5 sneak attacks at level 3: Can I do this?


Rules Questions

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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Hey Scavion, thanks for the slow approach.

So y'all are really saying that the Tengu's claws (presumably on his arms) are completely separate from the TWF double kick trick. His standard attack mode is to kick twice a round using TWF and then his bite and two claws get added to that, through the virtue of being natural attacks.

An alternative reading might suggest that his natural attacks are his primary attacks, and that he no longer gets unarmed attacks at all.

ARG-Tengu wrote:
Claw Attack Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.

and

PRD on Natural Attacks wrote:
Some creatures do not have natural attacks. These creatures can make unarmed strikes just like humans do.

This implies that creatures that use the mechanics for natural attacks do not get to use the unarmed strike mechanic during the same round to get additional attacks above and beyond what they are stated as having.

So I just don't buy that RAW allows this claw-handed tengu to use his kicks as primary attacks and tack on his bite & claws as secondary. Earlier in the thread it was suggested there was a developer quote that supported this interpretation, but the only link I saw talked only about a double kick with TWF, not all the rest.

EDIT: Just saw that SKR quote, where he was arguing away "extra" attacks from the vestigial arms, and he does say the 5-attack Tengu is valid. <shrug>


Do the natural attacks at -5 also get the -2 penalty to all attacks you get from using TWF?


Well others covered this already but it would feel poor form not to reply so.

It seems I was slightly misunderstanding what your issues was. But yes as others have noted the kicks are your *"normal" attacks, you are using both legs and as such TWF. THEN you get the **"extra" attacks for your natural attacks. So it is the same deal as with say wielding a two handed sword for your normal iteriatives and having say a bite attack as "extra". The two handed sword in this particalar build is just replaced by unarmed strike and adds two weapon fighting to it.

* By normal I mean your usual iteriative attacks.
* By extras attacks that you gain beyond what you get from your BAB.

So brake down is:

BAB +2: 1 attack
TWF: +1 attack
Bite: +1 attack
2 Claws: +2 attacks (Wich you can use because your hands are free)

You could do this without using any resources beyond having a race with bite and claws. Granted then you would not hit a damn thing and would be provoking 2 AoO every full attack.

Oh and on your latter post, if you use attacks beyond natural attacks with them, all natural attacks change to secondary.


@seebs no they don't because TWF says the attacks done as a part of it get the penalty, not all attacks.


Nefreet wrote:
Sean K Reynolds wrote:
Now replace the TWF human with a TWF tengu, and get rid of the barrel. The tengu can make two unarmed strikes per round (one with the left leg and one with the right leg), and gets to add his three natural attacks as secondary attacks. That's 5 attacks per round, total. Overall, that puts his attack bonuses at –2 kick/–2 kick/–5 bite/–5 claw/–5 claw. This is a legitimate attack routine.

Link

If you read the entire thread he further explains that these are not considered to be "extra" attacks.

That's really interesting stuff. There has to be a build in there somewhere that makes Feral Combat Training worthwhile.

It's not a ninja, but an Alchemist can do six natural attacks at third level. Granted, it uses the mutagen, so you can't use them all day long. If you take a skinwalker with the Rageborn heritage your beast form natural attack options are hoof/hoof, or gore. Using the extra features feat, this combines to 3 natural attacks. The Feral Mutagen discovery then adds bite/claw/claw to that. The only secondary attacks then are the hoofs. I've heard it argued that a creature can't have a gore attack with a bite attack, but a head is not a limb and quite a few creatures (like gargoyles) have both. Regardless, if a GM ruled against it, that frees up a feat for other things and 5 attacks is still pretty good. Dipping a level of White-Haired Witch can result in seven attacks at level three, but it is a bit silly from a fluff/story standpoint.

While I was thinking of ways to make vestigial arms/tentacles useful a few weeks ago, I actually thought of a way to get around the above FAQ. Just a warning, this is plenty cheesy and I don't think I'd do it myself. If you take the "Reaching Vines" fungal graft you get two additional attacks that are pretty useless. If you forego the two vine attacks, you can attack with the useful tentacles instead. This doesn't increase the total number of attacks so it follows the rules technically. Like I said cheesy and since PFS doesn't allow fungal grafts it's not even legal there.

Grand Lodge

Wheldrake wrote:
ARG-Tengu wrote:
Claw Attack Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.

This implies that creatures that use the mechanics for natural attacks do not get to use the unarmed strike mechanic during the same round to get additional attacks above and beyond what they are stated as having.

This is you applying an overloaded definition to the word "primary". In this case it's simply pointing out that these are not "secondary natural attacks". "Primary" is part of the defined term "Primary Natural Attack".

Universal Monster Rules wrote:

Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 times the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.

and this part which you've seenCreatures 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.

Primary in no way means "replaces weapon attacks". And the second part as has been pointed out just changes the use of primary attacks so that you can still use them as part of a full-attack action with manufactured weapons secondary primary attacks.

Bigger Club wrote:

. . .

You could do this without using any resources beyond having a race with bite and claws. Granted then you would not hit a damn thing and would be provoking 2 AoO every full attack.

I'm not sure where you're getting the AoOs from. Natural attacks do not provoke AoOs (and even if they did there are three natural attacks in your example). Maybe you're talking about making unarmed strikes with out the feat improved unarmed strike? I guess that could be it. Even then, say, armor spikes and boot knife will work for the manufactured attacks and won't provoke.

Sczarni

Iron Giant's natural attacking horror just made me realize something.

If a GM said "no" to Bite/Gore, citing the PC's head as a "limb", wouldn't that mean you couldn't Bite/Hair as well?


Nefreet wrote:

Iron Giant's natural attacking horror just made me realize something.

If a GM said "no" to Bite/Gore, citing the PC's head as a "limb", wouldn't that mean you couldn't Bite/Hair as well?

It's actually kind of an important question whether such a restriction exists. I have a PFS Tiefling NW Ranger with Claws and a Bite. I was planning on dipping Barbarian for a couple of levels to get a gore attack via Lesser Fiend Totem.


fretgod99 wrote:
Nefreet wrote:

Iron Giant's natural attacking horror just made me realize something.

If a GM said "no" to Bite/Gore, citing the PC's head as a "limb", wouldn't that mean you couldn't Bite/Hair as well?

It's actually kind of an important question whether such a restriction exists. I have a PFS Tiefling NW Ranger with Claws and a Bite. I was planning on dipping Barbarian for a couple of levels to get a gore attack via Lesser Fiend Totem.

The hair doesn't have to be on the head, it could be from the armpits LOL (I'm kidding of course).

Rather than taking a few barbarian levels fretgod99, have you thought about taking the helm of the mammoth lord? If you have another reason for a barbarian dip as well, then go for it, but 8500gp isn't much to avoid multiclassing.


I use gore and bite on a PFS character and have never had an issue with it. I just found this thread that talks about it and references an SKR comment. In that comment, SKR seems to suggest you can't even though a number of monsters can. He then goes on to say it is 'cheesy', which would imply that you can but he's unhappy with the fact that it is legal. As, like some of the posters, I don't think that there are separate monster/pc rules in this area, I think the latter interpretation is correct. It is legal, but SKR is not thrilled that it is.

*shrugs* Take that for what it is. I take SKR's prior statements as rulings, but in this case it's more of a non-statement. Anyhow, as I've said, I've been doing it for years both in local games and cons and have never had an issue with it. I think the fact that there are monsters that can explicitly use both is reason enough to say that 'yes' both can be used.

Sczarni

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Iron Giant wrote:
The hair doesn't have to be on the head, it could be from the armpits LOL (I'm kidding of course).

You jest, but I met a Witch/Gunslinger who used his moustache to load his pistols, and described it as forming a fist to threaten people adjacent to him.


Your head is not a limb for purposes of 1-limb per attack. The bestiary is full of 1-headed creatures with bite/gore or gore/gore, including the iconic tarrasque who actually has bite/gore/gore.

Sczarni

Indeed. As was mentioned earlier, the Designers simply don't like it when PCs use that build as an option. SKR called it "cheesy", and believed that monsters should be able to do things that PCs can't, as it sets them aside as something unique and challenging.


ah yep. missed that post by drake. thanks nefreet.


If unarmed attacks worked like that you wouldn't need the natural weapons, since you would just use 2 arms, 2 feet and a head but.

Regardless of class you only get as many unarmed attacks per round as permitted by your bab. Monk's exclusively have the ability to flurry.


tsuruki wrote:

If unarmed attacks worked like that you wouldn't need the natural weapons, since you would just use 2 arms, 2 feet and a head but.

Regardless of class you only get as many unarmed attacks per round as permitted by your bab. Monk's exclusively have the ability to flurry.

I'm not 100% sure which post you are arguing against, but yes you are correct, you only get unarmed strikes up to what is allowed by your BAB (perhaps plus some for various feats). However for natural attacks you do just get however many attacks you have, and you can use both natural and unarmed/weapon attacks provided they don't share limbs.


Iron Giant wrote:
fretgod99 wrote:
Nefreet wrote:

Iron Giant's natural attacking horror just made me realize something.

If a GM said "no" to Bite/Gore, citing the PC's head as a "limb", wouldn't that mean you couldn't Bite/Hair as well?

It's actually kind of an important question whether such a restriction exists. I have a PFS Tiefling NW Ranger with Claws and a Bite. I was planning on dipping Barbarian for a couple of levels to get a gore attack via Lesser Fiend Totem.

The hair doesn't have to be on the head, it could be from the armpits LOL (I'm kidding of course).

Rather than taking a few barbarian levels fretgod99, have you thought about taking the helm of the mammoth lord? If you have another reason for a barbarian dip as well, then go for it, but 8500gp isn't much to avoid multiclassing.

It wasn't just going to be for the gore attack. Raging fits the character's profile.

That's a good suggestion, though.


I'm pretty sure that you cannot use a natural attack and unarmed in the same action.
Otherwise many monster stat blocks would list an extra unarmed attack in addition their natural weapons. Unless you WANT to give the colossal dragon yet snother attack.


The reason they don't list an unarmed strike is that it would provoke and do low non-lethal damage since they don't have improved unarmed strike. Also it would decrease all their natural attacks by 5. Very poor choice for them. Thus the don't include it in the stat block. If you look at the human stat block, they don't list it there for the humans, even though we know by the rules that they could use an unarmed strike.


What Chess said.


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tsuruki wrote:

I'm pretty sure that you cannot use a natural attack and unarmed in the same action.

Otherwise many monster stat blocks would list an extra unarmed attack in addition their natural weapons. Unless you WANT to give the colossal dragon yet snother attack.

From the PRD:

Natural Attacks wrote:

You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack.


So I tried taking this to the extreme with a kobold ninja build a while ago, and posted it on the giantitp forums:

http://www.giantitp.com/forums/showthread.php?365249-Capoeira-Ninja-Build

This is a level 12 ninja/ranger that gets 8 attacks: claw/claw/bite/tail/kick/kick/kick/kick, and with Improved Two-Weapon-Feint it turns into 7 sneak attacks (at +5d6 bonus).

I included the math on that thread, but it works out to around 120 expected damage for a full attack, and if you start adding things like flanking and ki points it can go as high as 205 expected damage. This is taking miss chances into account.


Well if you're going for extreme cheese, make sure to pick up all your magic item natural attacks. ;)

Sczarni

I don't even think this is cheesey. Especially when compared side by side with any Full Caster class. Holy smokes - some of the stuff that casters can do at high level is cheese (but it's just accepted as the norm).

My current Character is a Half-Orc Ranger/Monk (Master of Many Styles) that will eventually use, Claw/Claw/Bite/Kick/Kick/Kick/Kick on a full-attack.

With Feral Combat Training, Dragon Style & Dragon Ferocity his claws and Kicks will all get 1.5x STR to damage (but the bite is still .5x STR). An Amulet of Mighty Fists will power all of his attacks - but even with all of that his expected damage output at level 12 will not be out of line with a 2-handed Barbarian build (I worked it out to about 120 against Favoured Enemies @ 12th level).

His backstory, which is fairly concise, perfectly explains how he came to be such an angry ball of hate; no cheese at all.

Grand Lodge

Even ignoring casters for "cheese", I have a mounted barbarian that would do, on average...200 damage on a charge vs MartianInvasion's 26 AC target before you factor in his mount's damage once he hits 12th. It could probably be higher, but I didn't feel like figuring out all of the gear he would have, just the main bits (+4 str belt, +3 furious weapon, boots of speed). It drops to 131 damage if he can't charge, of course. And I pretty much ignore DR, compared to that much damage spread out over 12 hits.


MartianInvasion wrote:

So suppose I make a ninja, and choose a race that can give me a couple claw attacks - Catfolk, Tiefling, or Tengu, for example. Now take the Adopted trait for the Half-Orc Tusked race trait to get a bite attack (or use the bite attack that comes for free with the Tengu).

At level 1: Take the Multiattack feat.
At level 2: Take the Unarmed Combat Training ninja trick to gain Improved Unarmed Strike as a bonus feat.
At level 3: Take the Two-Weapon Fighting feat.

Now my reading of Improved Unarmed Strike is that you can use it for kicks. So does this mean I now have 5 attacks: Claw, claw, bite, kick, kick?

And unarmed strikes count as light, so they're only at -2 each thanks to Two-Weapon Fighting. Using the unarmed strikes with the natural attacks makes all the natural attacks count as secondary, but thanks to Multiattack they're still only at -2. And if I'm flanking or the opponent is denied their DEX bonus to AC via being blinded or stunned or whatever, do I get my 2d6 sneak attack bonus damage on each attack?

Furthermore, when I get to level 8, my BAB hits +6, so do I get *another* attack with my foot that can get sneak attack damage (now at +4d6)? And yet another if I take Improved Two Weapon Fighting? (If so, I'll probably be taking Improved Two Weapon Feint shortly thereafter).

I know this might not be the best way to do this build (ninjas probably want Weapon Finesse pretty early), but do the rules work the way I've described?

The half orc tusked racial ability is not an acquired trait (i.e. elven warrior of old) therefore you cannot gain it from the adopted trait.

This limits you to 2 claw attacks from any of the listed races.

You can't take multi attack at level one without having at least 3 natural attacks; claws only give you 2, but you can take two weapon fighting at level 1 to offset this.

Improved unarmed strike does not allow you to make kicks etc - simply to throw punches without provoking attacks of opportunity; the monk unarmed strike class ability is required to do this.

Therefore even with claws you'll get at most 2 attacks pursuing this line of interest.

Basically you'd need to splash monk (note you still need twf since you can't make natural attacks in addition to normal strikes when using flurry), and you'd max out at 4 attacks at level 2. Note that none of them are likely to hit anything.

I guess with ki you can still get it up to 5.

Grand Lodge

Trekkie90909 wrote:
The half orc tusked racial ability is not an acquired trait (i.e. elven warrior of old) therefore you cannot gain it from the adopted trait.

The Adopted trait doesn't say "pick an acquired trait" it says "pick a trait."

Trekkie90909 wrote:
Improved unarmed strike does not allow you to make kicks etc - simply to throw punches without provoking attacks of opportunity; the monk unarmed strike class ability is required to do this.

I present to you a quote from the CRB:

Quote:
Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

Anyone can kick as an unarmed strike. The monk class has nothing to do with it.

Sczarni

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OH FOR THE LOVE OF GORUM!

Toothy (Racial Trait) vs. Tusked (Race Trait)


Goodness there is a lot of confusion about how natural and unarmed attacks work. Literally every (non quoted) sentence of your post was incorrect, Trekkie.

Adopted can give you tusked.

You can use natural and unarmed attacks together.

The two weapon fighting line of feats has no interaction at all with natural weapons.

You can use unarmed attacks to kick even with out improved unarmed strike.

Using natural attacks does not give a minus to unarmed/weapon attacks.

Monks can only use ki to make an extra attack as part of a flurry (also they don't have ki at level 2).

Whew! Hope that clears some stuff up!

Liberty's Edge

In addition to what JlR said above :

- Using unarmed attacks makes all natural attacks secondary (same as using weapon attacks)

Sczarni

Joe Loves Rules & The Black Raven are correct.

I would like to add the following;

- If you do splash Monk it's probably in your interest to take an Archetype that loses Flurry of Blows as you can never make Natural Attacks in addition to FoB; only as part of a FoB if you take Feral Combat Training.

- Monks do not have an "off-hand" when using Unarmed Strikes (which is unique to the Monk). This saves you having to take Double Slice.


Pathfinder Lost Omens Subscriber

this thread is making me think of my bloodrager with 3 natural attacks and TWF, IUA and is 2 feats deep into the dragon style line(which allows me to apply 1.5 strength to unarmed attacks, and 2 times on teh first attack), and finally Feral combat training (claws). so much damage on full attacks.

Sczarni

Yeah, he'd get the 1.5 from Dragon Ferocity on his claw attacks as well as his UAS...


Krodjin wrote:
Yeah, he'd get the 1.5 from Dragon Ferocity on his claw attacks as well as his UAS...

Nope. Just full strength on claws or perhaps (depending how you read it) full strength minus one if your strength mod is odd.

Sczarni

Joe loves Rules wrote:
Krodjin wrote:
Yeah, he'd get the 1.5 from Dragon Ferocity on his claw attacks as well as his UAS...
Nope. Just full strength on claws or perhaps (depending how you read it) full strength minus one if your strength mod is odd.

Feral Combat Training allows Bandw2's character to apply the effects of Dragon Style & Dragon Ferocity to his Claws. Without it the claws would only get .5x STR as they are considered secondary when combo'd with UAS.

How are you coming up with full STR -1?


dragon ferocity is "a bonus on unarmed strike damage rolls equal to half your Strength bonus" not unarmed strikes get 1.5x str. So adding half a str bonus to the half you are already getting only gets you to 1x str mod.

Or maybe if you have a really picky DM and an odd str mod (example 5 because of 20str) you get str mod - 1, since half str mod (in example 5/2 round down = 2) plus half str (2 again) equals str mod minus one (2 + 2 = 4 = 5 - 1).

Sczarni

Ah, I gotcha. I didn't quite follow what you were saying and I was crossing up two streams of thought in my own mind. Your example above is of course correct!

Now, what you can also do is apply Dragon Style & Dragon Ferocity to your Natural Attacks (claws), via Feral Combat Training and if you don't use them in conjunction with manufactured weapons your claws would get the full benefit.

So if you went Claw/Claw/Bite your 1st claw would get 1.5x STR +0.5 STR from Dragon Style & Dragon Ferocity and your second claw would get 1x STR for being a Primary Natural attack and the plus .5 STR from Dragon Ferocity.

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