AbsolutGrndZer0 |
Okay, so I've never been fond of the way natural attacks are completely independent of iterative attacks even if all you attempt are your natural attacks.
Sure, at lower levels the catfolk with claws gets two attacks where as the fighter with a sword gets only one. However, at level 20 where the fighter is getting 5 (or more with TWF), the catfolk who wants to use her claws still only gets two attacks.
So, I've always house ruled that claws can be treated as light slashing weapons.
However, many people think this house rule is a bad idea.
So, the reason for this thread is... assuming a campaign is not going to end prior to a certain level, why bother with claws/etc at all? Why not plan for the future when they will become worthless by not taking them in the first place and spending your feats to maximize manufactured weapons?
So, my idea for a character I REALLY want to play as a natural weapons character, she's a Fanglord (weretiger-kin skinwalker) antipaladin of Calistria. Kinda weird for an antipaladin to use natural attacks, but it's a cool idea i think, plus the unorthodox nature would help to illustrate to me why the natural attacks are worth having (or not.)
So far first level I have her stats as follows...
STR 14
DEX 16
CON 10
INT 12
WIS 11
CHA 16
Will need to spend some of her level up stat points to raise her WIS to 14 to get all her spell levels. In the mean time though, her 1st level feat is 'Extra Feature' so that she can shapeshift her bite AND the claws at the same time. Possibly may or may not take it twice more to be able to fully shift all 4 abilities.
So, who out there knows natural weapons enough to help me out with this? Sell me on natural attacks RAW.
Rynjin |
Man if you were going for a Barbarian we could get up to some ridiculousness.
I'd swap your Str and Dex for one. Natural Attacks are light weapons so that +1 Str to damage means more in the long run since you're only getting 1/2 Power Attack damage and such.
So 20 PB:
Str: 16
Dex: 12
Con: 12 (I'm always wary of less than 12 and prefer 14...remember you can't heal yourself like a real Paladin)
Int: 10
Wis: 12
Cha: 14
Then in Were form you're at 16 14 12 10 10 16.
That Con though. Yeesh.
Anywho, Extra Feature at 1st level ain't a bad option, since it's essentially Aspect of the Beast with more flexibility for you.
So you'll be at 2 claws and a bite at +4 to-hit each, for 1d6+2d4+9, not terribly shabby.
Try and get a Conductive Amulet of Mighty Fists at some point, share the pain.
If you're really feeling saucy go ahead and dump Int for little penalty and shore up that nasty Con and add another point to Wis.
Helm of the Mammoth Lord for a gore later. So now you've got 4 attacks, good deal.
Remy Balster |
So, who out there knows natural weapons enough to help me out with this? Sell me on natural attacks RAW.
Claw attacks are generally the least useful for humanoid PC classed folk… but, only because they use the same appendages as manufactured weapons.
Almost every other natural attack is good, though. Say you have a bite attack, for example. When you full attack, you hit with all your normal melee attacks, and can follow it up with an extra bite attack (with a penalty).
Free attacks are good.
Claws don't generally benefit from that (slams too, I think), because they use your hands, which are busy slashing people with swords n whatnot.
But, perk of claw attacks? They’re always there.
Edit: Oh, and... even if you had 20 different natural attacks, you could theoretically use them all in a full attack. And you don't have that iterative penalty pattern. They're either full bab or full bab-5 (or -2). So... Nat attacks have a higher degree of accuracy if you have a lot of them, as compared to a full attack with a 20 bab, sure you got lots of attacks... but those last couple probably aren’t hitting anything.
Rynjin |
For shiggles, look what you could be having as a Barbarian.
Str: 16
Dex: 14
Con: 14 [16]
Int: 12
Wis: 14
Cha: 5
Ragebred Skinwalker.
Extra Feature at 1st level.
2 hooves and a Gore, basically same damage as your Antipaladin.
Lesser Beast Totem at 2nd level. 2 Claws, 2 Hooves, and a Gore.
Animal Fury at 4th level. 2 claws, 2 hooves, a gore, and a bite.
Hell, feel like taking a penalty on all those? Snag Improved Unarmed Strike (via Monk or Feat, whichever) and TWFing.
2 unarmed strikes, 2 claws, 2 hooves, a gore , and a bite. Or really, by the time you get it, 3 unarmed strikes (one iterative, one from TWFing) So a total of 9 attacks.
Suuuuuuweeeet.
HaraldKlak |
So, who out there knows natural weapons enough to help me out with this? Sell me on natural attacks RAW.
I am not sure, what you don't like about it:
Compare her to a paladin using a two-handed weapon.
Lvl 1-5:
3 attacks instead of 1.
Same attack bonus.
Lower damage on a single attack.
Lvl 6-10:
3 attacks instead of 2.
Better attack bonus (apart from first greatsword attack).
Lower damage on a single attack.
lvl 11-15:
Same amount of attacks.
Better attack bonus on secondary attack, a lot better on tertiary.
Lower damage per attack.
lvl 16-20:
3 attacks instead of 4.
Better attack bonus on secondary attack, a lot better on tertiary, the extra attack from the two-hander is very low.
Lower damage per attack.
I haven't done a DPR calculation, but as far as I can see, the two options outweigh each other pretty well. Even at the highest levels, the claws+bite have a significantly better to-hit bonus, that makes them a viable option.
fretgod99 |
Man if you were going for a Barbarian we could get up to some ridiculousness.
I'd swap your Str and Dex for one. Natural Attacks are light weapons so that +1 Str to damage means more in the long run since you're only getting 1/2 Power Attack damage and such.
Minor correction. Secondary natural attacks get 1/2 PA damage. Claws get full PA damage unless used in conjunction with a manufactured weapon or unarmed strike (which, obviously, means the claws are treated as secondary natural weapons).
fretgod99 |
As for Natural Weapon builds, from what I've looked at (I've never actually played one up to high level, though I'm playing one that's low level right now), they appear to be very high-powered melee builds at low levels. Roughly on par with other melee builds at middle levels. And probably a bit under-powered at high levels.
Obviously, a lot of that depends upon build, too. If you're going with 3+ natural attacks you're doing a lot more damage than you are if your build only has one or two. But yeah, 3 full BAB, full STR, full PA attacks per round will do some damage, even at high levels.
I3igAl |
Sure, at lower levels the catfolk with claws gets two attacks where as the fighter with a sword gets only one. However, at level 20 where the fighter is getting 5 (or more with TWF), the catfolk who wants to use her claws still only gets two attacks.
Don't forget you will use your full attack bonus, allowing your Natural attacks to hit more often. This can be really helpful for Rogues, melee Alchemists or Shapechanging Magi, who only got a medium Bab.
On the higher lvls, you might consider feats like Dazing Assault, which give a high attack penalty.If you keep buying magic items like the Cloak of the Manta Ray or the Helm of the Mammoth Lord, you can easily gain more attacks.
Sadly the Antipaladin isn't the best class for such builds. Barbarians and Alchemists have more Class features to add ntural attacks.
Last but not least: Don't foget you can get acess to Style Feats and use them via Feral Combat Training. Classic-non-nerfed Crane Style will make you really hard to kill, since you have one hand free.
AbsolutGrndZer0 |
Cool, thanks everyone and as for the reason her Str is 14 and her Dex is 16, that's cause a big part of it is I just am not a fan of full plate, not to mention part of the concept is that she's an antipaladin because that best fits her passions and very evil streak vengeful nature, not cause she wants to be some champion of evil in full plate. She's stealthy and a big roguish in that if you slight her so she's going to decide to kill you, you might not see her coming.
As for the antipaladin being not optimal, that's part of why I wanted the advice on it. I'm not a player that cares about optimal fighting over roleplay. I do however not want a character that will be worthless in combat vs. her peers at higher level. Looks like a lot of what you guys have said tells me that even if it's not optimal for her to be a dex build natural attacks anti-paladin, it works.
Then as for the rest of the stats, as a fanglord she gets +2 Dex, -2 Wis so having her Wis a bit higher to compensate that penalty yet still be viable as an antipaladin is hard then to find the points to have a high Con too. Originally I had her Str lower but then when I realized that if she wasn't able to use Dervish Dance to add dex to damage since she's not using a scimitar, the higher Str for damage would be a good idea
EDIT: Okay, as Rynjin suggested I dropped her Int to 10 and put her Con up to 12. Don't want to drop her Int lower than 10 simply cause I DO want her to have some skills, and with an Int of 10 she's only got 2 (+1 favored class)
lemeres |
Yeah, the general logic is that you usually go with natural attacks when you get 1 more attack than you would iteratives. That usually keeps you ahead as far as damage goes. At least for builds like a barbarian's, which just use straight strength. Rogues might enjoy a good claw/claw/bite anyway due to a very sizable bonus on each attack and their usually attack bonus means it works better than a simple iterative and just as well as TWF for them.
Another interesting though for a catfolk: going monk and taking feral combat training. This is interesting because this path allows them to use their claws for flurry, essentially treating them like light weapons (just as you tend to do). But they are still claws, and claw pounce doesn't have the kind of language that differentiates. And flurries are the kind of full round attack that can go with pounces.....
Hmm then looking at the style feats... Tiger or Panther are kind of cool, plus fit her concept thematically. Then how exactly would blade boots play into a natural attack chain, or could they?
They could....but they do so very, very horribly. Mixing natural and manufactured attacks turns all natural attacks into secondary ones. That is -5 to hit and 1/2 strength and power attack damage. Even with multiattack, they are all basically as weak as offhand weapon attacks in TWF. Only a rogue could take advantage of that...and it still would not be pretty since you are going to the trouble of getting natural attacks and yet still dealing with that TWF stuff.
Mathwei ap Niall |
Mathematically the 3 default natural attacks all behind iterative attack using characters around level 11 when the number of attacks are equal but the manufactured weapons benefit from greater & cheaper enchantment options and higher attack bonuses.
The DPR calculations have repeatedly shown this, HOWEVER if you add a single additional natural attack (Gore, tentacle, Sting, etc) that difference disappears and Natural attacks return to being a superior option.
If you intend to go forward with this build plan on acquiring one of several magic items that grant you an additional attack type (most likely a Helm of the Mammoth Lord since it uses a slot most Natural Weapon Wielders don't strictly need.
Do this and watch every other martial type (except Archers) cry at your damage and effectiveness.
Shimesen |
Just curious, but shouldn't a natural weapon get iterative attacks if its your primary weapon (and is treated as such based on the method you gain it from)?
Where under natural weapons does it state that don't get iterative attacks from bab?
[Edit] never mind, I found it. I was looking in the wrong book. (I was under universal monster rules instead of core rulebook)
fretgod99 |
There is one exception to the no iteratives for natural weapons rule.
If an animal companion (or eidolon, I believe) has fewer than 3 natural attacks, when that AC earns multiattack based on the PC's level advancement, the AC gets one more attack at -5 BAB for one of the weapons.
But that doesn't apply here, obviously.
Scott Wilhelm |
1 person marked this as a favorite. |
AbsolutGrndZer0, "So, who out there knows natural weapons enough to help me out with this? Sell me on natural attacks RAW."
Oh, I do! For a character that does maximum melee damage, I choose natural attacks over any manufactured weapon. I like to take a few levels of this and that. I haven't exactly figured out how to do it with Antipaladin because I was working within Pathfinder Society, which doesn't allow that. But I can share what I worked out.
High-Damage Natural Weapon Build
If you take some levels in Monk, and you take the feat Feral Combat Training, your natural weapon gains all the benefits of Monk Unarmed Strikes, which includes iterative attacks, Flurry of Blows, and Monk Unarmed Damage.
If you take Monastic Legacy, 1/2 your monk levels count as monk levels for the purposes of unarmed damage.
If you take the Monster Feat Improved Natural Weapon, your natural attacks do damage as if you were one size bigger. A PFS character can only take INW via taking levels in Ranger. It's not a bad idea, anyway, because even 1 level in Ranger lets you use wands with Ranger Spells.
I like
Lead Blades, which lets your weapons (including Monk Weapons, and if you took Feral Combat Training, Natural Weapons) inflict damage as if you were 1 size bigger. Strong Jaw, a level 3 spell, lets your natural attacks inflict damage as if you were 2 sizes bigger. These don't stack with each other, but either of these stacks with the other stuff.
Lockjaw, which gives you the Grab ability. For each claw, snout, or tentacle, or whatever you enchant with this lets you Grapple as a Free Action. If you have Armor Spikes, you inflict an extra 1d6 damage + whatever bonuses. You can release a grappled opponent as a free action, or you can prosecute the grapple.
And there's Magic Fang, Bull Strength, and Cat's Grace of course.
If your natural weapon is claws, you can take Rending Claws: +1d6 damage if 2 claws hit.
For Monk Levels, I like Master of Many Styles, and I particularly like Snake Style. When you get Snake Fang, you get an attack of opportunity every time someone attacks you and misses. Your initial build calls for a Dex of 16. Rynjin's recommendation calls for a Dex of 14, so that is 3 or 4 attacks of opportunity/round, maybe. You no longer get Flurry of Blows, so you might as well wear armor.
If you take a level in Cavalier, you can take the Paired Opportunist feat, and with your Tactician class ability, you can give everybody attacks of opportunity every round, as long as your Antipaladin is cowardly ganging up on his victims with other people.
I like to dip 2-4 levels in Alchemist. You can take the Vivisectionist archetype and get Sneak Attack Damage. If you take Dirty Trick feats, you can make you opponents go blind, and guaranty your sneak attack damage.
You might get a Wand of Monstrous Physique. You can turn into a 4 armed Sahaugin and get 4 claw attacks/full attack instead of 2. One of the people who posted to Most Powerful Monk took levels in Druid to turn into an Octopus and get 8 tentacle attacks/round.
You could be a Beastmorph Alchemist in addition to being a Vivisectionist. You can get additional natural attacks. You can get Feral Combat Training for them as well, and you can take Multiattack.
Do you think your DM will let you make a customized magic item? If you take Master Craftsman Armor, you can make your own magic gauntlets. Make adamantine gauntlets with the Maul of the Titans enchantment. If you make them only +1 instead of +3, that item enchantment should only cost something like 12000gp and will let you do triple damage against inanimate objects. Make them adamantine. Now take Great Sunder...
You'll be doing like a hundred points of damage/round by Level 7. You be doing thousand points of damage/round by level 20.
By the way on my most Powerful Monk build, I just recognized a mistake. I called for Rending Fury with the idea that the character could gain multiple rends in 1 round. That is false. I'll look into updating the build later.
Meanwhile, I look forward to seeing your build.
Mathwei ap Niall |
1 person marked this as FAQ candidate. |
AbsolutGrndZer0, "So, who out there knows natural weapons enough to help me out with this? Sell me on natural attacks RAW."
Oh, I do! For a character that does maximum melee damage, I choose natural attacks over any manufactured weapon. I like to take a few levels of this and that. I haven't exactly figured out how to do it with Antipaladin because I was working within Pathfinder Society, which doesn't allow that. But I can share what I worked out.
High-Damage Natural Weapon Build
If you take some levels in Monk, and you take the feat Feral Combat Training, your natural weapon gains all the benefits of Monk Unarmed Strikes, which includes iterative attacks, Flurry of Blows, and Monk Unarmed Damage.
If you take Monastic Legacy, 1/2 your monk levels count as monk levels for the purposes of unarmed damage.
If you take the Monster Feat Improved Natural Weapon, your natural attacks do damage as if you were one size bigger. A PFS character can only take INW via taking levels in Ranger. It's not a bad idea, anyway, because even 1 level in Ranger lets you use wands with Ranger Spells.
I like
Lead Blades, which lets your weapons (including Monk Weapons, and if you took Feral Combat Training, Natural Weapons) inflict damage as if you were 1 size bigger. Strong Jaw, a level 3 spell, lets your natural attacks inflict damage as if you were 2 sizes bigger. These don't stack with each other, but either of these stacks with the other stuff.
Lockjaw, which gives you the Grab ability. For each claw, snout, or tentacle, or whatever you enchant with this lets you Grapple as a Free Action. If you have Armor Spikes, you inflict an extra 1d6 damage + whatever bonuses. You can release a grappled opponent as a free action, or you can prosecute the grapple.
And there's Magic Fang, Bull Strength, and Cat's Grace of course.
If your natural weapon is claws, you can take Rending Claws: +1d6 damage if 2 claws hit....
There are a couple of illegal/incorrect statements in this post that need to be cleared up.
First, Feral Combat Training only works on one of your natural attacks and you can't take it more than once. It's a net decrease in power for this poster.Second, Lead Blades don't work on natural attacks, ever. It is specifically called out as denying it so forget this option.
Improved Natural Weapons is strictly a DM call on whether you can have it (unless you are playing one specific type of Ranger AND taking 10 levels in it) so counting on this is suspect at best. Also it only really gives you 1 additional point of damage per attack so rarely worth it.
Scott Wilhelm |
Scott Wilhelm wrote:...AbsolutGrndZer0, "So, who out there knows natural weapons enough to help me out with this? Sell me on natural attacks RAW."
Oh, I do! For a character that does maximum melee damage, I choose natural attacks over any manufactured weapon. I like to take a few levels of this and that. I haven't exactly figured out how to do it with Antipaladin because I was working within Pathfinder Society, which doesn't allow that. But I can share what I worked out.
High-Damage Natural Weapon Build
If you take some levels in Monk, and you take the feat Feral Combat Training, your natural weapon gains all the benefits of Monk Unarmed Strikes, which includes iterative attacks, Flurry of Blows, and Monk Unarmed Damage.
If you take Monastic Legacy, 1/2 your monk levels count as monk levels for the purposes of unarmed damage.
If you take the Monster Feat Improved Natural Weapon, your natural attacks do damage as if you were one size bigger. A PFS character can only take INW via taking levels in Ranger. It's not a bad idea, anyway, because even 1 level in Ranger lets you use wands with Ranger Spells.
I like
Lead Blades, which lets your weapons (including Monk Weapons, and if you took Feral Combat Training, Natural Weapons) inflict damage as if you were 1 size bigger. Strong Jaw, a level 3 spell, lets your natural attacks inflict damage as if you were 2 sizes bigger. These don't stack with each other, but either of these stacks with the other stuff.
Lockjaw, which gives you the Grab ability. For each claw, snout, or tentacle, or whatever you enchant with this lets you Grapple as a Free Action. If you have Armor Spikes, you inflict an extra 1d6 damage + whatever bonuses. You can release a grappled opponent as a free action, or you can prosecute the grapple.
And there's Magic Fang, Bull Strength, and Cat's Grace of course.
If your natural weapon is claws, you can take Rending Claws:
Mathwei further wrote, "There are a couple of illegal/incorrect statements in this post that need to be cleared up.
First, Feral Combat Training only works on one of your natural attacks and you can't take it more than once. It's a net decrease in power for this poster.Second, Lead Blades don't work on natural attacks, ever. It is specifically called out as denying it so forget this option.
Improved Natural Weapons is strictly a DM call on whether you can have it (unless you are playing one specific type of Ranger AND taking 10 levels in it) so counting on this is suspect at best. Also it only really gives you 1 additional point of damage per attack so rarely worth it."
> First, Feral Combat Training only works on one of your natural attacks and you can't take it more than once. It's a net decrease in power for this poster.
Oh, I really think that the one natural attack I would be taking Feral Combat Training for is my 2 claws. Let’s look at the Froghemoth. The Froghemoth has sever natural attacks. It has 1 tongue, 1 bite, and 4 tentacles. Froghemoths have the Multiattack Feat, so they can just use all their attacks with little problem, but let’s suppose there was one that didn’t. This young and inexperienced froghemoth has to choose one among his many natural attacks or suffer serious penalties. He can use his tongue at no penalty, his bite at no penalty, or his 4 tentacles at no penalty. The 4 tentacles are 1 attack. It still has to make 4 attack rolls, and can use only 1 tentacle in an attack of opportunity, but generally, the tentacles work together.
Also, doesn’t seem counterintuitive that you would receive training in only one claw and not the other? When you take Improved Unarmed Strike, don’t you get it for both fists? If you take Weapon Focus Claws, you definitely get it for both claws. If what you are saying is correct, I think you will find that Feral Combat Training is the only feat that works on 1 claw but not the other.
If what you are saying is true, then the build only requires 1 more feat, Weapon Focus for both claws, and 1 Feral Combat Training each. If you only take it for 1, then you are only missing out on 1 attack per round out of the 5 proposed, because all of the attacks of opportunity can use the same claw. Except that you are saying that you can’t take FCT twice? Why not?
A possible workaround is to make Feral Combat Training work is to retain Flurry of Blows. In that case one 1 claw needs Feral Combat Training anyway. But since most monk characters that might take Feral Combat Training would have Flurry anyway, what would be the point of putting in this restriction?
Still another workaround would be to take the other claw in a different direction. I already call for him to carry a shield. He can take 2 weapon, Improved Shield Bash, Shield Slam, and Spiked Destroyer. Shield Slam lets you get a free Bull Rush with every Shield Bash, and Spiked Destroyer Gives you a free armor spike attack with every bull rush. The build already calls for Power Attack, if he takes Great Bull Rush, he starts passing out even more attacks of opportunity. I was already thinking that a level in Cavalier might be in order, using the Tactician ability to give everyone attacks of Opportunity via the feat Paired Opportunist. Great Bull Rush swings the door the other way: That feat gives everyone else the AoO, and Paired Opportunist lets him get it, too. If the build is incorporates bull rushing, then an obvious choice would be the Order of the Seal, which gives you a free bull rush with every full attack against your challenge opponent. This would also compliment the tactic of casting Lockjaw on your (now only) claw. You will be getting free armor spike damage from your grab ability and free armor spike damage from your bull rushes. A problem with this idea is that it calls for 3-5 feats and a new level to multiclass in, and that might not leave a lot of room for Antipaladin, but check out the hotness.
Anyway, it never occurred to me or several rather harsh critics who have already seen this that applying FCT to all your claws could even be controversial. You’ve given us something to think about.
> Second, Lead Blades don't work on natural attacks, ever. It is specifically called out as denying it so forget this option.
Really? Could you site the errata and/or FAQ that disqualifies Lead Blades from working on Monk Unarmed Strikes?
“Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.”
[http://paizo.com/pathfinderRPG/prd/advanced/spells/leadBlades.html#_lead-blades-
]Lead Blades[/URL]
For starters, I don’t really see how the claws natural weapon is not a melee weapon. This spell description does not actually say it exclusively modifies manufactured weapons.
Nevertheless, I do believe as you do that this spell was intended to modify manufactured weapons, not unarmed strikes nor natural weapons. But remember, it was my intention to take Feral Combat Training. Which would allow (at least 1) claw to be treated like a Monk’s Unarmed Strike, and
“A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.”
[http://paizo.com/pathfinderRPG/prd/classes/monk.html#_monk]Monk Unarmed Strikes[/URL]
That is why I think that Lead Blades could be applied to my character’s claws.
> Improved Natural Weapons is strictly a DM call on whether you can have it (unless you are playing one specific type of Ranger AND taking 10 levels in it) so counting on this is suspect at best.
Why my dear fellow, EVERY element of every character is “strictly a DM call,” but in fact taking Improved Natural Weapon is explicitly legal for Pathfinder Society if you take it via the bonus Ranger feat in the Natural Weapon fighting style. You don’t have to take 10 levels in Ranger to get it. You only need 2. 10 levels actually lets you get Multiattack, so if you are playing a Tiefling with some levels in Beastmorph Alchemist, you might be able to get claws, and tentacles, and a bite attack, so that actually becomes compelling.
In any event, it is a good idea to vet this or any other character build with your DM before you play it.
> Also it only really gives you 1 additional point of damage per attack so rarely worth it.
Sort of. A medium sized creature gets 1d4 for a natural attack. Feral Combat Training raises it to 1d6. If you take Monastic Legacy it goes up to 1d8 by level 4. If you take 4 levels in Monk, it goes up to 1d10 by level 12. Improved Natural Weapon brings it up to 2d8 (or one of the other ones does). Lead Blades brings it up to 3d8. Strong Jaw brings it up to 4d8 (It doesn’t stack with Lead Blades, otherwise it would be 5d8.). You could also have Enlarge Person cast on you, bringing the damage up to another d8, but I wouldn’t do it with my AoO build because it lowers your AC. The first 2 of these things gives you a +1/each, but then the damage bonus increases goes up by +4.5 each.
TGMaxMaxer |
Don't have the Blood of the Moon splatbook. But, from posters upthread, it seems that one of them gets hoof/hoof/bite.
If that same character were to level exclusively as Wild Stalker Ranger, (which very much fits the moon bloodrage feral) you would have access to 2 more claws and a gore.
Giving, at level 1, hoof/hoof/claw/claw/bite, and at level 4(or 5) the Gore from Fiend totem.
6 attacks, with rage boosting Str, all at full BAB, seems pretty sweet.
However, if you have faith that you can get the mammoth helm (which IMO no sane GM will give you after he sees the rest of the build) as a magic item, you can instead work on the beast totem pounce, altho it comes on line a little later.
Don't know if the werekin get the same kind of Catfolk Pounce that Catfolk do, which is the other option.
Abraham spalding |
i have generally found that natural weapons are a stringer option for medium bab classes thatdo not have special full attack options.
for these classes using natural weapons can make power attack a more attractive option since you are not suffering the decreases you would normally have with other full attack options especially when compare to say two weapon fighting.
that said having a few non hand natural attacks can be nice for full bab classes as others here have said.
prototype00 |
I think most everyone here has stated in one form or another the things I am about to summarize:
1. Monks without flurry (trading it for an archetype) benefit the most from natural attacks.
- They can add it onto their attack routine for a -2 to hit with multiattack, and don't have to worry about having hands/claws free
- It scales with their unarmed strike damage with feral combat training
- It makes up for the loss of full BaB flurry with multiple attacks at slightly reduced BaB
*Exceptions can be made for forms with natural attacks that deal damage far above a monks eventual 2d10/4d8 with enlarged person. Carnivorous crystal ooze's 7d8 and the Behemoth Hippo 4d8 are the only ones that come to mind at the moment. Then you want feral combat training so that you can flurry with a 7d8 slam attack.
2. You want as many of the same type of natural attack as possible. This is usually claw.
- While I do think the Allosaurus has the edge on the Dire Tiger at higher levels due to unarmed strike size scaling, at mid levels, the Dire Tiger has 4 claw attacks on a pounce (the giant octopus has 8 tentacle attacks, there is something to think of there, but the lack of air breathing is problematic), which can all be boosted with dragon style and feral combat training.
A Catfolk monk with the Nimble Guardian archetype can become one of these 4 high BaB attacking monstrosities at lvl 9 (when you get pounce and rake), which is, afaik, one of the only ways to pull these shennanigans as a pure monk.
3. If you can, get druid levels. Druids are the best at enhancing natural attacks (I think summoners come close, but there is no stat synergy and synthesists are problematic), and indeed are also one of the best classes (the others being ranger and barbarian) at providing natural attacks.
prototype00
Mathwei ap Niall |
Mathwei ap Niall wrote:Scott Wilhelm wrote:AbsolutGrndZer0, "So, who out there knows natural weapons enough to help me out with this? Sell me on natural attacks RAW."
You mis-understood a few of the things posted here, I may not have been clear enough in what I wrote though.
Quote:Oh, I really think that the one natural attack I would be taking Feral Combat Training for is my 2 claws. Let’s look at the Froghemoth. The Froghemoth has sever natural attacks. It has 1 tongue, 1 bite, and 4 tentacles. Froghemoths have the Multiattack Feat, so they can just use all their attacks with little problem, but let’s suppose there was one that didn’t. This young and inexperienced froghemoth has to choose one among his many natural attacks or suffer serious penalties. He can use his tongue at no penalty, his bite at no penalty, or his 4 tentacles at no penalty. The 4 tentacles are 1 attack. It still has to make 4 attack rolls, and can use only 1 tentacle in an attack of opportunity, but generally, the tentacles work together.No FCT will let you use it for both claws, I said natural attack not natural weapon. Attack is a type not a single specific natural weapon.
I brought it up as a habit since this subject always gets missed when folks try to build monks with natural attacks.
Quote:> Second, Lead Blades don't work on natural attacks, ever. It is specifically called out as denying it so forget this option.
Really? Could you site the errata and/or FAQ that disqualifies Lead Blades from working on Monk Unarmed Strikes?
“Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.”
I bolded the important section there for you. You can't carry a natural weapon those are permanently wielded. Carried is a term for manufactured weapons you have on yeah. Do a simple forum search for it you'll see and there is a dev post on the spell confirming that interpretation.
If you want that effect you'll need a strong jaw enchant) also,
Quote:Nevertheless, I do believe as you do that this spell was intended to modify manufactured weapons, not unarmed strikes nor natural weapons. But remember, it was my intention to take Feral Combat Training. Which would allow (at least 1) claw to be treated like a Monk’s Unarmed Strike, and
“A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.”
[http://paizo.com/pathfinderRPG/prd/classes/monk.html#_monk]Monk Unarmed Strikes[/URL]You have misread the Feral Combat feat, it doesn't natural attacks like a monks unarmed strike. It only allows feats and effects that work on unarmed strikes to work on natural attacks. It DOES NOT change them into anything else. They are still natural attacks and follow any prohibitions that the rules have for them.
As for the ranger misinterpretation you are contradicting established rules there. The combat style only grants multi-attack as an allowable feat at 10th level before that it's not on the list. Just like all class abilities you do not count as having them until you are the level where the class grants it to you. This is why Rogues can't take extra trick until they get their first trick or Magus can't take extra arcana before they hit the level where the class grants them the arcana ability. Only 10th+ level Natural Attack rangers can ever take Multi-Attack.Finally, Improved Natural attack improves your NATURAL ATTACK damage not your unarmed strike damage so it goes from 1D4 (average 2.5 damage) to 1D6 (average 3.5 damage). Remember FCT REPLACES the damage die from natural attacks with the damage die from Unarmed Strike. Improved natural attack upgrades the damage of natural attacks FCT replaces that damage with the monk damage die and the unarmed strikes are invalid choices for Improved Natural Attack so it does nothing for that.
Your damage die stays the same.As for the GM's call there is a standard assumption of "these rules are assumed for everyone unless the GM specifically says no" that the game is based on since it's in writing it works this way. Monster feats however actually comes out and says
Quote:Most of the following feats apply specifically to monsters, although some player characters might qualify for themcalling out that these are specifically for monsters not average PC's putting them firmly in the hands of the GM to approve.
This game functions under the basic assumption that unless something specifically states you CAN do something then assume you CAN'T do it.You're build as written just doesn't work that way.
AbsolutGrndZer0 |
Don't know if it's been mentioned, but an Antipaladin's spells are powered by their Charisma, so you don't need to boost her Wisdom.
Oh crap you are right LOL I forgot about that... wait are you sure? Cause in 3.x they were Wis I thought, that's why paladins were so annoying you needed high stats across the board.
Deadmanwalking |
1 person marked this as a favorite. |
colemcm wrote:Don't know if it's been mentioned, but an Antipaladin's spells are powered by their Charisma, so you don't need to boost her Wisdom.Oh crap you are right LOL I forgot about that... wait are you sure? Cause in 3.x they were Wis I thought, that's why paladins were so annoying you needed high stats across the board.
That was indeed the case in 3.x, and was indeed annoying. Which would be why Paizo changed it...
Scott Wilhelm |
I hope you don’t mind answering your points out-of-order, but I thought we might get some simple stuff cleared up first.
> As for the ranger misinterpretation you are contradicting established rules there.
No sir, I am not.
> The combat style only grants multi-attack as an allowable feat at 10th level before that it's not on the list…. Only 10th+ level Natural Attack rangers can ever take Multi-Attack.
That is what I said. Read my post again. I said a ranger can get Improved Natural Attack at level 2 and Multiattack at Level 10. It’s part of the Natural Weapons Fighting Style.
> No FCT will let you use it for both claws, I said natural attack not natural weapon. Attack is a type not a single specific natural weapon.
So, I misunderstood you: you do believe that 1 application of the Feral Combat Training feat will apply to all of the creature’s claws?
This is what I thought was the stickiest problem
> You can't carry a natural weapon those are permanently wielded… Do a simple forum search for it you'll see and there is a dev post on the spell confirming that interpretation.
If the Development Team seriously expected people to understand that rule in that way, then they really did not carry themselves well on this one. I’ll look for that post.
> Carried is a term for manufactured weapons you have on yeah…. “A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.”
Monk Unarmed Strikes
What I’m saying is that Lead Blades will modify Monk Unarmed Strike Damage.
If it doesn’t work on Monk Unarmed Strikes even though they are treated as manufactured weapons, then don’t you think that Lead Blades should still work on gauntlets? Or are they not carried because they are worn?
You know the French word for carry, “porter,” also means “to wear.” I bring this up because if someone seriously is going to say that gauntlets don’t count as carried weapons because they are worn and not carried, the next thing I will say just might have to be followed by, “Pardon my French.”
> Feral Combat feat… It only allows feats and effects that work on unarmed strikes to work on natural attacks. It DOES NOT change them into anything else. They are still natural attacks and follow any prohibitions that the rules have for them.
The natural attacks are still natural attacks, but the damage they do will still be the Monk’s Unarmed Damage. Feral Combat Training does that, doesn’t it? And if Lead Blades affects Monk Unarmed Damage, then the effect of Lead Blades should benefit the claw attacks.
If that is really a problem, then the player will just have to get that weapon enchantment that makes weapons do damage as if they were 1 size bigger, what is that, Impact? Kinetic? I can get it on an Amulet of Mighty Fists: I’d have to put one on each gauntlet.
> Finally, Improved Natural attack improves your NATURAL ATTACK damage not your unarmed strike damage so it goes from 1D4 (average 2.5 damage) to 1D6 (average 3.5 damage). Remember FCT REPLACES the damage die from natural attacks with the damage die from Unarmed Strike. Improved natural attack upgrades the damage of natural attacks FCT replaces that damage with the monk damage die and the unarmed strikes are invalid choices for Improved Natural Attack so it does nothing for that.
Your damage die stays the same.
Ahh, Feral Combat Training gives your natural attack the benefit of your monk training so that you can apply your monk unarmed damage to your natural attack.
Improved Natural Attack causes your chosen natural attack to inflict damage as if you were 1 size bigger. And in this case that is your Monk Unarmed Damage +1 size bigger.
So at level 4 I take Feral Combat Training, and my claw attacks inflict 1d6 instead of 1d4. At level 5, I take Monastic Training so the damage jumps from 1d6 to 1d8. At Level 7, I take Improved Natural Attack, so my claw damage, 1d8, inflicts damage as if it were 1 size bigger: from 1d8 to 2d6!
I know it is a disconcertingly large amount of damage, but it really does work out this way. This is a character build that inflicts so much damage, that it might make more sense to scale back 1 or 2 of the things in favor of something that gives more AC or more hit points.
The real secret to making a melee character valuable to the party is to remember that DMs (including PFS module writers) like to throw diverse challenges at players, and the real key to a powerful character is diversity. I have a melee character that has a devastating special move, but the times she has really shone is been when she was prepared for sundry things and the rest of the party wasn’t: when the battlefield was crowded, she stood in the 2nd rank and attacked with her reach weapon. When we ran into an ochre jelly and a swarm at the same time. She was the one who had packed bludgeoning weapons, lamp oil, and alchemist fire and provided them to the party. When we were up against an invisible, undead genie and dark creepers and stalkers, she was the one with Keen Scent and Blind fighting. When the evil wizard was waiting for us with create pit spells, she was the one with ropes and pitons. Sure can take down a Hezrou demon, an allosaurus, or a rhemoraz in 1 round, but that really looks better on paper than in actual play time.
> Monster feats however actually comes out and says Quote:Most of the following feats apply specifically to monsters, although some player characters might qualify for them calling out that these are specifically for monsters not average PC's putting them firmly in the hands of the GM to approve.
I know that any DM might allow, disallow, or restrict the party to certain races or classes or even only allow certain rulebooks. But the readers’ DMs make that call, not us. Meanwhile, the benchmark DMs, the Pathfinder Society DMs, are specifically instructed to allow Bestiary feats if they are permitted through other rulebooks. You can’t have a PFS character take Improved Natural Attack, because that’s a bestiary feat, UNLESS the character takes if via the Ranger Combat Style, because Ranger Combat Styles are in books like the Advanced Player’s Guide. All you’re really saying here is that you have to check with your DM, and that’s always been the case.
Mathwei ap Niall |
@Scott Wilhelm, if you understand that only 10th level rangers can get Multiattack you didn't put it in your build. You only had 2 levels of Ranger in that and that doesn't fulfil the requirement. (It's not total character levels it's 10 actual ranger class levels).
The dev team is well known for making confusion like this but we have to go by RAW on it and natural weapons just don't work.
As for the Monk attacks welcome to another one of the confusing language issues. Though it says they are treated as both it still doesn't remove the restriction. Like Magic Fang, it looks like it should work on monk fists but if you look at the monk unarmed strike entry it says the spell doesn't work.
As for the gauntlet, Sure you can, it moves your damage to 1D3 (1D4) with lead blades. Remember the gauntlet is a weapon that isn't on the monk list so it defaults down to it's base damage and doesn't get the monk's improved damage. Take a look at the brass knuckles and see how that ruling ruined exactly this argument.
And as I said FCT REPLACES your natural attack damage with the unarmed strike damage, not improves it to it. Anything that affects your natural attacks does nothing for your strike damage. All of those feats and enchants do NOTHING for you. Your damage stays at exactly what you get from Monk, 1D10. No improved nat attacks, no lead blades, no strong jaw, just the base monk damage. Now if you don't use the unarmed strike mod then all of those (except lead blades) will work but that just puts you back where the base monk damage is so no net gain there either.
You really do need to read the feats/spells a bit closer.
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike).
Does NOT affect Unarmed strikes.
You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.
Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
Does NOT give your NA's the benefit of monk training, only lets effects and feats that affect unarmed strikes affect natural attacks and NOT the other way around so things that normally affect natural attacks DON'T work on unarmed strikes.
The issue is YOU have not kept up with the dev rulings on Monk unarmed strikes, they have effectively re-written how this ability works and what affects about 5 times now. Spend some time looking at the various monk threads to see how it currently works and then come back to this idea. You'll see it doesn't actually work.
Mathwei ap Niall |
Actually RAW anyone with 3 natural attacks qualifies for Multiattack. Only in PFS do you need to be a level 10 Ranger with the natural weapons style.
Well since this is for a PFS character that's a pointless statement and it's flagged as a monster feat so you'll need GM approval in any other setting that's a less then accurate statement.
As for the summoner statement what's your point? The most broken class in the game can do something broken, big deal.
Scott Wilhelm |
> Mathwei ap Niall 3 hours, 47 minutes ago
@Scott Wilhelm, if you understand that only 10th level rangers can get Multiattack you didn't put it in your build. You only had 2 levels of Ranger in that and that doesn't fulfil the requirement. (It's not total character levels it's 10 actual ranger class levels).
I DIDN'T PUT MULTIATTACK IN MY BUILD!
Scott Wilhelm |
> As for the gauntlet, Sure you can, it moves your damage to 1D3 (1D4) with lead blades. Remember the gauntlet is a weapon that isn't on the monk list so it defaults down to it's base damage and doesn't get the monk's improved damage. Take a look at the brass knuckles and see how that ruling ruined exactly this argument.
Gauntlets don't do 1d3. Unarmed Strikes do 1d3, unless you have some special training that lets you do more, you know, like monk training. Gauntlets are under the heading "unarmed strikes." The description of the item is
"Benefit: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. Your opponent cannot use a disarm action to disarm you of gauntlets.
Note: The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets."
They don't do any damage by themselves. They do whatever your unarmed damage do. But they can be a focus for magical enhancements and spells like Lead Blades.
Davor |
I feel like I should mention it: Natural attacks are REALLY nice at low levels, or for using unarmed strikes as a non-monk character, or if you have a lot of them. The main benefit of having lots of unarmed attacks is that they don't receive a scaling miss chance with more attacks, which makes them very, VERY consistent. A character with a bite, two claws, and a tertiary attack can get 4 attacks in the same round, all made at full BAB. Kobolds are actually REALLY good at this, and is one of their few redeeming qualities (and one of my favorite ones). Apologies if someone already mentioned this.
Scott Wilhelm |
> Well you have obviously made up your mind how you want the rules to work
I do have a position on the matter. I think it is just swell, and I spent a long time going over the rules and vetting this with other contributors to these messageboards and PFS officers. When I think I am wrong, I am quick to admit it. When I think I'm right, I defend my position, and I think that's just swell, too.
> and want to ignore the dev rulings.
What rulings? You have brought no rulings! You only say that there are rulings. Bring forth the rulings, or back off.
> The issue is YOU have not kept up with the dev rulings on Monk unarmed strikes, they have effectively re-written how this ability works and what affects about 5 times now. Spend some time looking at the various monk threads to see how it currently works and then come back to this idea. You'll see it doesn't actually work.
Perhaps the issue is that your arguments are unsupported and your criticisms are unexamined. Three times you declared I was putting level 10 ranger features into my build with only 2 levels in ranger.
That is false.
2 times you declared I was incorporating Multiattack into my build.
That is false.
You are comprehensively demonstrating that you are not paying attention to what I am saying, and until you do, you are comprehensively unqualified to critique it.
You say there are Development Team posts that prove your point, but you have produced no citations nor quotations. And you yourself have been critical of the Development Team’s rulings and stated that we have to stick with the RAW. "The dev team is well known for making confusion like this but we have to go by RAW..." (you). Meanwhile, I have been the only one to actually bring evidence into this argument. At times your cross examinations of my evidence have been interesting.
I have been looking for your development team commentary in the threads to support your point, so far to no avail, but supporting your arguments with evidence is actually your job, not mine.
With no sign that you have any real evidence to support your criticism of my build, and with indications that you are doing a poor job of reading what I wrote, your arguments have no claws, or if they do they certainly are not gaining the benefit of Feral Combat Training combined with Improved Natural Attack, but that doesn’t mean that the rest of us can’t.
> most of us are here to help.
I'm trying to help. I showed the OP a very powerful character build that uses natural attacks.
All you're doing is saying is it can't be done. I've entertained your notions I disagree with and propose workarounds, but all you say it can't be done.
I think you are probably right: most of us are trying to help, here.
> I'm done with this topic.
Well, good. I'm getting a little tired of being attacked.
Scott Wilhelm |
I'm going to go ahead and explain why I confidently believe that Feral Combat Training and Improved Natural attack work together.
Both feats affect natural attacks. Both affect them differently, and a guiding principle in this game is that multiple, similar effects do not stack but multiple different effects do.
For example, if you are wearing a Belt of Giant Strength +2, and a cleric backpacks you with a Bull Strength spell, you only get a +4 to your strength, not a +6, because both dweomers are enhancement bonuses to Strength and don’t stack. But if you are an Alchemist, and the Cleric casts Bull Strength on you, and then you drink your Strength mutagen, then your strength goes up +8, because one gives you an alchemal bonus, and one gives you an enhancement bonus. Let’s make the example even more to the point. If the Alchemist then drinks an Extract of Enlarge Person—let’s say he was using a spear—his damage goes up from 1d8 to 2d6. His strength modifier to damage goes up an additional +1: this stacks with the other 2 modifications: 1 is an alchemal bonus, 1 is a enhancement bonus, and the last is a size bonus. That size bonus to strength also gives him a +1 to attack rolls, but Enlarge Person also imposes a -1 size bonus to attack rolls, and that stacks, too. If he were using a +1 spear, then that enhancement bonus stacks with the rest, even with the Bull Strength spell, because 1 is an enhancement bonus to the weapon, the other is an enhancement bonus to strength.
Back to the RAW.
Feral Combat Training, "you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike."
It's still a natural attack, it's just now you get to apply feats and effects to that natural attack, effects like Monk Unarmed Damage and Flurry of Blows.
Improved Natural Attack, "The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category."
So the damage on my natural attack, now equal to my monk unarmed damage, now gains the additional benefit of increasing as if my character were 1 size bigger.
So my character at level 4 takes Feral Combat Training, and the claw damage is now 1d6
At level 5 Boris the Butcher takes a level in Ranger and Monastic Legacy, so the damage increases to 1d8.
At level 6, he takes the natural weapon combat style, and Improved Natural Attack as a bonus feat. So his natural attack is now inflicting damage as if he were 1 size bigger, from 1d8 to 2d6.
What's so controversial?
Taku Ooka Nin |
Okay, so I've never been fond of the way natural attacks are completely independent of iterative attacks even if all you attempt are your natural attacks.More or less Natural attacks work this way so they dodge penalties for attacking with multiple weapons, but also for balance of creatures that only use natural attacks.
Sure, at lower levels the catfolk with claws gets two attacks where as the fighter with a sword gets only one. However, at level 20 where the fighter is getting 5 (or more with TWF), the catfolk who wants to use her claws still only gets two attacks.She would know this from the start. If she only has two natural attacks then she would eventually "upgrade" to using manufactured weapons. Natural attacks are generally pretty crappy compared anyway, crit on 20 only, most tend to only do 1d4 - 1d6.
So, I've always house ruled that claws can be treated as light slashing weapons.Don't. If you do this then claws gain the penalty of using two manufactured weapons, or -4/-4 without TWF and -2/-2 With TWF. The character is literally better using two daggers when he has 6 bab or more.
However, many people think this house rule is a bad idea.That is because it IS, or to put it more directly: Because that gimps the entire reason people take natural attacks.
So, the reason for this thread is... assuming a campaign is not going to end prior to a certain level, why bother with claws/etc at all? Why not plan for the future when they will become worthless by not taking them in the first place and spending your feats to maximize manufactured weapons?You will eventually "upgrade" to manufactured weapons. Also, you don't need to spend feats on making weapons better, there are FAR better places to put your feats.
So, my idea for a character I REALLY want to play as a natural weapons character, she's a Fanglord (weretiger-kin skinwalker) antipaladin of Calistria. Kinda weird for an antipaladin to use natural attacks, but it's a cool idea i think, plus the unorthodox nature would help to illustrate to me why the natural attacks are worth having (or not.)
For your number of attacks to even out with a TWF build you ~need~ seven attacks, but on top of that you can wear two blade boots and ADD your natural attacks to your TWF build. You could have 14 attacks, 7 bladeboot (-2/-2/-7/-7/-12/-12/-17) 7 natural attacks (-5/-5/-5/-5/-5/-5/-5) and make all of them on a full attack.
So my point, I suppose, is to recommend you wear two-blade boots, take the Mother's Bite trait for a bite attack, and use the two claws feature.This will give you
1 bite________-5 (1d2 + 1/2str)
2 claws_______-5 (1d4 + 1/2str)
2 blade boots_-2/-2 (1d4 + str)
With your statistics this would become (with weapon finesse)
1 bite________-1 (1d2 + 1)
2 claws_______-1 (1d4 + 1)
2 blade boots_+1/+1 (1d4 + 2)
So far first level I have her stats as follows...
STR 14
DEX 16
CON 10
INT 12
WIS 11
CHA 16
You're not going to live very long if you are a front line tank with those statistics. It might be worth your time to take a dip in Oracle to get the Bite curse and pick the Lunar mystery to unlock the revelation that lets you add your Cha instead of Dex to AC. With that you can change your point buy to:
STR 15 (16 at 4th)DEX 7(9 with racial)
CON 15 (16 at 8th)
INT 10
WIS 13 (11 with racial)
CHA 15 (17 with racial) (18 at 12th)
This would leave you with
1 bite________-1 (1d2 + 1)
2 claws_______-1 (1d4 + 1)
2 blade boots_+1/+1 (1d4 + 3)
You would have a base AC of 13 from CHA, and be able to wear heavy armor as well with your first level in Anti-Paladin. If you go with the Bite from Oracle then you can do 1d6 with your bite instead of 1d2.
Might I suggest a Pitborn Tiefling?
+2 Str, +2 Cha, -2 Int (who needs that anyway?)
Your statistics become
STR 15 (17 with racial) (18 at 4th)
DEX 7
CON 15 (16 at 8th)
INT 12 (10 with racial)
WIS 11
CHA 15 (17 with racial) (18 at 12th)
And take the Variant Tiefling Ability:
(49|You are healed by both positive and negative channeled energy.)
This way you can heal yourself with your Touch of Corruption.
You lose the Claws, but you can gain those with the Talons of Leng if you want to splurge on it. You could also just take claws instead of being healed by positive and negative channeled energy, but this removes your ability to heal yourself with Touch of Corruption which may or may not be exceedingly important to your character's survival.
Just dump your statistic bonuses into STR (4th) Con (8th) and Cha (12th). One gives you better to hit, the other gives you 1 extra HP per HD, and the last will increase your AC by 1. After that the increase of 16th and 20th level is up to you. Seriously, just buy an item to increase your Wis. Anti-Paladins are all about smashing things similar to the Paladin. Being offensively inclined is always better than defensively. You may also want to look into being a Damphire or a Tiefling since both of those can be healed by Negative Energy with the proper traits.
Will need to spend some of her level up stat points to raise her WIS to 14 to get all her spell levels.Anti-Paladins use CHA to cast spells, not Wis.
In the mean time though, her 1st level feat is 'Extra Feature' so that she can shapeshift her bite AND the claws at the same time.Just take Mother's Bite to get a bite. You can use Blade Boots to enable your claws to be free to attack with.
Possibly may or may not take it twice more to be able to fully shift all 4 abilities.Don't waste your time, this is a complete waste of your feats.
So, who out there knows natural weapons enough to help me out with this? Sell me on natural attacks RAW.
You just need to use the appendages that do not have natural attacks to use your manufactured weapons with.
You are literally better off with a single 2 handed weapon if you want damage, because with Natural attacks + TWF you are more or less like a monk and suffer from Flurry of Misses syndrome.You need to choose as to if you want to attack a lot or do a lot of damage. A TWF build can be Great for hitting a bunch of times, especially with Smite Good, but a 2 Handed Power attacking build is going to do a lot more damage.
My personal recommendation is take the above statistics I offered for the Tiefling, use a 2-handed weapon, ignore the blade-boots since you wont qualify for TWF at all with 9 dex, and power-attack constantly.
Your attacks would be
Masterwork 2-h +3 (1d10/1d12/2d6/2d4 + 6 (Str * 1.5, Power attack * 1.5))
Bite -1 (1d4 + 1 (Str * .5, don't bother with power attack)
Scott Wilhelm |
If this isn't a PFS character, you can take Multiattack at a low level. You can take levels in Alchemist, and be a Beastmorph Alchemist. If you take 2 levels, you can take the Tentacle discovery, which won't give you another attack, but it will give you an excuse to apply other feats to it for when you Beast Shape into an octopus or something.
Somebody mentioned a mammoth tusk helmet here? I APPOROVE! There is a cloak that gives you 2 tentacles.
I'm not sure, but I think if you had that tentacle cloak that gives you a tentacle attack, and have the Tentacle discovery, then when you make a tentacle attack you get 3 and not 2.
Between being a half orc, catgirl, or tiefling, a Beastmorph, and having a mammoth helm and a tentacle cloak, you could take Multiattack and get lots of attacks: 1 bite, 2 claws, 2 tusks, and 3 tentacles. 8 attacks: pretty sweet.
AbsolutGrndZer0 |
Gregory Connolly wrote:Actually RAW anyone with 3 natural attacks qualifies for Multiattack. Only in PFS do you need to be a level 10 Ranger with the natural weapons style.Well since this is for a PFS character that's a pointless statement and it's flagged as a monster feat so you'll need GM approval in any other setting that's a less then accurate statement.
Um, as the OP I will correct you on that, this is not for a PFS character, so PFS rules do not matter to me... unless the person you are talking to with the ranger said his was a PFS character? Either way, this thread isn't in the PFS forum, and as the OP looking for ADVICE, PFS rulings don't matter to me, just the RAW.
Like for example on how PFS rules differ from the RAW, it was said that a Half-Orc counts as both human and orc for all feats and effects related to race. So, the Half-Orc can take the Racial Heritage feat. So, take Racial Heritage Elf. Then, now that they are a Human, Elf, and Orc, they can then take an Elf Only Class Archetype as a Half-Orc. This is allowed by the RAW, it is not allowed in PFS, nor even is the Half-Orc allowed to take Orc Archetypes or Human Archetypes... They are a Half-Orc ONLY, in regards to Archetypes.
So, if this was in the PFS section of the forums, this would matter to me. Since it's not in the PFS, I really don't care about PFS rules.
I apologize if this is coming off a bit rude (I hope it's not), but I don't play PFS and so I tend to get frustrated when players come in trying to impose PFS House Rules on me over the RAW.
As for my character, Fanglords DO get a bite attack, so there is no reason for Mother's Bite which I'm pretty sure she can't take anyway, as that's a Lamashtu religion trait and she's an antipaladin of Calistria. Then as for changing her species to a Pitborn Tiefling, that would not work cause I want her as a fanglord lol.
Scott Wilhelm |
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@AbsolutGrndZer0
I was the one who broached the subject of PFS. Mathwei was saying my proposed character build was too eccentric for most referees, and I countered by pointing out that it was PFS legal. I sort of started what Gregory and Mathwei were going on about there. I was just proposing a powerful natural weapons build and defending it as legal and mainstream. Sorry if I derailed the thread.
I hope it helps.
Scott Wilhelm |
I have found a Development team ruling that makes gauntlets a light weapon, and not an unarmed strike. This was a change that was brought about with the publication of the Adventurer's Armory. It is not in the Core Rulebook, and it is not in d20pfsrd.
Here is the Sean Reynolds Post I found.
http://paizo.com/threads/rzs2kqan&page= ... estions#51
Sean K Reynolds Designer, RPG Superstar Judge May 24, 2010, 09:55 PM
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Sean K Reynolds
"The brass knuckles problem stems from the Core Rulebook putting "gauntlet" in the "Unarmed Attacks" category, as brass knuckles are listed as "Unarmed Attacks" because gauntlets are there.
Brass knuckles should be armed (light melee weapon) attacks. (As should gauntlets and spiked gauntlets.)
Which makes it clear that using brass knuckles is not an unarmed attack (and the description of the weapon should not refer to unarmed attacks), and therefore monk's don't get their unarmed damage with them. They can, as others have pointed out, still use them to flurry, and allows for things like silver brass knuckles and +5 flaming brass knuckles.
The cestus description confuses the issue by referring to unarmed attacks; it's clearly a light melee weapon and doesn't relate to unarmed strike rules at all.
Rope gauntlets are light melee weapons and its descriptive text shouldn't confuse the issue by referring to "unarmed strikes." "
So, Mathwei ap Niall's assertion that you can't stack magical effects on a gauntlet with your unarmed strike damage happens to be correct. Too bad he thought it was too onerous a chore to find his own evidence. So much for being helpful.
That's the way to win an argument, boys and girls. Bring your own evidence. Losing an argument when you are right is a million times worse than losing an argument when you are wrong.
Amric |
I don't want to ninja someone else's post but there are some questions, advice that I am seeking concerning natural weapons and surprisingly enough were tiger.
I am going to play a bard/barbarian, my GM is mandating a 1 level bard dip. This is a build I roughed out and am seeking advice on.
My question on were tiger is about the extra feature feat, I don't quite understand where I go to choose this extra feature.
Race is skin walker – Were tiger.
1st Level: Barbarian. Traits are Feline instinct and Reactionary. Feat is Improved initiative.
2nd Level: Bard – Arcane duelist archetype. Arcane strike (B).
3rd Level: Barbarian: Feat is Power attack. Rage Power is Lesser beast totem.
4th Level: Barbarian: +1 to Strength.
5th Level: Barbarian: Feat is Multi attack. Rage Power is Superstition.
7th Level: Barbarian: Feat is Extra rage power – Reckless abandon. Rage Power is Beast totem.
8th Level: Barbarian: +1 to Strength.
9th Level: Barbarian: Feat is Rending claws. Rage Power is Witch hunter.
11th Level: Barbarian: Feat is Eldritch claws. Rage Power is Greater beast totem.
13th Level: Barbarian: Feat is Combat reflexes. Rage power is Come and get me.
Scott Wilhelm |
Amric,
I think your post is in the spirit of the OP's intention for this thread, to explore how Natural Attack builds stay awesome at high levels. I have a critique of your build. I hope you find my criticism constructive.
I don't believe in going first just to go first. I don't see that your build is super enhanced by taking Improved Initiative and Reactionary.
I'd take II if I were a spell caster, or an archer with Sneak Attack, or if I had Dimensional Agility, maybe if I had Vital Strike or Tiger Style feats. You opponents are only Flatfooted in the first round, so the only advantages I see in winning initiative are if I had some kind of devastating first attack that I could count on using that would take advantage of their flatfootedness.
You know you need 3 natural attacks to use Multiattack? You get your 2 claws without penalty without taking any special feats. If you can get a bite attack and maybe a gore attack or a tentacle attack, say from Wondrous Items or levels in Alchemist, then you can get some more natural attacks and benefit from Multiattack.
The claw attacks granted by being a Skin Walker I do not think stack with the claw attacks granted by Lesser Beast Totem. I also don't think the Natural Armor bonus granted by Beast Totem stacks with the Natural Armor bonus Skin Walkers get. I recommend instead being a Half Orc and taking the Toothy Racial Trait. That will give you a bite attack, and Lesser Beast Totem will give you a Claws attack. You could also be a Tiefling and take the Maw or Claw trait. You take Maw, and Lesser Beast Totem gives you Claw.
Here's a thought: be a weretiger with claws; take the Animal Fury rage power to get a bite attack, and take the Lesser Fiendish Totem to get a gore attack, then you can take Multiattack.
Consider working levels in Monk into your build. Monks have to be lawful, and barbarians can't be, so you need a workaround. You could take 3 levels in Monk first, then take your Barbarian levels, or you could take the Martial Artist Monk Archetype which is exempt from the alignment restriction. Monk unarmed attacks qualify as natural weapons for the purposes of Multiattack. Also, you can take Feral Combat Training for your other natural attacks and do more damage. Martial Artists, sadly, don't get Still Mind, so therefore they also can't take Monastic Legacy which would allow you to apply nonmonk levels toward increasing your unarmed strike damage.
Eldritch Claws seems a little redundant with Arcane Strike to me.
Rending Claws is nice. Consider adding Rending Fury and Improved Rending Fury. That will bump up you rending damage to 2d6/round.
Since you are thinking of being a Skinwalker, this is clearly a non-PFS build, so consider taking Improved Natural Attack, with will let you inflict damage as if you were 1 size bigger. Above, in this thread, I posted a build that makes use of INA and FCT, so you can see how that might work.
You might consider a level in Sorcerer with the Boreal or Stormborn bloodlines. Either will give your claws energy enchantments, 1d6 Cold for Boreal or 1d6 Shocking for Stormborn. It's not ideal: they only last a few rounds and they have a uses/day limitation, but it's a cheap and effective enhancement.
With a build like this, it would be nice to work out a way to give all our attacks the Grab ability. If you were then wearing Spiked Armor, then every single attack would do an extra 1d6+bonuses. The only way I found for doing that is the Lockjaw Spell, which only works on 1 attack. Nice, especially since you are working in an Attack of Opportunity build, but not super.