you have a light crossbow/and in your third hand (vestigial), you have an unarmed strike.
Therefore, in a full-round action, u can use each one of these weapons 1 time if you like (or give up an attack with one of them to make multiple attacks with the others...for example, giving up the crossbow shot to make 2 dagger attacks and 1 unarmed strike). This interaction is perfectly legal because you are following the normal attack routine (in other words, you are not using your vestigial hand for extra attacks, but rather you are using it as part of your normal attack routine)
Therefore, because the vestigial arm can be used this way, I have to ask: what makes you think that it cannot be a legal target for your 'claws' when you activate 'Feral Mutagen'?
Typically speaking, the 'claw attacks' are generally accepted to be located upon a characters arms and hands (I'm sure you would agree with this, as I don't imagine that you would argue that claw attacks can go anywhere on the body). There's also been the debate about whether or not you can place claws on your feet as well, but I'll leave that argument for another thread.
Anyway, if all you need is a set of arms and hands in order to qualify as legal targets for feral mutagen (and since vestigial arms give you BOTH arms and hands) why can't you select them?
Is it so absurd to think that vestigial arms CANNOT be legal targets for the Feral Mutagen? I think not ;)
Vestigial arms function in the same way as your normal arms do (granted, they don't provide you with anything 'extra', but they can still be utilized in all the same ways). Therefore, it is perfectly acceptable to say that they can be targeted for the Feral Mutagen claws.
| DrDeth |
| 1 person marked this as a favorite. |
Note that SKR has clarified the rules about tentacles etc here:
http://paizo.com/threads/rzs2p331&page=1?What-Exactly-Is-a-Tentacle-Att ack
“You don't get an extra attack with it, period. You can use it in place of any of your natural attacks, but it never allows you to get more attacks per round than you would if you didn't have the tentacle.
PRD wrote:
The tentacle does not give the alchemist any extra attacks or actions per round.
If you didn't have the tentacle, and you normally could make 3 natural attacks per round (claw/claw/bite), having the tentacle doesn't change the number of natural attacks per round you can make, you're still making 3 natural attacks per round. If you wanted, you could make a tentacle attack in place of a claw or bite attack, but the text of the tentacle ability says it doesn't give you any extra attacks per round, so it doesn't give you any extra attacks per round.”
| lemeres |
Well, I guess that makes sense, since they are "vestigial" and all. I do not expect much from my appendix either. I am thinking of some scrawny tiny t-rex arms. Well, since they can reach into all your pockets and such though, may just too thin to pick up anything heavier than alchemy equipment. Shields could be hand waved though as not really wielded them as using the arms as something to tie more armor to you.
Overall, I think I would only really allow if if they got a huge penalty to strength, and serve only as secondary attacks. Basically just getting... maybe 1 point even with a strength based feral mutagen on a strength heavy build.