Jing the Bandit
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Ok so, here is a question because frankly I'm confused. My thoughts are to play a catfolk alchemist as my next adventuring character. My normal GM is pretty open to anything, but we are all pretty heavy bout keeping the rules done right.
Catfolk get a lovely alternate ability that I am fond of, Cat's claws. It gives you a 1d4 natural weapon on each hand. Lovely, early game extra damage for survival sake. Stack that with Cat folk Exemplar feat for Sharp Claws, now your lovely claws are 1d6 weapons (not amazing but hey I like it).
Here comes the complicated and tricky part...Feral mutagen. Lovely lovely mutagen if you are making a Ragechemist Melee Monster. (Which is what I'm aiming for with this character). Now then, the mutagen and I quote "Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks."
Now then all that lovely information added together equals....What is the rule standing on this, is it suddenly I am a raging beast of flying claws and teeth (IE do I have 4 claw attacks at 1D6 and a bite of 1d8). Or am I just the daggers for nails (since you start claws at 1d4 and go to 1d6, does it go to 1d8 or 1d10?).
If I could get some clarification that would be amazing. It's just a character concept at the moment but I like the idea even if it only ends up being just 3 natural attacks.
| PrinceDogWaterIII |
Hello Jing, your catfolk brother would only receive a maximum of three natural attacks with your current idea. You would only gain the bite attack while your feral mutagen is in effect, however you can save yourself a feat and have your claws grow fiercer and more damage at the cost of a duration(feral mutagen). Your class abilities only do what they say and nothing more, you would never further increase your claw damage unless the ability, feat, or a generous Game Master told you too.
Onward to house ruling territory. These statements have no value to RAW and are only suggestion to bring you Game Master, results may vary.
Now Jing, you're concept is pretty cool to say the least. If you really wanted to ask you could ask for your feral mutagen increasing the damage dice of your claw attacks(assuming you already had the Exemplar (Sharp Claws)). This would give you a Catfolk alchemist with three natural attacks all at a receptacle d8. Your bite and claws are on par to the iconic weapon, a long sword. Another option is warning your Game Master that you're interested in taking Improved Natural Attack (Claws) once you're able to.
lantzkev
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I've always played it that the claws just get bigger/sharper with the mutagen.
The rules aren't specific in this case, so you have to refer to the common sense rule. And that is, if you have a normal bipedal cat, how does it perform four claw attacks with four limbs? If I was a GM and you tried that, I might would allow it, but you'd be prone at the end of the pounce and during it at negatives and all attacks at 1/2 str dmg (no bracing to fully apply strength!)