Cao Phen
|
I was thinking of creating a Tengu for PFS that aims to maximize the sheer number of attacks, as well as gaining the highest amount of base damage for each attack.
I was only able to plan up to level 7, so any ideas would help out:
Base Stats:
Ability Points:
STR: 18 (18 Base) - Mod: 4
DEX: 16 (14 Base + 2 Racial Trait) - Mod: 3
CON: 12 (14 Base - 2 Racial Trait) - Mod: 1
INT: 11 (11 Base) - Mod: 0
WIS: 9 (7 Base + 2 Racial Trait) - Mod: -1
CHA: 7 (7 Base) - Mod: -2
Trying to at least help out a bit, I am also trying to be someone who knows a vast majority of languages, because why not?
Fighter 1
Saves:
Fortitude: 3
Reflex: 3
Will: -1
Racial Trait: Claw Attack - 2x 1d3 Claw attacks (Primary). Replaces Swordtrained.
Trait:
Reactionary - +2 Initiative (Trait)
Cosmopolitan (Absalom Regional Trait): +1 Linguistics (Trait); Linguistics is a Class Skill
Feat:
(Base) Weapon Focus (Claw) - +1 Attack with Claws
(Class) Power Attack - -1 Attack/+4 Damage per 4 Levels
Attacks:
Claw (Primary) - +5 Attack 1d3+6 Damage
Claw (Primary) - +5 Attack 1d3+6 Damage
Bite (Primary) - +4 Attack 1d3+6 Damage
Claw:
6 Attack = 4 STR Mod + 1 Feat (Weapon Focus) + 1 Base Attack Bonus - 1 (Power Attack)
6 Damage = 4 STR Mod + 2 (Power Attack)
Other:
5 Attack = 4 STR Mod + 1 Base Attack Bonus - 1 (Power Attack)
6 Damage = 4 STR Mod + 2 (Power Attack)
Gear:
Lamellar Leather - 4 AC (Armor), Max DEX 3, AC Penalty -2
Fighter 1
Freebooter Ranger 1
Saves:
Fortitude: 5
Reflex: 5
Will: -1
Class:
(Archetype) Freebooter's Bane - +1 Attack/Damage to target Enemy as a Move Action
(Class) Track - 1/2 CL (min 1) to Survival checks made to follow or identify tracks
(Class) Wild Empathy - Can use Diplomacy on Animals (1d20+CL+CHA)
Attacks:
Claw (Primary) - +7 Attack 1d3+7 Damage
Claw (Primary) - +7 Attack 1d3+7 Damage
Bite (Primary) - +6 Attack 1d3+7 Damage
Claw:
7 Attack = 4 STR Mod + 1 Feat (Weapon Focus) + 1 (Freebooter's Bane) + 2 Base Attack Bonus - 1 (Power Attack)
7 Damage = 4 STR Mod + 2 (Power Attack) + 1 (Freebooter's Bane)
Other:
6 Attack = 4 STR Mod + 1 (Freebooter's Bane) + 2 Base Attack Bonus - 1 (Power Attack)
7 Damage = 4 STR Mod + 2 (Power Attack) + 1 (Freebooter's Bane)
Fighter 2
Freebooter Ranger 1
Saves:
Fortitude: 6
Reflex: 5
Will: -1
(Base) Feral Combat Training (Claws) - Natural Attacks can be used to replace Improved Unarmed Strike for Feats
(Class) Boar Style - When Two Unarmed Strikes Damages an opponent in the same round, deal 2d6 Damage (Bleed)
(Archetype) Bravery - +1 on Will Saves against Fear
Attacks:
Claw (Primary) - +8 Attack 1d3+7 Damage
Claw (Primary) - +7 Attack 1d3+7 Damage + 2d6 Bleed
Bite (Primary) - +7 Attack 1d3+7 Damage
If both Claw Attacks hits an Opponent in the same round, deal 2d6 Bleed (Boar Style)
Claw:
8 Attack = 4 STR Mod + 1 Feat (Weapon Focus) + 1 (Freebooter's Bane) + 3 Base Attack Bonus - 1 (Power Attack)
7 Damage = 4 STR Mod + 2 (Power Attack) + 1 (Freebooter's Bane)
Other:
7 Attack = 4 STR Mod + 1 (Freebooter's Bane) + 3 Base Attack Bonus - 1 (Power Attack)
7 Damage = 4 STR Mod + 2 (Power Attack) + 1 (Freebooter's Bane)
Fighter 3
Freebooter Ranger 1
(Ability Score +1 to WIS)
Purchase - Belt of Giant Strength (+2 STR)
Purchase - Amulet of Mighty Fists +1 (+1 Attack/Damage to Natural Attacks)
Saves:
Fortitude: 6
Reflex: 6
Will: 1
(Archetype) Armor Training - Armor Check Penalty reduced by 1, Armor Max Dexterity increased by 1; Can move in Normal Speed in Medium Armor
Note: Power Attack modifiers increases to -2/+4
Attacks:
Claw (Primary) - +10 Attack 1d3+11 Damage
Claw (Primary) - +10 Attack 1d3+11 Damage + 2d6 Bleed
Bite (Primary) - +9 Attack 1d3+11 Damage
If both Claw Attacks hits an Opponent in the same round, deal 2d6 Bleed (Boar Style)
Claw:
10 Attack = 5 STR Mod + 1 Feat (Weapon Focus) + 1 (Freebooter's Bane) + 4 Base Attack Bonus - 2 (Power Attack) + 1 (Amulet of Mighty Fists)
11 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 1 (Amulet of Mighty Fists)
Other:
9 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 4 Base Attack Bonus - 2 (Power Attack) + 1 (Amulet of Mighty Fists)
11 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 1 (Amulet of Mighty Fists)
Fighter 3
Freebooter Ranger 1
White-Haired Witch 1
Purchase - Cloak of the Manta Ray (1d6 Sting (Primary))
Saves:
Fortitude: 6
Reflex: 6
Will: 5
(Base) Arcane Strike - +1 Damage to all Attacks as Swift Action; Attacks are considered Magic
(Class) Familiar (Hedgehog) - +2 Will
(Archetype) White Hair - Gain a Hair attack that deals 1d4+INT Damage. Whenever the hair strikes a foe, grapple with her hair as a free action without provoking attacks of opportunity. Use INT in place of STR when totaling CMB. When grappling a foe in this way, do not gain the grappled condition.
Attacks:
Claw (Primary) - +10 Attack 1d3+12 Damage
Claw (Primary) - +10 Attack 1d3+12 Damage + 2d6 Bleed
Bite (Primary) - +9 Attack 1d3+11 Damage
Sting (Primary) - +9 Attack 1d6+11 Damage
Hair (Primary) - +9 Attack 1d4+7 Damage
If both Claw Attacks hits an Opponent in the same round, deal 2d6 Bleed (Boar Style)
Claw:
10 Attack = 5 STR Mod + 1 Feat (Weapon Focus) + 1 (Freebooter's Bane) + 4 Base Attack Bonus - 2 (Power Attack) + 1 (Amulet of Mighty Fists)
12 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 1 (Amulet of Mighty Fists) + 1 (Arcane Strike)
Other:
9 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 4 Base Attack Bonus - 2 (Power Attack) + 1 (Amulet of Mighty Fists)
11 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 1 (Amulet of Mighty Fists) + 1 (Arcane Strike)
Hair:
9 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 4 Base Attack Bonus - 2 (Power Attack) + 1 (Amulet of Mighty Fists)
7 Damage = 4 (Power Attack) + 1 (Freebooter's Bane) + 1 (Amulet of Mighty Fists) + 1 (Arcane Strike)
Fighter 4
Freebooter Ranger 1
White-Haired Witch 1
Purchase - Helm of the Mammoth Lord (1d6 Gore (Primary))
Saves:
Fortitude: 7
Reflex: 6
Will: 5
(Class) Weapon Specialization (Claw) - +2 Damage for Claws
Attacks:
Claw (Primary) - +11 Attack 1d3+14 Damage
Claw (Primary) - +11 Attack 1d3+14 Damage + 2d6 Bleed
Bite (Primary) - +10 Attack 1d3+11 Damage
Gore (Primary) - +10 Attack 1d6+11 Damage
Sting (Primary) - +10 Attack 1d6+11 Damage
Hair (Primary) - +10 Attack 1d4+7 Damage
If both Claw Attacks hits an Opponent in the same round, deal 2d6 Bleed (Boar Style)
Claw:
11 Attack = 5 STR Mod + 1 Feat (Weapon Focus) + 1 (Freebooter's Bane) + 5 Base Attack Bonus - 2 (Power Attack) + 1 (Amulet of Mighty Fists)
14 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 1 (Amulet of Mighty Fists) + 1 (Arcane Strike) + 2 (Weapon Specialization)
Other:
10 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 5 Base Attack Bonus - 2 (Power Attack) + 1 (Amulet of Mighty Fists)
11 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 1 (Amulet of Mighty Fists) + 1 (Arcane Strike)
Hair:
10 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 5 Base Attack Bonus - 2 (Power Attack) + 1 (Amulet of Mighty Fists)
7 Damage = 4 (Power Attack) + 1 (Freebooter's Bane) + 1 (Amulet of Mighty Fists) + 1 (Arcane Strike)
Fighter 5
Freebooter Ranger 1
White-Haired Witch 1
Purchase - Gloves of Dueling (Weapon Training Bonus Increase by 2)
Upgrade - Amulet of Mighty Fists +2 (+2 Attack/Damage to Natural Attacks)
Saves:
Fortitude: 7
Reflex: 6
Will: 5
(Base) Belier's Bite - Unarmed Strikes deal 1d4 Bleed Damage
(Class) Rending Claws - If a creature is hit with two claw attacks in the same turn, deal 1d6 Precision Damage (Archetype) Weapon Training (Natural) - +1 Attack/Damage to Natural Weapons
Attacks:
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed + 2d6 Bleed + 1d6 Precision
Bite (Primary) - +15 Attack 1d3+16 Damage
Gore (Primary) - +15 Attack 1d6+16 Damage
Sting (Primary) - +15 Attack 1d6+16 Damage
Hair (Primary) - +15 Attack 1d4+11 Damage
If both Claw Attacks hits an Opponent in the same round, deal 2d6 Bleed (Boar Style)
If both Claw Attacks hits an Opponent in the same round, deal 1d6 Precision (Rending Claws)
Claw:
16 Attack = 5 STR Mod + 1 Feat (Weapon Focus) + 1 (Freebooter's Bane) + 3 (Weapon Training) + 6 Base Attack Bonus - 2 (Power Attack) + 2 (Amulet of Mighty Fists)
18 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 3 (Weapon Training) + 2 (Amulet of Mighty Fists) + 1 (Arcane Strike) + 2 (Weapon Specialization)
Other:
15 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 3 (Weapon Training) + 6 Base Attack Bonus - 2 (Power Attack) + 2 (Amulet of Mighty Fists)
16 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 3 (Weapon Training) + 2 (Amulet of Mighty Fists) + 1 (Arcane Strike)
Hair:
15 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 3 (Weapon Training) + 6 Base Attack Bonus - 2 (Power Attack) + 2 (Amulet of Mighty Fists)
11 Damage = 4 (Power Attack) + 1 (Freebooter's Bane) + 3 (Weapon Training) + 2 (Amulet of Mighty Fists) + 1 (Arcane Strike)
I understand that I can also grab the Deliquescent Gloves to gain Corrosive to my atttacks, which the damage is not part of the data. A few feats, like Boar Style and Rending Claws are there and could be replaced.
If anyone can help give me ideas to the next few feats or levels, I would appreciate it.
| Shifty |
Hairy Tengu?
Also, if Freebooters is a Move Action, how are you still getting Full Attacks?
Your Beliers Bite - Bleed damage is stacking, yet it shouldn't.
Can you buy a Helm of the mammoth lord at that level? Its 8500, seems high for your rep at that point (though could be wrong), ditto the 7200gp cloak...
Whats your expected income per level? Your gear looks a bit expensive for L7.
can you bite AND gore? its two attacks off the same 'limb'.
Cao Phen
|
Yeah, hairy tengu is a weird one, but there is not prereq for a white-haired witch.
You can first-round target something with Freebooter to initate the buff.
Belier's Bite is the confusing one, since it is placed in two different instances of the attack. The Belier's Bite triggers of the claw (Unarmed Strike) , while Boar Stance triggers if two claw (Unarmed Strikes) succesfully hits.
So it is option 1:
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed + 2d6 Bleed + 1d6 Precision
Or option 2:
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 or 2d6 Bleed (Whichever is higher in Bleed Damage) + 1d6 Precision
Edit:
an you buy a Helm of the mammoth lord at that level? Its 8500, seems high for your rep at that point (though could be wrong), ditto the 7200gp cloak...
Whats your expected income per level? Your gear looks a bit expensive for L7.
can you bite AND gore? its two attacks off the same 'limb'.
Maximizing prestige, 2 PP per mission, 3 Missions per level = 6 PP per level
8,500 to next prestige rank is 27 PP (11,750g cap). 27/6 = 4 1/2. Round to 5 + 1 = Minimum Level 6 for the Helm of the Mammoth Lord.
7,200 to next prestige rank is 22 PP (8,000g cap). 22/6 = 3 2/3. Round to 4 + 1 = Minimum Level 5 for the Cloak of the Manta Ray.
Average Income for tiers are about:
500g - 1-2
1,200g - 3-4
1,800g - 4-5
2,500g - 5-6
3,200g - 6-7
For the bite/gore, check out the Gargoyle in the Bestiary 1. Has Claw/Claw/Bite/Gore.
Dennis Baker
RPG Superstar 2010 Top 16, Contributor
|
Many people would question you using the cloak of the manta ray to gain a natual attack outside salt water. Inclusing This Guy.
| Shifty |
Noted on the Freebooter, suppose you can also do it while everyone is positioning as it isn't really range limited (other than notionally sight I suppose).
I still say no to the stacked Bleeding damage, as it specifically states:
Bleed (conditions)
http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed
Bleed effects do not stack with each other unless they deal different kinds of damage.
| lemeres |
I am following you through level 4. Really, the sheer number of attacks seem like overkill after that. Since this is PFS, you will only get a few levels where you would need that 4th attack to keep up, since the 3 natural attacks only lose steam around level 10 I'd say, and I think PFS characters get retired around level 12, right? Either way, your apparently solid choices in feats combined with ranger abilities make your character more than powerful enough on its own.
While I like the white haired witch, I do not think it is appropriate to use it simply to add on another natural attack. If you get it, you should do so because you want to take advantage of its weird grappling. Great as a dip for an INT class struggling with grappling and not too worried about progressing spell levels at the moment. While a ton of natural attacks make an interesting theoretical exercise, it mostly just seems a bit silly after a certain point. Have pity on your GM and try not to make him deal with so diverse numbers each round.
| TGMaxMaxer |
It would be 5 attacks at 7... Claw Claw Bite Gore Hair. Don't know where you got another claw in there.
I Might actually go 2 levels of Natural Combat style Ranger for Rending Claws for free feat earlier... then use the other Fighter feat for Imp Rending Fury so you get to rend on a single claw attack. Delays Gloves of Dueling for a level, but you won't have the money/prestige for that at level 7 anyways, if you actually plan to survive to get there with a -1 will save for a couple levels.
15k for gloves of dueling
16k for AoMF +2
4k for Str belt
8500 for helm
--------------------
43500 total
+3 Cloak of resist 9k (minimum for that will save)
+2 Armor 4k (minimum to get Brawling Armor, which will work on natural attacks with Feral Combat Training per another post for an additional +2/+2 on claws)
--------------------
New Total 56500 (which you will have at level 8 if you make every single scenario at max gold and max prestige)
Also might want to invest 2pp in a wand of shield and 2k in a cracked vibrant purple ioun stone to spell store 1 level 1 spell and have someone cast that every adventure for a +4 bonus to ac that works against incorporeals as it is a force effect.
This also gets easier if you have a regular group that can carry you a few levels of playing up a tier... then you will have plenty of money.
Bigdaddyjug
|
His extra claw attack at level 7 was an iterative from being at BAB +6/+1, he just messed up the attack bonus on the 3rd claw attack. It should only be +11.
So natural attacks don't suffer a penalty for attacking with both hands?
That is VERY interesting and means I might be looking at a Rakshasha-spawn Tiefling ninja in my near future.
Cao Phen
|
Ah, you are correct on the -5 attack mod for the +6bab attack. For the white-haired witch, I chose that dip at level 5 to take arcane strike, as well as the extra attack. Addind 2 to will saves (witch base save) and obtaining the familiar that gives an extra 2 to save helps the character's weak will saves.
Mathwei ap Niall
|
His extra claw attack at level 7 was an iterative from being at BAB +6/+1, he just messed up the attack bonus on the 3rd claw attack. It should only be +11.
So natural attacks don't suffer a penalty for attacking with both hands?
That is VERY interesting and means I might be looking at a Rakshasha-spawn Tiefling ninja in my near future.
Unfortunately, natural attacks do not get iteratives so he would never get that third claw. And I concur that the white haired witch is not the best dip option for this build and would instead recommend a 2 level dip into Ninja instead.
You'd still get your additional attack by spending a Ki pool and would add sneak attack damage and ability damage (take Pressure Points trick).
Bigdaddyjug
|
Bigdaddyjug wrote:His extra claw attack at level 7 was an iterative from being at BAB +6/+1, he just messed up the attack bonus on the 3rd claw attack. It should only be +11.
So natural attacks don't suffer a penalty for attacking with both hands?
That is VERY interesting and means I might be looking at a Rakshasha-spawn Tiefling ninja in my near future.
Unfortunately, natural attacks do not get iteratives so he would never get that third claw. And I concur that the white haired witch is not the best dip option for this build and would instead recommend a 2 level dip into Ninja instead.
You'd still get your additional attack by spending a Ki pool and would add sneak attack damage and ability damage (take Pressure Points trick).
Wouldn't he get iteratives because of Improved Unarmed Strike?
Mathwei ap Niall
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Mathwei ap Niall wrote:Wouldn't he get iteratives because of Improved Unarmed Strike?Bigdaddyjug wrote:His extra claw attack at level 7 was an iterative from being at BAB +6/+1, he just messed up the attack bonus on the 3rd claw attack. It should only be +11.
So natural attacks don't suffer a penalty for attacking with both hands?
That is VERY interesting and means I might be looking at a Rakshasha-spawn Tiefling ninja in my near future.
Unfortunately, natural attacks do not get iteratives so he would never get that third claw. And I concur that the white haired witch is not the best dip option for this build and would instead recommend a 2 level dip into Ninja instead.
You'd still get your additional attack by spending a Ki pool and would add sneak attack damage and ability damage (take Pressure Points trick).
If he did decide to mix unarmed strikes in with the natural attacks to get iterative attacks as well then ALL if his natural attacks take an additional -5 to hit AND only gets to add half his strnegth bonus on damage AND would have to be done with a limb that wasn't making natural attacks (I guess he'd have to kick with this setup).
Natural Attacks and iterative attacks really do not mix well and since he's not a Natural Weapon ranger he will never qualify for multi-attack to help off set these penalties.
Dennis Baker
RPG Superstar 2010 Top 16, Contributor
|
The third claw was confusing me also. No iterative with natural attacks... That's seeming a bit more sane now. Haste will get you that missing attack.
My suggestion is you find a good way to bypass DR. I had a heck of a time chipping away at DR on some demons with a similar build. DR 10 is killer for lots of natural attacks.
That helm is likely appearing on a couple of my natural attack builds soon.
Cao Phen
|
Yeah, I was thinking of focusing on the Amulet of Mighty Fists to work out the DR problem, since they reduced the price for the amulet by a bit. It will still be a bunch of money, but during that time, I will hope to work with the Arcane Strike and see if creatures can handle a Flurry of Magical Natural Attacks.
For the ninja dip, I was considering using that, but there are a few flaws that I had noticed:
- I would not be able to obtain an actual Ki Pool, since my CHA modifier is at -2. Ki Pool would be 1/2 Ninja Level + CHA, so I would technically be at a -1 Ki Pool with a level 2 Ninja dip.
- For Pressure Points to work, I would have to obtain some Flanking effect or denied DEX, which is easier said than done. I can choose to head into the Gang Up feat chain, which is nice, but that would have me dip a few feats into it as well.
So since my Ki Pool is locked out, I would aim to maximize actions per turn my Swift Action-ing Arcane Strike for extra damage and transforming my attacks to Attacks that are considered Magic.
As for the Bleed via Belier's Bite and Boar Stance. Taking into consideration om how the attacks work, I believe that the bleeds are seperate entities. Let us look into how a full-attack phase pans out:
First Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed
This first claw attack already triggers a bleed damage and is set with the amount given, a 1d4.
Second Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed + 2d6 Bleed + 1d6 Precision
This second claw attack give out a 1d4 bleed, as part of the Belier's Bite. With the condition of "if both attacks hits", I would think that conditional damage would be a sperate bleed damage on top of the damage given with Belier's Bite.
Now if it was "Bleeding" damage, the one that triggers every round and uses a heal check, I would assume that those would not stack.
It will take me a bit, but I will revise the Level 7 layout to see how well it holds up. This includes removing that extra claw attack that I thought can be added due to BAB.
Cao Phen
|
Here it is:
Level 7 (BAB +6):
Fighter 5
Freebooter Ranger 1
White-Haired Witch 1
Feats obtained:
1 - Weapon Focus (Claw)
1 - Power Attack
2 - Freebooter's Bane
3 - Feral Combat Training (Claws)
3 - Boar Style
5 - Arcane Strike
5 - White Hair
6 - Weapon Specialization (Claw)
7 - Belier's Bite
7 - Rending Claws
Purchase:
Belt of Giant Strength
Amulet of Mighty Fists +2
Helm of the Mammoth Lord
Gloves of Dueling
Saves:
Fortitude: 7
Reflex: 6
Will: 5
Attacks:
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed (Conditional: + 2d6 Bleed + 1d6 Precision)
Bite (Primary) - +15 Attack 1d3+16 Damage
Gore (Primary) - +15 Attack 1d6+16 Damage
Hair (Primary) - +15 Attack 1d4+11 Damage
Attack/Damage Layout:
Claw:
16 Attack = 5 STR Mod + 1 Feat (Weapon Focus) + 1 (Freebooter's Bane) + 3 (Weapon Training) + 6 Base Attack Bonus - 2 (Power Attack) + 2 (Amulet of Mighty Fists)
18 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 3 (Weapon Training) + 2 (Amulet of Mighty Fists) + 1 (Arcane Strike) + 2 (Weapon Specialization)
Other:
15 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 3 (Weapon Training) + 6 Base Attack Bonus - 2 (Power Attack) + 2 (Amulet of Mighty Fists)
16 Damage = 5 STR Mod + 4 (Power Attack) + 1 (Freebooter's Bane) + 3 (Weapon Training) + 2 (Amulet of Mighty Fists) + 1 (Arcane Strike)
Hair:
15 Attack = 5 STR Mod + 1 (Freebooter's Bane) + 3 (Weapon Training) + 6 Base Attack Bonus - 2 (Power Attack) + 2 (Amulet of Mighty Fists)
11 Damage = 4 (Power Attack) + 1 (Freebooter's Bane) + 3 (Weapon Training) + 2 (Amulet of Mighty Fists) + 1 (Arcane Strike)
Edit: Taking a look at my Ultimate Equipment, I can actually replace the Cloak of the Manta Ray with the Tentacle Cloak.
Once per day, can create two tentacles for 1 minute. These are 1d6 Bludgeoning Damage (Secondary), so in turn of loosing that bite and sting from the first build, I can still grab a few more Natural Attack, save that they are onluy for a minute and are secondary attacks.
Cao Phen
|
That's not how Belier's Bite works, as others have pointed out. The enemy takes 1d4 bleed damage once (at the start of their turn).
Ok, my mistake. A gm that often runs games at my local shop told me about the initial damage thing. I had initally thought that the damage was supposed to be a static number in terms to the amount of damage dealt per round via bleeding damage.
So this layout is supposed to be:
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed*
Claw (Primary) - +16 Attack 1d3+18 Damage + 1d4 Bleed* (Conditional: + 2d6 Bleed* + 1d6 Precision)
*Highest bleed damage is static numeric damage at start of opponent's turn.
Cao Phen
|
How does this outdo the Oni-Spawn Tiefling with the Tusked trait?
Is it just preference?
Oni-Spawn Tiefling does not have a claw or bite attack itself.
You drop your spell-like racial ability to gain either a single 1d6 bite, or two 1d4 claws.
Cao Phen
|
That will save is pretty brutal.
I consider Will saves to be pretty paramount to survival, so you may not last long, heh
Yeah, that is also why the dip into White-haired Witch is essential in balancing out the saves. +2 (Witch Base) and +2 (Familiar) will hopefully save its tail feather.
Cao Phen
|
Oni-Spawn Tiefling can take the Maw or Claw alternate racial trait.
Are you saying it can't?
If so, that's not true.
I wrote that wrong. All tieflings can grab Maw or Claw. You do not have to be specifically Oni-Spawn to have it.
Edit: To elaborate on your inital question on how well on-par does an Oni-Spawn Tiefling does against the Tengu, we can sort of get a simple grasp.
Via 20-point buy for PFS, the max a Tengu can grab at Level 1 is 18 STR (+4). An Oni-Spawn Tiefling has an Attribute Bonus of +2 STR/WIS, -2 CHA, potentially bringing up its STR to 20 (+5). Taking into consideration of Maw or Claw alternate racial trait, the number of attacks would reduce by 1, but the Attack/Damage would increase by 1.
Tengu:
Claw (Primary) - +5 Attack 1d3+6 Damage
Claw (Primary) - +5 Attack 1d3+6 Damage
Bite (Primary) - +4 Attack 1d3+6 Damage
Oni-Spawn Tiefling (single natural attack, so x1.5 STR on damage):
Claw (Primary) - +6 Attack 1d4+9 Damage
Claw (Primary) - +6 Attack 1d4+9 Damage
Doing Average Damage calculations (if all hits):
Tengu Damage (Avg) - (1+2+3)/3 = 2
Tiefling Damage (Avg) - (1+2+3+4)/4=2.5, round down to 2.
Tengu: 8+8+8=24
Tiefling: 11+11=22
| GM Arkwright |
My understanding was that you could stick claws on your feet.
Half-Orc (Toothy) trait
Ranger (natural weapons style 2/something else 1
Level--Feat
1--Weapon Focus (Claws)/anything else
2--Aspect of the Beast(Claws)
3--Aspect of the Beast(Claws)
End up with four claws and a bite attack by level three.
blackbloodtroll
|
blackbloodtroll wrote:Oni-Spawn Tiefling can take the Maw or Claw alternate racial trait.
Are you saying it can't?
If so, that's not true.
I wrote that wrong. All tieflings can grab Maw or Claw. You do not have to be specifically Oni-Spawn to have it.
Edit: To elaborate on your inital question on how well on-par does an Oni-Spawn Tiefling does against the Tengu, we can sort of get a simple grasp.
Via 20-point buy for PFS, the max a Tengu can grab at Level 1 is 18 STR (+4). An Oni-Spawn Tiefling has an Attribute Bonus of +2 STR/WIS, -2 CHA, potentially bringing up its STR to 20 (+5). Taking into consideration of Maw or Claw alternate racial trait, the number of attacks would reduce by 1, but the Attack/Damage would increase by 1.
Tengu:
Claw (Primary) - +5 Attack 1d3+6 Damage
Claw (Primary) - +5 Attack 1d3+6 Damage
Bite (Primary) - +4 Attack 1d3+6 DamageOni-Spawn Tiefling (single natural attack, so x1.5 STR on damage):
Claw (Primary) - +6 Attack 1d4+9 Damage
Claw (Primary) - +6 Attack 1d4+9 DamageDoing Average Damage calculations (if all hits):
Tengu Damage (Avg) - (1+2+3)/3 = 2
Tiefling Damage (Avg) - (1+2+3+4)/4=2.5, round down to 2.Tengu: 8+8+8=24
Tiefling: 11+11=22
Please note, I mentioned the Adopted/Tusked trait for a primary 1d4 bite, which is in addition to the Tiefling's claws.
Cao Phen
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Please note, I mentioned the Adopted/Tusked trait for a primary 1d4 bite, which is in addition to the Tiefling's claws.
Ok, calcualtions updated:
Tengu:
Claw (Primary) - +5 Attack 1d3+6 Damage
Claw (Primary) - +5 Attack 1d3+6 Damage
Bite (Primary) - +4 Attack 1d3+6 Damage
Oni-Spawn Tiefling:
Claw (Primary) - +6 Attack 1d4+7 Damage
Claw (Primary) - +6 Attack 1d4+7 Damage
Bite (Primary) - +0 Attack 1d4+7 Damage (Full-Round action drops it by -5)
Doing Average Damage calculations (if all hits):
Tengu Damage (Avg) - (1+2+3)/3 = 2
Tiefling Damage (Avg) - (1+2+3+4)/4=2.5, round down to 2.
Tengu: 8+8+8=24
Tiefling: 9+9+9=27
So in turn, you can do that, but you have to have a unique story to back that up, like a Oni-Spawn Tiefling that was found by a group of orcs was to be presumed as some kind of gift from the gods, so they raised it up as they would an orc. Something like that.
The drawback is that your CHA, with this specific point-buy, will drop to a 5 (eep), and that you are an outsider, so no Enlarge Person. Elemental Resistance is nice, though.
As for GM Arkwright, there is a race trait in Orcs of Golarion Player Companion Booklet that grants you a 1d4 bite, called Tusked. If used in a full-round action, the attack is at a -5.
Cao Phen
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Who not use a Helmet, Dwarven Boulder for the head slot at lower levels? It is cheaper and counts as an attack right? (you only get all your natural attacks when you full-round attack, no?)
Though this is a late reply, we can still take a look at the actual item at hand:
In addition, a dwarven boulder helmet grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A dwarven boulder helmet can be enchanted as a weapon (not as armor, despite providing some protection).
A dwarven boulder helmet adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and is made of metal, not stone, meaning that it can be crafted from unusual materials as a metal weapon.
I think this would be a manufactured attack, and not a natural one, like an armor spike, and only on a charge or something.