| Dysjong |
So i am going to join a group where they will be using pathfinder, an excellent oppetunity for me to try something different.
I stumble upon the catfolk in ARG (i have a soft spot for cats im general) which i think would be awesome.
I choice to play a ranger, you know a big cat stalking on his prey, with his trusty leopard.
At first i wanted to use a greatsword on this cat but then i saw that as catfolk i can get claws and with the right feats, make the claws deal 1d8. Now that i am cool with, big cat on the Hunt and then he claws his prey to death, even better with strong jaw spell from APG that incresses natural attack dmg by two steps.
Sinds we don't use point based stats, i ended up with these stats (sidenote: we are allowed to have higher stats, in order to face the Challenges ahead)
17, 16, 15, 14, 18, 17.
With +2 dex, +2 cha and -2 to wis i ended up with placing the stats like this.
Str: 18
Dex: 18
Con: 17
Int: 14
Wis: 15
Cha: 17
I know that i will be playing as lvl 5.
I will switch out natural hunter with Cat's claw.
As for feats i am not sure how to go with it. I will go with natural combat as my ranger combat style.
Lvl 1: catfolk exemplar
Combat style natural attack: improved natural attack (claws)
Lvl 3: black cat (mostly for the flavour and panic action against crits)
Lvl 5: power attack.
I haven't made my choice for favorit enemy and terrain yet, sinds my GM needs to send me some Info that might help me out.
What i am looking help for is what other feats would help me out. Im good with things that let me dealing some good damage but i am thinking about maybe get a CMA like grabble or trip but nothing is certain yet.
Thank you for your time.
| Byrdology |
Go for freebooter. A little weaker, but a lot more reliable. I would get an archetype that switches out favored terrain. It's another one of those situational at best deals.
As far as feats go, I would pull off a switch hitter with a reach weapon. Use combat style for ranged, and then get combat reflexes, power attack, and all that jazz for your reach. You can use your claws for close range, and use your spells to buff them.
| Darklone |
Get Aspect of the beast for d10 claw damage. Multiattack. Talk with your GM to allow a feat for a bite attack (makes more sense IMHO than two possibilities for half-orcs to get a bite attack). We call it Sabretooth.
Hunter with reach weapon spear fits very nicely... and if someone goes under your reach, bite and scratch!
| Dysjong |
Okay.
How about getting 2 lvls of barbarian, getting animal fury rage power then? Plus i will also get rage, faster movement and uncanny Dodge?
Spear does sounds good, although i am not used to fight with them, as i got no idea how to use them effeciently and no ideas what feats would support natural attacks and the spear.
Stil i would prefere to stay on the natural attack, it fits more in the concept. Maybe getting imp unarmed attack, feral traning and dragon style?
Edit: how would aspect of the beast help with incressing the dmg? All it does is giving claws, nothing mentioned about incressing current claw dmg. When i look at the table at improved natural attack it would incresse to 2d6.
With strong jaw spell, i would be able to incresse my claw dmg from 1d8 to 3d6 according to improved natural attack feat.
| Byrdology |
Polearms rule!. Get AoO when an enemy approaches you, then have at them again on your turn. Reach weapons can get through anti life shell, and take care of pesky hovering reach wielding opponents. You won't suffer for closing to engage large creatures, and you will find that you don't need to move nearly as far to hit your target... The only down side to reach weapons is that if someone slips under your reach, then you have to restore at to attack... YOU won't have to do that. Keep some javelins handy for ranged and you won't have to drop a bow and then quick draw.
*sniff, sniff* You smell that? It smells *sniff* kinda like *sniff*... Winning!
| Vod Canockers |
Eldritch Claws: Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Rending Claws: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.
Claw Pounce: When you make a charge, you can make a full attack with your claws.
| Dysjong |
Vod Canockers -
Yeah i did consider the feats you mentioned, but that would also include nimble striker, prequist for claw pounce.
I will try and talk with the GM about getting the bite attack. I did look at the Wild stalker archtype, it looks good but i would sacrifice the combat style feats for the Wild talents. Well i will consider it and try working some ideas around it.
So far
Combat style feat 6: Eldrith claws
Lvl 7 feat: nimble striker
Lvl 9 feat: claw pounce
Combat style feat 10: unknown
Lvl 11 feat: improved unarmed attack
Lvl 13 feat: feral training
Combat style feat: unknown
Lvl 15 feat: dragon style
Hmm..... I need to make a Wild stalker and see what i can do with it. I know that the beast totem would let me get claws that let's me do 1d8 per claw and with animal fury i would be able to get a bite attack.
Edit: Byrdology - totally!
| Dysjong |
Having been taking a closer look on the Wild stalker archtype, i think that it would fit into the concept of my catfolk ranger.
Im stil going for the claws but maybe by a different way. I will still keep the Cat's claw trait.
I was thinking about getting beast totems as my rage powers, together with animal fury, hopefully with the GM's permission he might allow me to take multiattack feat.
Question: if i take improved natural attack and choice claws, would it incresse the claw dmg from the beast totem, greater, from 1d8 to 2d6? The way i see it, my cat already has his claws, when raging his extends them to really making pain.
Im stil thinking about how to proced with my feat selection.
| lemeres |
First thing I see is that cheetah is not a ranger animal companion without beastmaster archetype.
Not sure where the d10 claw damage came from as posted by someone. I can foresee getting up to a D8.
Might want to dip a level of druid to get greater choice of AC
Get Aspect of the beast for d10 claw damage. Multiattack. Talk with your GM to allow a feat for a bite attack (makes more sense IMHO than two possibilities for half-orcs to get a bite attack). We call it Sabretooth.
Hunter with reach weapon spear fits very nicely... and if someone goes under your reach, bite and scratch!
Yeah, I don't quite see this either. I know that a natural attack style ranger can get improved natural attack, which would get the weapons damage up a size. With that, you can get 2d6 claws (based on the 1d8 if it was talking about a racial feat alone.) Not seeing how the aspect of the beast would stack like that. If it does, then you could get...2d8? I am not sure, since the comment seemed to be mixing damage die progression.
blackbloodtroll
|
Have you considered Claw Blades? They count as claws, but work like weapons. You can deal with DR much better, and won't really cost any more to enchant. Also, more attacks down the line.
Going down the Two-Weapon Fighting path, staying strength focused, and spending your feats on the unarmed Feral Combat Training thing will make you a powerhouse.
| Dysjong |
Blachbloodtroll -
Yeah i thought about the claw blades, but i would prefere the claws and bite. Try and imagin a big cat that will go into a frenzy with fangs and teeths!!
If i may, how would you make a powerhouse? A wildstalker ranger.
Darklone -
I stil don't think the aspect of the beast would incresse the claw dmg, it doesn't say that it can incresses your current claws dmg. It would be awesome if it could :-/
blackbloodtroll
|
Well, for one, check out the Rending Claw Blade, which can be used with the Rending Fury feat.
Also, you can have each Claw with a different special material, and enchantment, making you more versatile.
You can still take advantage of feats like Claw Pounce, and Weapon Focus(Claw).
Shar Tahl
|
Blachbloodtroll -
Yeah i thought about the claw blades, but i would prefere the claws and bite. Try and imagin a big cat that will go into a frenzy with fangs and teeths!!
If i may, how would you make a powerhouse? A wildstalker ranger.
Darklone -
I stil don't think the aspect of the beast would incresse the claw dmg, it doesn't say that it can incresses your current claws dmg. It would be awesome if it could :-/
It would work. Base claw is changed from d4 to d6. Improve Nat Attack ups it another die to d8.
| Vod Canockers |
Have probably been mixing dice progression, right.
Cat's claws: d4 damage
Imp Natural Attack: d6
Catfolk exemplar: d8
Aspect of the Beast: 2d6 then? Was in the wrong table!
Aspect of the Beast
Whether by magic or a curse of your blood, some part of you is more beast than man.
Prerequisite: wild shape class feature, see Special.
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.
Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
Predator's Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.
Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).
I don't see anywhere where Aspect of the Beast says that your claws do more damage. It just says that you grow a pair of claws.
Improved Natural Attack
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.
And,
Catfolk Exemplar
Your feline traits are more defined and prominent than those of other members of your race.
Prerequisite: Catfolk.
Benefit: You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later.
Enhanced Senses (Ex): If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision.
Fast Sprinter (Ex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus.
Sharp Claws (Ex): If you do not have the cat's claws racial trait or the claws of the beast manifestation from the Aspect of the Beast feat , you gain the cat's claws racial trait. If you have either the cat's claws racial trait or the claws of the beast manifestation, your claw damage increases to 1d6.
Special: You can take this feat multiple times. Its effects do not stack. Each time you select it, you must choose a different manifestation.
Both say that the damage increases, although the Sharp Claws from Catfolk Exemplar says it only increases to 1d6.
This means that you have to either take the Cat's Claws alternate racial trait or the Aspect of the Beast: Claws of the Beast, then Sharp Claws, then Improved Natural Attack, for 1d8.
| Darklone |
Agreed, I'm not happy with the wording. We have some instances where it increases the damage, but I don't understand the combination of Catfolk exemplar WITH Aspect of the Beast (not to forget you can as non druid only take Aspect after having catfolk exemplar... which wouldn't make sense if it wouldn't give another benefit).
But since Catfolk Exemplar is the feat later published, I go with the wording that it increases the claws damage if you take it with Cat's claws.
Should we push the FAQ button?
| Darklone |
Well, for one, check out the Rending Claw Blade, which can be used with the Rending Fury feat.
Also, you can have each Claw with a different special material, and enchantment, making you more versatile.
You can still take advantage of feats like Claw Pounce, and Weapon Focus(Claw).
Yeah, but you have to take TWF feats which result in a -2 to hit, but iterative attacks and your claw damage suffers... feat extensive.
| Vod Canockers |
Agreed, I'm not happy with the wording. We have some instances where it increases the damage, but I don't understand the combination of Catfolk exemplar WITH Aspect of the Beast (not to forget you can as non druid only take Aspect after having catfolk exemplar... which wouldn't make sense if it wouldn't give another benefit).
But since Catfolk Exemplar is the feat later published, I go with the wording that it increases the claws damage if you take it with Cat's claws.
Should we push the FAQ button?
Actually you can also take Aspect of the Beast from Ranger Combat Style: Natural Weapon.
Natural Weapon: If the ranger selects natural weapon style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast, Improved Natural Weapon, Rending Claws, and Weapon Focus. At 6th level, he adds Eldritch Fangs and Vital Strike to the list. At 10th level, he adds Multiattack and Improved Vital Strike to the list.
Aspect of the Beast
Whether by magic or a curse of your blood, some part of you is more beast than man.
Prerequisite: wild shape class feature, see Special.
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.
Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
Predator's Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.
Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).
| Dysjong |
Thanks, missed that. Still... what's the use of all those feats if they don't stack?
My guess would that it is one way to get some natural attacks for the pc and improve upon it.
Ranger with natural attack combat style has acces to aspect of the beast, granting claws (1d6), then by improving it with Improved natural attack (1d8) and that's it.
Barbarian can get it by taking beast totem line rage power, that first grants claws attack (1d6), some ac and then improves the barbs claw dmg(1d8), end of the line.
Catfolk have the option by switching one trait to get claws, although it's lesser (1d4). By taking catfolk exemplar they can incresse it to (1d6) and that's it.
3 different ways to get it and i am sure there is alot more.
my idea
Str: 18
Dex: 18
Con: 17
Int: 14
Wis: 15
Cha: 17
Racial traits.
Cat's claw instead of natural hunter. low-light vision. Cat's luck. Sprinter.
Feats.
1: two wepon fighting
3: improved unarmed attack.
5: feral combat traning.
Class features.
1: Track, wild empathy, Strong sense +3
2: Uncanny dodge
3: 1 favored terrain: Jungle (might need to change that.)
4: Rage of the wild: Rage/8 rounds.
5: Rage power: Beast totem, lesser.
Claws: +7,+2 Main Hhand/+7, +2 Off Hand to hit, 1d4+4.
Claws with rage: +9,+4 Main Hhand/+9, +4 Off Hand to hit, 1d6+6
The idea is that as my my ranger gets more lvls, his rage continues to incresse, letteing his inner beast grow more powerful.
Feats.
7: Improved natural attack (claws)
9: Improved two wepon fighting
11: Rending fury
13: Greater two wepon fighting
15: Improved rending fury.
Class features.
6: Wild talents - Rage power: Animal fury. Combat style - natural attack: Rending claw
7: Woodland stride.
8: Swift tracker.
9: Evasion.
10: Rage power: Beast totem. Combat style - Eldritch claw
11: Wild talents - rage power: Elemental rage, lesser. Quarry
12: Camouflage
13:
14: Combat style - Multi attack
15: Rage power: Beast totem, greater.
The idea is that when i am getting the improved natural attack at that lvl, i have already gotten the required claw prequist and improvement with the beast totem line.
Claws: +17,+12,+7 Main hand/+17,+12,+7 Off hand, MH 1d6+4 plus rending fury (1st round only, 2d6 ), OH 1d6+4 plus rending claws (1st round only 2d6)
Claws with rage: +19+,+14,+9 Main hand/+19,+14,+9 Off hand, MD 2d6+6 plus rending fury (1st round only), OH 2d6+6 plus rending claws (1st round only)
As my ranger grow in levels, his inner beast continues to grow, his claws reflecting how much it has improved. I believe that natural attacks can't stack more then improve natural attack, unless with spells or items. Sinds my ranger already posses natural claws from the start, he is allowed to take it (depends on the GM first) and the claws from the beast totem is a refelction of his inner beast, showing it's potential when he is raging.
Would could this work out?
| lemeres |
Darklone wrote:Thanks, missed that. Still... what's the use of all those feats if they don't stack?My guess would that it is one way to get some natural attacks for the pc and improve upon it.
Ranger with natural attack combat style has acces to aspect of the beast, granting claws (1d6), then by improving it with Improved natural attack (1d8) and that's it.
Barbarian can get it by taking beast totem line rage power, that first grants claws attack (1d6), some ac and then improves the barbs claw dmg(1d8), end of the line.
Catfolk have the option by switching one trait to get claws, although it's lesser (1d4). By taking catfolk exemplar they can incresse it to (1d6) and that's it.
Well, the barbarian and catfolk in general could get improved natural weapon as well if you got the GM to accept you taking a "monster feat" since the normal feats do not usually consider natural attacks and such. Rangers just have the advantage of taking the feat earlier than when they get +4 BAB since it is a style feat. Also you would need to convince the GM to let you take feats for a somewhat 'temporary' natural weapon, which is not hard unless you get someone vindictive. So barbarian could get 2d6 natural attacks, and a pounce.
Not sure where you got 1d6 as the claws given by aspect of the beast though. The normal damage for medium is 1d4 per claw. Also, imo, I think improved natural attack may not be worth it unless you are moving from 1d8 to 2d6, or you have access to enlarge person quite often (and it would increase your damage to 2d6 or above). The feat would only give you 2 more damage per full attack otherwise.
| Vod Canockers |
Thanks, missed that. Still... what's the use of all those feats if they don't stack?
The only two that don't stack are the alternate Catfolk Trait and Aspect of the Beast. The Catfolk Exemplar and Imp. Natural Weapon stack and add on to either the Catfolk Trait or Aspect of the Beast.
| Redchigh |
splash monk. you will never get more than bite claw claw.
With monk, you can get kicks that deal slashing- flavor them to be your rear claws.
also, with monk, boar style and the rend tree is very nice. Monk is great for agility as well (jumping around, pouncing, climbing, surviving falls, etc)
if he allows homebrew, try this.
> Feral Catfolk:
> Racial Traits -
> +2 Dexterity, +2 Intelligence, -2 Wisdom: Feral Catfolk are quick on
> their feet and cunning hunters, but succumb to animalistic urges.
> Medium: Feral Catfolk are Medium creatures and have no bonuses or
> penalites due to their size.
> Normal Speed: Feral Catfolk have a base speed of 30 feet.
> Cat's Luck: Once per day when a Feral Catfolk makes a Reflex saving
> throw, he can roll the saving throw twice and take the better result.
> He must decide to use this ability before the saving throw is
> attempted.
> Climber: Feral Catfolk excel at hunting prey from trees and other high
> vantage points. Catfolk with this racial trait possess a climb speed
> of 20 feet (along with the +8 racial bonus on Climb checks a climb
> speed affords).
> Scent: Feral Catfolk have the scent ability.
> Feral Weaponry: Feral Catfolk have a primary natural bite attack and 2
> primary natural claw attacks that deal 1d4 damage.
> Languages: Feral Catfolk begin play speaking only Catfolk.
| Skylancer4 |
Well claw blades plus TWF, ITWF, and GTWF will get you the most claw blade attacks.
Otherwise one set of claw blades to use as your 'main' weapon to go full attack and then tag on your other 'bare' claw and bite as secondary attacks.
Monk probably isn't really worth it unless you are using it to qualify for style feats.
Edit:
If you want to have multiple attacks late game go TWF ranger style. Pick up double slice and TW defense, use odd level feats to get INA (claw), aspect, etc. Buy all the defense and buff magic items early on and save the rest (possibly eldritch claws at 7th to help deal with DR/magic). Once you hit 10th level take Greater TWF and buy your claw blades, as it is the ranger bonus feat you don't need the prereq's. You should have a nice chunk of coin saved up, your STR score can be pumped up due to not having to deal with the DEX requirements for the feat so the -2 for TWF is basically a moot point.
From that point on, continue to enhance the claw blades. You'll have gone from a pair of full BAB claws to claw/claw and claw/claw/claw. At 11th you'll have 6 attacks when using claw blades.