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I want to be as "strong" as possible, do the most damage, etc. But when I see the difference between amassing natural attacks and any other way to add quality attacks there is clear difference between better and not so good, at least in my eyes.
Any character can have a total of 5 natural attacks and with 7,300 GP each you have 1/5. That is 36,500 GP for the set. Alchemist can have 7, with the two extra arms they can have. That means that everybody of a certain level can afford them and have them.
If you know of a better way to have multiple attacks, please let me know. I would like to hear it.
http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/be aststrike-club

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Well, you buy 5 of them, and each of them goes to a different natural attack. 2 for claws, 1 for bite, 1 for sting, and 1 for gore. 5. The other 2 are if you have two extra arm discoveries, then you put slam attacks on them, let's say or more claws. Full attack with each natural weapon. 5-7 Attacks.

mplindustries |

Well, you buy 5 of them, and each of them goes to a different natural attack. 2 for claws, 1 for bite, 1 for sting, and 1 for gore. 5. The other 2 are if you have two extra arm discoveries, then you put slam attacks on them, let's say or more claws. Full attack with each natural weapon. 5-7 Attacks.
Yeah, this is why I said I didn't think you were reading them right.
The club works by turning its striking surface into a natural weapon. You still need to wield the club, it doesn't magically adhere to your body or anything. It just counts as a natural weapon for buffs and Wild Shape can buff it, too. Really, Beastrike Clubs are pretty lousy.
The real way to become a natural attack monster is to be a Tiefling, Catfolk, or Tengu Beastmorph Alchemist with two extra arms. Then you really do get 5 natural attacks (four claws and a bite).

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Vincent The Dark wrote:
The real way to become a natural attack monster is to be a Tiefling, Catfolk, or Tengu Beastmorph Alchemist with two extra arms. Then you really do get 5 natural attacks (four claws and a bite).Exactly, and the Helm of the Mammoth Lord for 8,500 gp. For a total of 6. Wyvern Cloak is powerful but it cost a lot, for the 7th.
Now, my question is, isn't that broken? Anybody can do it, it is doable at level 1: 2 Attacks, no two weapon fighting. Lvl 2 3- Attacks. Lvl 3 4 Attacks. Lvl 4 5 attacks. Lvl 5 6 Attacks. And level 5 can be barbarian for the maximum damage. Then next best thing is miles away. Unless you disagree.

Dragonchess Player |

Natural attacks are 20/x2 on criticals. By the time you can afford all of the magic items (four beaststrike clubs at 7,300 gp each, helm of the mammoth lord at 8,500 gp, ring of rat fangs at 5,000 gp, and later on a wyvern cloak at 78,600 gp; total cost 42,700 gp or 121,300 gp with the wyvern cloak, before even considering an amulet of mighty fists), the optimized elven curve blade, falchion, mattock, nodachi, scythe, or tetsubo wielders (or even the two-weapon falcata/shield slam, heavy pick/shield slam, katana/shield slam, kukri/kukri, light pick/light pick, rhoka sword/shield slam, scimitar/shield slam, urumi/shield slam, wakizaski/wakizashi wielders) can afford belts of giant strength and weapon enhancement bonuses that more than make up for the increased number of natural attacks when it comes to DPR.

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Natural attacks are 20/x2 on criticals. By the time you can afford all of the magic items (four beaststrike clubs at 7,300 gp each, helm of the mammoth lord at 8,500 gp, ring of rat fangs at 5,000 gp, and later on a wyvern cloak at 78,600 gp; total cost 42,700 gp or 121,300 gp with the wyvern cloak, before even considering an amulet of mighty fists), the optimized elven curve blade, falchion, mattock, nodachi, scythe, or tetsubo wielders (or even the two-weapon falcata/shield slam, heavy pick/shield slam, katana/shield slam, kukri/kukri, light pick/light pick, rhoka sword/shield slam, scimitar/shield slam, urumi/shield slam, wakizaski/wakizashi wielders) can afford belts of giant strength and weapon enhancement bonuses that more than make up for the increased number of natural attacks when it comes to DPR.
Sure, but the Alchemists gets 3 free attacks for a feat/discovery and if thiefling there are 2 more. All you need then is the two extra hands, and you have 5 attacks for free at level 4 (or 5) That cuts the cost down to the Double Slice/Two Weapon Fighting two feat cost.
But I am just glad that somebody doesn't think that it is broken.
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I personally wouldn't let you get extra attacks, natural or otherwise from the vestigal arm or tentacle...
The arm does not give the alchemist any extra attacks or actions per round, ...
The tentacle does not give the alchemist any extra attacks or actions per round,
I recall there being some thing a dev or someone said about not being able to add claws to your feet either for the tiefling, although I'm not sure (and by that I mean pretty sure) that it didn't encompass the issue of claws on the feat of a alchemist from feral mutagen.

mplindustries |

I personally wouldn't let you get extra attacks, natural or otherwise from the vestigal arm or tentacle...
Quote:The arm does not give the alchemist any extra attacks or actions per round, ...Quote:The tentacle does not give the alchemist any extra attacks or actions per round,I recall there being some thing a dev or someone said about not being able to add claws to your feet either for the tiefling, although I'm not sure (and by that I mean pretty sure) that it didn't encompass the issue of claws on the feat of a alchemist from feral mutagen.
Yeah, you can't put claws on your feet--feet claws are called talons.
But I believe you can make claw attacks with the vestigial arms because the arms themselves are not actually granting you the extra attacks, they are merely enabling Feral Mutagen to give you extra attacks. It's a technicality, but I think it's clear.
The trick is, if you have two claw attack (say from being a Tengu or Tiefling), and you take a Feral Mutagen, you get two more claws attacks, but they can't be used because you can't use the same limbs as your normal claws. With Vestigial Arms, however, you have additional limbs to put claws on, so like I said, it's the claws granting the extra attacks, the Vestigial Arms are just adding surfaces for the claws to attach to.

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That's a very legalistic way of looking at it, that I think very clearly goes against the "extra attacks" per round.
Regardless of how it ends up, due to the limbs, you're getting an extra attack. It by far doesn't pass the "smells like BS" rule. If you remove the arms and you lose your attacks, the arms are what's giving you the attack.
This argument of the claws being "attached" holds as much water as "I get an extra attack because I'm holding a sword in my mouth"