forger03 |
I've got a build being worked on.
Bloodrager, draconic bloodline, has the half-dragon template. That means I have 1 bite, two claws, and I'm not sure if I can use the wings as weapons or not.
I know Necklace of natural attacks, and Improved Natural Attack Feat. I think i remember a spell that improved the attack's size category, but I can't recall it.
What else is there to help improve natural attacks for a build like this?
Note: I'm trying to do as much as I can with this particular build, not looking to change the build outright.
Krodjin |
Dragon Style + Dragon Ferocity + Stunning Fist + Weapon Focus (Claws) + Improved Unarmed Strike + Feral Combat Training would allow you to apply extra static damage (as per Dragon Style/Ferocity) to both your Unarmed Strikes and your Claws.
Obviously this is very feat intensive if you don't have a way to skip a bunch of the prerequisites, and depending on your STR the returns may not be worth it.
There are also some magic items that would provide additional natural attacks; Helm of the Mammoth Lord and Wyvern Cloak I think they're called (for a Gore and Sting).
Not sure if it's the same thing or not, but an Amulet of Mighty Fists would enhance your natural attacks as well.
Moondragon Starshadow |
The Druid/Ranger spell Strong Jaw increases the damage of natural attacks by two size categories. You would need a good UMD or a party member to cast it for you.
Just be aware that some GM's might rule that strongjaw does not stack with Improved Natural Attack. You should inquire with your GM.
Scott Wilhelm |
Draconic Bloodline: That means you are a sorcerer? I'm sorry, but I also can't put my finger to what a Blood Rager is. Can you expand on how your character build works?
I recommend you take 3 levels in Monk. Gain the Feats Monastic Legacy and Feral Combat Training. Feral Combat Training will allow you to apply Monk Unarmed Damage to 1 of your attacks, probably your claws would be best. Monastic Legacy allows 1/2 your nonmonk levels to count as Monk Levels for the purposes of damage. It might be worthwhile to get FCT for both your claws and your bite. Also, if you have FCT, remember that Monks get their unarmed attacks even with your hands full: You get both claws even if you use a shield. Also, this qualifies you for the Arcane Strike feat.
If you are thinking of applying Strong Jaw to your natural attacks as Imbicatus suggests, also consider Lockjaw. Lockjaw gives 1 of your attacks (for example, 1 claw) the Grab ability. That lets you make a Grapple check as a free action If you get armor spikes, you can inflict armor spike damage with every attack (you have lockjaw on). If you have time to buff your character before the fight, you can put on some serious hurt. You might benefit from some way of adding actions you can take in combat, say an intelligent suit of armor that can cast Strong Jaw and Lockjaw on you for you?
Some other feats: Rending Claws: an extra 1d6 if both claws hit, Rending Fury you get the rend even if only l claw hits--you don't get 2d6/round :(, Improved Rending Fury: 2d6 rend, Bleeding Claws & bleed damage.
You have 2 natural attacks: surely you have Multiattack?
Yure |
Feat: Eldritch Claws (Combat)
Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Prerequisites: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
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Beast Totem (Su): While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
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Beast Totem, Greater (Su): While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal ×3 damage on a critical hit. A barbarian must have the beast totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power.
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Beast Totem, Lesser (Su): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier.
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Elemental Rage (Su): While raging, all of the barbarian's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage. A barbarian must have the lesser elemental rage power to select this rage power. A barbarian must be at least 8th level to select this rage power. Note that the barbarian can still use her lesser elemental rage power while using this rage power, but she must select a different energy type.
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Elemental Rage, Greater (Su): While raging, all of the barbarian's critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit). The type of this damage is the same as the type chosen for the elemental rage power. A barbarian must have the elemental rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
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Elemental Rage, Lesser (Su): As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage.
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Ghost Rager (Su): While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the superstition rage power and be at least 6th level before selecting this rage power.