5 natural attacks at 2nd lv.


Pathfinder First Edition General Discussion


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I was recently thumbing through the "Blood of the Moon" book and found a way to get 5 natural attacks by 2nd level.

If you are a Wereboar-kin when you transform you have one of a handful of abilities you can choose to have affect you. The two we are going to focus on are:

1) Gore attack that deals 1d6 points of damage

2) 2 hoof attacks that each deal 1d4 points of damage.

When you transform you can only choose one of your abilities to affect you unless you spend a feat then you can get a 2nd ability.

So I spend my first feat so that when I transform I can have 3 natural attacks.

Then my first two levels are as a ranger. I choose to take the Natural Weapon combat style so that I can get the Aspect of the Beast feat. I choose to get 2 primary claw attacks from the feat. At 2nd level I can get 5 attacks a round.

Does anyone else find this ridiculous?


At least the hooves are natural attacks I guess? Definitely doesn't sound pretty.


It's decent of course you ignore that once you're level 6 or 10 or 12 you keep falling behind a player who can buy enhancement bonuses for half the cost of yours has bigger damage dice and more importantly crit ranges. So yeah it's a decent frontloaded combo that pretty much hits its maximum potential at level 2 onos?


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I keep hearing this, but with 5 natural attacks all going off of your highest BAB? Sounds like you'll be hitting about 3 times as much, applying your (admittedly, pricier) bonuses a lot more. And lvl 10 is also when the beast totem barb (which you should be, since it gives you both claws and rage) gets pounce, so that should boost you back up.


LoneKnave wrote:
I keep hearing this, but with 5 natural attacks all going off of your highest BAB? Sounds like you'll be hitting about 3 times as much, applying your (admittedly, pricier) bonuses a lot more. And lvl 10 is also when the beast totem barb (which you should be, since it gives you both claws and rage) gets pounce, so that should boost you back up.

Lets say you are a Beast totem barb and even assuming that you're allowed to use blood of the moon which I can't actually check on since it's not even close to a core series book and I don't have it.

You're still rolling at double the cost for the enhancement bonus on top of no amulet of natural armor which inherently gives you a to hit penalty and an AC penalty and you get half the value out of having haste that a Two hand weapon user gets you also don't get equivalent value out of power attack and the THF is getting 1.5 his str bonus on his attacks he can also easily get a 15+ crit range which means 1/4 of the time he's doing double damage and he gets around DR much more easily than you can and he actually increases his number of attacks as he levels while you will never go above 5+1 from haste.

IMO it's not nearly as OP as it sounds once you get past the early levels but this is just another reason to not allow splat books the balance is shoddy at best.


LoneKnave wrote:
I keep hearing this, but with 5 natural attacks all going off of your highest BAB?

Not quite. I don't have Blood of the Moon, but I assume the follow the standard universal monster rules. Hoof attacks are classified as secondary attacks. This mean, when you use them in a full attack, you use BAB-5. Hypothetically, if you had a +7 to hit overall a 2nd level, with a full attack, you could do a +7 bite, two +7 claws, and two +2 hoofs, and only when transformed. I don't know the rules for lycanthropy, but I suspect you can't just have it on all the time, it instead activates at certain times.


gnomersy wrote:
LoneKnave wrote:
I keep hearing this, but with 5 natural attacks all going off of your highest BAB? Sounds like you'll be hitting about 3 times as much, applying your (admittedly, pricier) bonuses a lot more. And lvl 10 is also when the beast totem barb (which you should be, since it gives you both claws and rage) gets pounce, so that should boost you back up.

Lets say you are a Beast totem barb and even assuming that you're allowed to use blood of the moon which I can't actually check on since it's not even close to a core series book and I don't have it.

You're still rolling at double the cost for the enhancement bonus on top of no amulet of natural armor which inherently gives you a to hit penalty and an AC penalty and you get half the value out of having haste that a Two hand weapon user gets you also don't get equivalent value out of power attack and the THF is getting 1.5 his str bonus on his attacks he can also easily get a 15+ crit range which means 1/4 of the time he's doing double damage and he gets around DR much more easily than you can and he actually increases his number of attacks as he levels while you will never go above 5+1 from haste.

IMO it's not nearly as OP as it sounds once you get past the early levels but this is just another reason to not allow splat books the balance is shoddy at best.

So at the higher levels when it is inefficient to give up iterative hands he could save the claws as a backup option and go with a greatsword for the two handed fighting and just have three extra natural attacks.

Hoof attacks are pretty ridiculous for a boar man though.


Voadam wrote:


So at the higher levels when it is inefficient to give up iterative hands he could save the claws as a backup option and go with a greatsword for the two handed fighting and just have three extra natural attacks.

Hoof attacks are pretty ridiculous for a boar man though.

Sure you can and assuming he's not investing in the natural attacks by buying an AoMF or anything else it would work but your damage with those 3 attacks will be at half strength with no magic bonus and no way to get around DR at which point you pretty much just wasted the feat you used to get it.


Will Pratt wrote:

I was recently thumbing through the "Blood of the Moon" book and found a way to get 5 natural attacks by 2nd level.

If you are a Wereboar-kin when you transform you have one of a handful of abilities you can choose to have affect you. The two we are going to focus on are:

1) Gore attack that deals 1d6 points of damage

2) 2 hoof attacks that each deal 1d4 points of damage.

When you transform you can only choose one of your abilities to affect you unless you spend a feat then you can get a 2nd ability.

So I spend my first feat so that when I transform I can have 3 natural attacks.

Then my first two levels are as a ranger. I choose to take the Natural Weapon combat style so that I can get the Aspect of the Beast feat. I choose to get 2 primary claw attacks from the feat. At 2nd level I can get 5 attacks a round.

Does anyone else find this ridiculous?

I do, exactly what limbs are you putting these claws on?


Vod Canockers wrote:
I do, exactly what limbs are you putting these claws on?

I'd presume his hands and that his hooves are on his feet? 2 claws on your hands, one gore on your face/head(gore is weird), and 2 hooves on your feet.


MrSin wrote:
Vod Canockers wrote:
I do, exactly what limbs are you putting these claws on?
I'd presume his hands and that his hooves are on his feet? 2 claws on your hands, one gore on your face/head(gore is weird), and 2 hooves on your feet.

This.


gnomersy wrote:
Voadam wrote:


So at the higher levels when it is inefficient to give up iterative hands he could save the claws as a backup option and go with a greatsword for the two handed fighting and just have three extra natural attacks.

Hoof attacks are pretty ridiculous for a boar man though.

Sure you can and assuming he's not investing in the natural attacks by buying an AoMF or anything else it would work but your damage with those 3 attacks will be at half strength with no magic bonus and no way to get around DR at which point you pretty much just wasted the feat you used to get it.

Thinking on it more, ranger 2 to get the claws then multiattack and all rogue gives 5 attacks with sneak attack when flanking. Sneak attack can usually do fairly well for DR and the lack of iteratives for the medium advancement does not matter as much when you have five natural weapons all doing sneak attack.

Or forget the claws and go all rogue with two weapon fighting for iteratives plus offhand plus 3 naturals.

Sovereign Court

Actually, go with Alchemist. With the feral mutagen discovery at level two for two claws and a bite, bringing you up to 6 attacks. Go with Beast Shape archetype and get Pounce at 10th level. Two levels of Master Chymist with the Extended Mutagen Advanced Muteagen gets you in your mutagenic form pretty much all day long. (With a few extra preparations of mutagen that is.)

Buy a potion of Greater Magic Fang created at 20th level. Use it with Alchemical Allocation so that you don't actually consume the potion when you use it and buy 5 2nd level Biro Beads so that it only takes 1 of your extract slots. Total is 23k for +5 to all your attacks for 20 hours a day. Use Amplify Elixir before you use the potion and it lasts for 40 hours.

Add an amulet of mighty fists with holy (only a +2 bonus) and you've got magic magic and alignment DR covered. You still can't over come metallic DRs that I know of but I think it's a fair trade.

Combine the beast shape archetype with the vivisectionist archetype and you've now got sneak attack on all those attacks for absolutely ridiculous amounts of damage. Use Greater invisibility to make sure you can use sneak attack consistently.

All at full base attack bonus....not to mention the increased strength bump from mutagen. Oh...and you can buff yourself further too.


You can't bite and gore, they both occupy the face/head "slot".

Sovereign Court

I can certainly see a creature taking a chunk out of you with a bite then rearing back for a gore with it's horns as well. Is there a rule saying that natural attacks take up "slots" like magic items?

I can see it even better with the toothy gore of a boar, so long as the tusks are splayed widely. Then you would bite and rip upward and side ways with one of your tusks.


LoneKnave wrote:
You can't bite and gore, they both occupy the face/head "slot".

Depends on how your DM rules it. There isn't any saying you can't and there are creatures who can. Fitting example of a creature who can do it is the Were boar, whom the skinwalker is actually emulating. The were boar can apparently shank you while biting you while ramming its tusk into you... I guess. Now add in helmet of the mammoth lords and try to imagine what's going on. Even more fun, with the rules you can play an assimar with a gore/bite/claw/claw/tail/wing/wing combination, and then pounce...

Scarab Sages

LoneKnave wrote:
You can't bite and gore, they both occupy the face/head "slot".

*cough*

For the Aasimar, you have to be at least Level 13 to obtain the Metallic Wings Feat, since Angel Wings, needs at least level 11 to obtain since it is a General Feat.

Though if you really want, you can actually do Claw/Claw/Bite/Gore/Hoof/Hoof at Level 1. Be a Tengu with the Claw Attack Alternate Racial Trait. Take a level in White-Haired Witch and you also now have a Hair Natural Attack. 6 Attacks at Level 1.


Cao Phen wrote:
LoneKnave wrote:
You can't bite and gore, they both occupy the face/head "slot".

*cough*

For the Aasimar, you have to be at least Level 13 to obtain the Metallic Wings Feat, since Angel Wings, needs at least level 11 to obtain since it is a General Feat.

Though if you really want, you can actually do Claw/Claw/Bite/Gore/Hoof/Hoof at Level 1. Be a Tengu with the Claw Attack Alternate Racial Trait. Take a level in White-Haired Witch and you also now have a Hair Natural Attack. 6 Attacks at Level 1.

Monster arrays don't necessarily follow the same rules that PCs do it just gets funny because all the natural attack rules got half assed tacked onto PCs for example it is possible to have claws not on your hands and rage power claws never specify they grow out of your hands so why couldn't you have foot claws from the barbarian rage power?

Well because it's almost definitely not supposed to be allowed but if you want to pull some shenanigans you probably could.

PCs are prohibited from using the same limb to make two forms of attack both gore and bite use the same limb therefore a DM may prohibit you from using such a thing.

Sovereign Court

The gore/hoof/hoof are from a race....which obviously won't combine with aasimar or tengu

Scarab Sages

Skidz wrote:

The gore/hoof/hoof are from a race....which obviously won't combine with aasimar or tengu

Were-boar with the Adopted trait to be raised by Orcs to get the Toothy trait, as well as the Aspect of the Beast (Claws of the Beast) Feat, White-Haired Witch. 7 Attacks, Level 1.


Skidz wrote:

The gore/hoof/hoof are from a race....which obviously won't combine with aasimar or tengu

Sure they would. Wereboar turns your feet into hooves (thus granting 2 hoove attacks). Aasimar grants you wings. Unless the process by which you obtain the hooves suppresses your wings (which I don't think it does), it's fine. The Tengu is a little suspicious because of where those claws are located (talons vs spurs vs hands) but one doesn't preclude the other because they are both typed racial.

Sovereign Court

He got the attacks from being a Wereboar-Kin....a type of Skinwalker which is a new race introduced in the Blood of the Moon book that are humans descended from Wereboar.


Skidz wrote:
He got the attacks from being a Wereboar-Kin....a type of Skinwalker which is a new race introduced in the Blood of the Moon book that are humans descended from Wereboar.

I remember when we called those guys shifters.

Sovereign Court

Me too. Miss those days sometimes. My epic level Master of Many Forms wasn't optimized but was a lot of fun.


I know this is old, but I have a little doubt here, I'm planning a level 3 Wereboar Barbarian with Two Weapon Fighting and Extra Feature feats, +4 STR, +3 BAB and a long and a short sword. Does that mean he would have 5 attacks with a full-attack action?:

- long sword +5 (1D8+4) (BAB)
- short sword +5 (1D6+2) (TWF)
- hoof1 +2 (1D4+2) (foot)
- hoof2 +2 (1D4+2) (foot)
- gore +2 (1D6+2) (Extra Feature)

And does this mean he will add itterative attacks with the weapons at higher levels? For instance level 20, Improved TWF, Greater TWF and Multiattack feats, same STR and +20/+15/+10/+5 BAB:

- long sword +22 (1D8+4) (BAB)
- long sword +17 (1D8+4) (BAB)
- long sword +12 (1D8+4) (BAB)
- long sword +7 (1D8+4) (BAB)
- short sword +22 (1D6+2) (TWF)
- short sword +17 (1D6+2) (Improved TWF)
- short sword +12 (1D6+2) (Greater TWF)
- hoof1 +22 (1D4+2) (foot)
- hoof2 +22 (1D4+2) (foot)
- gore +22 (1D6+2) (Extra Feature)

I'm not sure if it works like that, please I need some help, thenks.


It works just like that.


Azten wrote:
It works just like that.

Looks good to me, too.


Thank you for your quick answers guys :-)

Silver Crusade

Yeah, this is the basis for one of the builds in my alchemist guide, Harrison Zahhak. With vivisectionist, you can get sneak attack on all of them too.


A ring or rat fangs gets you a bite attack and a fleshwarped scorpion tail gets you a sting attack with a scaling DC 3/day poison.


That being said, the cost of upgrading 2 weapons and an Amulet of Mighty Fists is something to consider. It would take half your gold at level 17 to have all of your weapons at +5.


Seneshaux wrote:

I know this is old, but I have a little doubt here, I'm planning a level 3 Wereboar Barbarian with Two Weapon Fighting and Extra Feature feats, +4 STR, +3 BAB and a long and a short sword. Does that mean he would have 5 attacks with a full-attack action?:

- long sword +5 (1D8+4) (BAB)
- short sword +5 (1D6+2) (TWF)
- hoof1 +2 (1D4+2) (foot)
- hoof2 +2 (1D4+2) (foot)
- gore +2 (1D6+2) (Extra Feature)

And does this mean he will add itterative attacks with the weapons at higher levels? For instance level 20, Improved TWF, Greater TWF and Multiattack feats, same STR and +20/+15/+10/+5 BAB:

- long sword +22 (1D8+4) (BAB)
- long sword +17 (1D8+4) (BAB)
- long sword +12 (1D8+4) (BAB)
- long sword +7 (1D8+4) (BAB)
- short sword +22 (1D6+2) (TWF)
- short sword +17 (1D6+2) (Improved TWF)
- short sword +12 (1D6+2) (Greater TWF)
- hoof1 +22 (1D4+2) (foot)
- hoof2 +22 (1D4+2) (foot)
- gore +22 (1D6+2) (Extra Feature)

I'm not sure if it works like that, please I need some help, thenks.

Erm, no. Hoofs and gores should be as secondary. +20. Secondary attacks get 1/2 str.


Half str is for dmg only +22 is the correct attack bonus.

Scarab Sages

Gore is a primary natural attack not secondary. :)


They still take a -5 penalty on attack rolls.


Seneshaux specified taking multiattack so their secondary natural attacks would take a -2, same as TWF.

If you attack with a manufactured weapon all natural attacks are secondary.

Seneshaux was correct in their breakdown.


Perfect Tommy wrote:
Seneshaux wrote:

I know this is old, but I have a little doubt here, I'm planning a level 3 Wereboar Barbarian with Two Weapon Fighting and Extra Feature feats, +4 STR, +3 BAB and a long and a short sword. Does that mean he would have 5 attacks with a full-attack action?:

- long sword +5 (1D8+4) (BAB)
- short sword +5 (1D6+2) (TWF)
- hoof1 +2 (1D4+2) (foot)
- hoof2 +2 (1D4+2) (foot)
- gore +2 (1D6+2) (Extra Feature)

And does this mean he will add itterative attacks with the weapons at higher levels? For instance level 20, Improved TWF, Greater TWF and Multiattack feats, same STR and +20/+15/+10/+5 BAB:

- long sword +22 (1D8+4) (BAB)
- long sword +17 (1D8+4) (BAB)
- long sword +12 (1D8+4) (BAB)
- long sword +7 (1D8+4) (BAB)
- short sword +22 (1D6+2) (TWF)
- short sword +17 (1D6+2) (Improved TWF)
- short sword +12 (1D6+2) (Greater TWF)
- hoof1 +22 (1D4+2) (foot)
- hoof2 +22 (1D4+2) (foot)
- gore +22 (1D6+2) (Extra Feature)

I'm not sure if it works like that, please I need some help, thenks.

Erm, no. Hoofs and gores should be as secondary. +20. Secondary attacks get 1/2 str.

I'm pretty sure that with multiattack penalties for secondary attacks are -2 instead of -5, which happens to be the same penalty for TWF. So at level 20 and with same STR and full BAB an attack would be +24 and every TWF attack would be +22 and natural attacks would also be +22


Seneshaux,

Pardon, I thought you were saying +4 to str, ie, 14 str. My understanding was in error = ).

Regarding gore being a primary attack:

Quote:


Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.


No problem for the mistake, everyone could misunderstood something.

Furthermore, I need help again with other issue. I know that it isn't much related with natural attacks, but does anyone have any rule, official FAQ or something like that about sneaking attack multiple times in the same round? right now I'm playing a level 6 rogue and my GM state that I can only make 1 sneack attack per round even if I have more than one attack as a full-round action due to TWF unless i can show him anything official that says I can sneak attack with every attack in a round.

Also, if I can do multiple sneak attack, can I do that with natural weapons or only with manufacturated weapons?


From the CRB description of sneak attack: "The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target."

If the word "anytime" doesn't change your GMs mind nothing else I say will help. And nothing specifies manufactured or natural weapons, again "anytime."


No, his GM is right.
The way the ruling has been laid down is that invisibility (etc) ends after the first attack and sneak cannot be applied to any subsequent attacks.

But at low levels, flanks works great.


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Perfect Tommy wrote:

No, his GM is right.

The way the ruling has been laid down is that invisibility (etc) ends after the first attack and sneak cannot be applied to any subsequent attacks.

But at low levels, flanks works great.

His GM is wrong. There's no rule that says only one Sneak attack per round.

Yes, if you have invisibility (not greater) on you, after the first attack you are visible and don't deny your target the DEX- bonus to
AC.

But in general, anytime (even with an AoO) you deny your target the Dex bonus (i.e. greater invisibility), or flank, you can deal sneak attack damage.


I'm not sure where you see a disagreement from what I said.


Franz Lunzer wrote:
Perfect Tommy wrote:

No, his GM is right.

The way the ruling has been laid down is that invisibility (etc) ends after the first attack and sneak cannot be applied to any subsequent attacks.

But at low levels, flanks works great.

His GM is wrong. There's no rule that says only one Sneak attack per round.

Yes, if you have invisibility (not greater) on you, after the first attack you are visible and don't deny your target the DEX- bonus to
AC.

If the rogue isn't flanking or the target isn't flat-footed then once Invisibility wears off Sneak Attack no longer gets applied.


Perfect Tommy wrote:
I'm not sure where you see a disagreement from what I said.

Seneshaux's GM was saying that as a general rule sneak attack can only ever be applied to one attack per round. You agreed with the GM and then outlined a specific case where a rogue would only get one sneak attack even if they make multiple attacks. You then make a comment on how flanks are great.

The only thing that you said that was relevant to the general ruling by Seneshaux's GM is "No, his GM is right." Perfect Tommy disagreed with that and made a post outlining why you were wrong.


Actually, the problem is with flanking. He says that I can't apply my sneak attack to my 2 attacks (TWF) because as the CRB says, it's "anytime" the target is flanked, and my full attack is one time, so sneak attack should be applied only once.

That's why I'm asking if anyone knows a official FAQ, article, interview or anything that clarifies it a little better, so I can prove that he's wrong.

As how I understand the CRB rule, I agree with everybody, but he wants more evidence.

Again, thank you all for your help.


Here is an FAQ that might help. It is about SA with a spell but flame blade works as a scimitar so it proves the general case.


Gallant Armor wrote:
Here is an FAQ that might help. It is about SA with a spell but flame blade works as a scimitar so it proves the general case.

I really appreciate it, thank you very much, that is what I was looking for, now I can hit him in the face with this (figurative of course). Thanks :-D


Seneshaux wrote:
Gallant Armor wrote:
Here is an FAQ that might help. It is about SA with a spell but flame blade works as a scimitar so it proves the general case.
I really appreciate it, thank you very much, that is what I was looking for, now I can hit him in the face with this (figurative of course). Thanks :-D

You're welcome, I hope it convinces your GM :)


Gallant Armor wrote:
Seneshaux wrote:
Gallant Armor wrote:
Here is an FAQ that might help. It is about SA with a spell but flame blade works as a scimitar so it proves the general case.
I really appreciate it, thank you very much, that is what I was looking for, now I can hit him in the face with this (figurative of course). Thanks :-D
You're welcome, I hope it convinces your GM :)

I hope so, if not I'm going to murder my rogue, make a Tiefling-Oni Unchained Monk and smash him in the face (Literally this time) hahahaha XD

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