How to improve natural attacks?


Advice


So i'm going to do a rogue that use only natural attacks, it will be in a peculiar campagin with a custom race starting at lvl 12 with 7 natural attack.

I soon found out that improving natural attacks is way more difficoult tha weapon, till now i found:

Amulet of mighty fist (very costy)

And this is pretty much the only worthy magic item i found.

For the talents:

multiattack
weapon finesse (since i'm a rogue)

And?

Of course i'll other feat and magic item but not for the attack, and i can't find anything else worth the trouble.

Thanks in advice for any help.


Natural attacks are annoying to buff because besides from amulets of mighty fist each attack needs its own buff.


If you have a generous DM, he might allow Improved Natural Attack, a feat from the Bestiary. It improves the die type of a selected natural attack. So for example, medium claws would go from d4 to d6.


As scythia pointed out, Improved Natural Attack.

If the DM allows custom-built magic items, a permanent ring of enlarge person is nice, which stacks the weapon size increase with Improved Natural Attack.

As a rogue, you can also get UMD and load up on gear such as a Wand of Righteous Might (better than Enlarge Person), there are also a variety of Ranger spells that buff natural attacks, wands of those would probably work well also.

Piranha Strike would help you increase the damage considerably, since you're Dex-based and using natural attacks, it's better than Power Attack


Custom race 7 natural attacks?-_-


Wasum wrote:
Custom race 7 natural attacks?-_-

It's an odd campaign and the master specifically told to "do our worst" if we want to survive :D


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So you decided to play an octopus that lost an arm (fluff ya know)?:P


Wasum wrote:
So you decided to play an octopus that lost an arm (fluff ya know)?:P

Aahah, nope it's humanoid tiger with wings (which we are forced to have since we are celestial).

Claw hands and legs (4), bite (1) wings (2) = 7


legs? Even a normal cat only got rakes:P

tentacles would have been more interesting!

And probably fit better in that "LSD-Trip-Setting":D

Scarab Sages

Deliquescent Gloves. Now your unarmed strikes or natural attacks deal acid damage.


Feral Combat Training followed by the combat style and other monkish feats of your choice.

Search for ways to get a pounce or equivalent ability, like 10 levels of barbarian for Greater Beast Totem, or magus with the Force Hook Charge spell, or the UE shirt of extra move action.

If your dex is much higher than strength, Agile on the AoMF could be good to get dex to damage instead of str. Also, check out the price drop on the AoMF on today's blog.

Magus arcane pool could be read as enhancing all your natural attacks, but a strict reading restricts it to held weapons only so no go.

Spend the funds on permanencied Greater Magic Fang spells on each attack, use that for the enhancement bonus and only put fun stuff on the AoMF. Ready an action to sob piteously when dispelled.


If you're going with a humanoid tiger, I'd suggest dropping the number of attacks down to 5, and building in the pounce ability. It would make more thematic sense (and probably be more useful in the long run).


If the attacks are all "primary attacks" and you won't use any real weapons, multiattack is unneccesary. All NA's are at full bab.

All you really need is a way to get pounce or full attack on a charge. If you can talk your dm into finding a way, then announce to him you are going scout rogue.

At level 4, scouts charge allows sneak damage on a charge.
Add a way to get a full attacks (or at least a few, like claw pounce), and you can add sneak-attack damage on every attack in the "attack action".

For example, a catfolk rogue with scout's charge, claw pounce, and 3d6 sneak attack damage (and improved natural attack, and catfolk exemplar to make claws d8's) would:

Charge 30 feet, claw pounce.
swipe with BOTH claws, and each one is-full bab to hit, against flat footed. Damage is (1d8 + str mod) + (3d6 sneak) each.

Think about splashing monk for ac bonus and boar shred (2d6 bleed if both hit)
and a way to get rending claws for extra wickedness...

Sovereign Court

FYI the new blog post from earlier today has a change in the prices of the amulet of mighty fists... see it here

Monkeying around

--Vrock Bottom Prices!


Thanks to all for the advices!

@Mike Tuholski: That's nice but it only apply to two of the attacks

@Cult of Vorg: feral combat traiining is nice but require lot of feats for a rogue.

An agile AoMF is a great idea! I'll never permanence anything, i'm too scared! :D

@Overcast: I asked to the dm and i qualify as a catfolk so i guess i can without having less attacks.

@Redchigh: Unluckly they are not all primary, wings are secondary and i thought that two attack are worth the talent.

Scout rogue seem very nice! I'm not completly sure only because most of my ca is from dex and i'll lose uncanny dodge.

@King of Vrock: I saw and that's great! :)


Well its still pretty sweet to get that many attacks.. Rending claws is awesome if you can get your dm to allow it. If you can find a way to get a pounce-like ability, can you imagine 7 sneak attacks in one round? :o


My advice would be to invest in anything that will increase your size, and maybe look into buff spells like Thorn Body to get more damage. In all honesty though, 7 natural attacks (most being primary) for a level 12 character who uses sneak attack is pretty good (too good honestly, but then again, I don't know what kind of GM you've got).

You can always get Helm of the Mammoth Lord to get an extra 'gore attack' (primary natural attack of course). Wyvern Cloak can get u a sting attack as well.


you could actually go for a skinwalker race. wear boar. this will give you 2 hooves. with a race feat you can get a goar. with adopted (by orcs) trait you can get tusked for a bite attack

2 lvls of ranger you can take aspect of the beast for 2 claw attacks if you still have the wings that will leaves you with 8 attacks at end game look for a wyvern cloak that gives you a stinger attack bumping it up to 9.

(this next bit depends if the dm considers no extra attacks count towards natural attacks)
depending on how your DM sees it he might alow alchemist tentacle discovery to give you more attacks. there is an archetype that replaces bombs with sneak attack so you can still work with that. that brings it up to 11 also with feral mutagen and vistigle arms depending on the dm you could get 2 more claw attacks bumping it up to a total of 13 attacks

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