Natural Weapon Character


Advice

Shadow Lodge

So my current character in PFS is a Natural Weapons Shapeshifter/Skirmisher Tiefling Ranger Level 2 and White-Haired Witch Level 1. I am in the process of leveling up to level 5 (I hit 4 and had an Adventure Path cert hit, so I get two levels right now). As of now, I have Hair/Claw/Claw/Bite and I'm looking to maximize my damage as best I can.

I am looking at a couple of possibilities, but am tossing out ideas for how best to maximize my effectiveness.

Right now, I'm looking at going Ranger for the next 4 levels, getting Weapons Focus (Claws) at 5th, then getting Improved Natural Weapons (Claws) and Piranha Strike at 7, then taking two levels of Unarmed fighter to get Feral Combat Training and the first two Boar Style feats.

Someone else brought up the idea of me starting to take Rogue levels instead for tricks and more damage (something to be said for the sneak on four attacks, but hurts to lose the bab, despite that he will NEVER get any more attacks).

What do others think?

Shadow Lodge

I have a Tengu Rogue with 16 STR & 3 primary natural attacks. It's pretty awesome with sneak attack damage.

I think either option will get you an effective character, I'm not sure adding another class to the mix is the right choice at level 4-5. You're right to not want to take another BAB hit.

Silver Crusade

In case you didn't catch it, I figured it's worth pointing out the errata to the Amulet of Mighty Fists, from the Core Rulebook FAQ:

Quote:

Amulet of Mighty Fists: Is the price on this item correct?

The design team has decided to reduce the price of this item. The new prices are as follows: 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5). Accordingly, this reduces the costs to create these amulets, as follows: 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5).
This makes this item priced a bit more competitively for monks and creatures that rely on natural attacks.
This answer originally appeared in the 12/4/12 Paizo blog. The next printing of the Core Rulebook, NPC Codex, and Ultimate Equipment will be updated with this information.

—Pathfinder Design Team, 03/01/13

Dark Archive

Heofthehills wrote:

So my current character in PFS is a Natural Weapons Shapeshifter/Skirmisher Tiefling Ranger Level 2 and White-Haired Witch Level 1. I am in the process of leveling up to level 5 (I hit 4 and had an Adventure Path cert hit, so I get two levels right now). As of now, I have Hair/Claw/Claw/Bite and I'm looking to maximize my damage as best I can.

I am looking at a couple of possibilities, but am tossing out ideas for how best to maximize my effectiveness.

Right now, I'm looking at going Ranger for the next 4 levels, getting Weapons Focus (Claws) at 5th, then getting Improved Natural Weapons (Claws) and Piranha Strike at 7, then taking two levels of Unarmed fighter to get Feral Combat Training and the first two Boar Style feats.

Someone else brought up the idea of me starting to take Rogue levels instead for tricks and more damage (something to be said for the sneak on four attacks, but hurts to lose the bab, despite that he will NEVER get any more attacks).

What do others think?

Okay, there's a few things all natural weapon fighters need to know and you apparently haven't been informed of.

First, NEVER waste feats on Weapon Focus or Improved nat weapons.
Weapon Focus only affects 1 (or 2 for claws) of your weapons leaving the rest of them alone. You want a feat that will improve ALL of your attacks at once. Things like Arcane Strike or Power Attack is much better choice.
Improved Natural Attack is even worse since all it really does is give you a single point of damage (on average). There are much better uses for a feat.
The fact that you mention Piranha Strike means you probably went for a dex build which is not great for Nat Weapons. Strength is always going to be a better choice (lower feat requirements, better synergy with combat and universal improvement of all future weapons you run across for when you can't use your natural weapons).

Second, Nat weapon builds are about getting as many attacks per round as you can and making as many of them hit as possible. Preferably with high static bonuses and some ugly status effect (disarmed, shaken, sickened, prone, etc). The idea is to swoop in, maul your target and leave them unable to respond.

Third, Nat Weapon builds will have the lowest +hit of all melee builds so anything that lowers your Bab needs to be heavily considered. Without being able to really obtain magic +'s to hit or solid magic weapons you'll have to be careful what you take.

Finally, Feral Combat Training only works on ONE of your natural weapons so you could only use it with your claws (making it really hard to use those boar style feats).

Now with all that said here's my advice for you:
There are three pieces of Gear you need to buy ASAP! In this order Cracked Pale Green Prism (Flat +1 to hit with all your attacks), Amulet of Mighty Fists (extra rider damage on all attacks) and Helm of the Mammoth Lord (an additional attack every round with higher base damage).

For feats my recommendation is either Power Attack, Improved Trip/Disarm or Blindfighting. Power Attack opens you up to most of the Intimidate based fighting moves/feats, Trip/Disarm destroys your opponents ability to fight back and Blindfight opens you up to the MoonLight Stalker chain which actually does BOTH (your hit goes up, your damage goes up your opponent gets miss chance against you. It's a win/win chain).


Taking 2 levels of Barbarian (or Urban Barbarian, if using a Dex build), would substantially improve your damage output--both from rage, an additional Gore attack from the Lesser Fiend Totem rage power, and the opportunity to pick up an Amulet of Mighty Fists with the Furious property. Note that unlike magic weapons, an amulet can have properties added without first requiring an enhancement bonus, meaning that 4000gp will be giving you +2 to hit and damage with potentially 5 attacks (as long as you're raging).

Also, having the Fiend Totem synergizes nicely with having a tiefling character.

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