Trying to get a decent Natural Attack Based melee character...help!


Advice


I am thinking of using Ranger: Wild Hunter and Shapeshifter Archetypes, and perhaps a dip into Monk of The Four Winds, or vice versa.

With the Feral Combat Feat, any feat with Improved Unarmed as a prereq can be applied to Natural weapons, and therefore I can use Elemental Fist.

With the ranger combat style feats, I can grab WEapon Focus: Natural and either Aspect of The Beast (if no inherent Claws) or Improved Natural to bump to d6's.

The various animal aspects will offer circumstantial buffs to abilities.

Ideas:

Race: Human (w Aspect of the Beast for Claws), Skinwalker, Catfolk or Tiefling

Feats: Aspect of Beast, Weap Focus: Natural, Feral Combat, Imp Nat Weapon

Am I missing anything? I am picturing a Sabretooth or Wolfsbane esque melee skirmisher. Any thoughts?


I do not know a lot about Rangers, but I know that both solo Primal Companion Hunters and Alchemists do a VERY good job at being natural attackers.

I also suggest that you drop the idea of being human and go for being a Skinwalker because there is nothing you would rather be than a Skinwalker.

http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp /skinwalkers-10-rp

Rageborn if you can get it, since that allows you to grab the extra transformation for two hooves with your gore so with claws from Aspect of the Beast you can get 5 natural attacks.

Also since they have an SLA you can take Arcane Strike since a SLA counts as being able to cast spells with your character level used as your caster level. Arcane Strike is absurd with natural attacks.


He will be 5th or 6th level to start btw


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Rageborn Beastmorph Vivesectionist Alchemist 5th Level
1: Feat: Extra Feature
2: Discovery: Feral Mutagen
3: Arcane Strike
4: Discovery: Spontaneous Healing
5: Power Attack/Multiattack

Right you have 3d6 Sneak attack die, and attack with 2 Hooves at 1d4 (Secondary attacks), 1 Gore at 1d6, 2 claws at 1d6, and 1 bite for 1d8.

Additionally all these attacks have a +2 damage thanks to Arcane strike

So you deal a minimum of 18 damage if everything hits and rolls a 1 without sneak attack die. That is your minimum damage once you have hulked out.

Dark Archive

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Whilst a force of nature natural attack beast is incredibly fun to play, do bear in mind the level of game mastery of the rest of your party. If you're going to be dealing as much damage as the rest of them combined perhaps spend some time trying to help them optimise as well so that their characters as the best they can be and can contribute meaningfully, otherwise, through no real fault of your own you might end up with bad feelings when you're soloing encounters and the others are left simply feeling like cheerleaders for your character.

At higher levels, consider Feral Combat Training and the first two Dragon Style feats. Also, with that many attacks a 1 level dip in Archeologist Bard and the Lingering performance feat (probably best at 7th level) + starting with the Fates favoured trait will give you a huge hit/damage increase essentially all day for a relatively reasonable investment (plus Saving Finale which is an amazing spell as well as a ton of good skills) if you want to be even more op and you think your party won't give up and go home when they hear how much damage you do ;)


Damn Shrouded...that's nuts!


Thus far the party is: 5 Inquisitor (Ranged Based), 5 Starsoul Sorceror, 4/1 Fighter/Barb (Brutal Pugilist), and 4/1 Cleric/Ranger (Corpse Hunter)

Pretty decent at damage already, and lacking a little in skills, so that's why I was thinking Ranger.

Dark Archive

With even a 14 Int, Alchemists get as many skill points as a Ranger so if skills is something you want then they're set and are pretty equal given what skills are class ones (also the Bard dip I suggest above would lock this down even more at 7th, every knowledge skill and a bunch more skill points).


Half orc with toothy racial trait, barbarian with beast tootem. That will net you 3 primary natural attacks when raging. And will serve you with no problems until at least level 10 and then you get pounce:)


To be fair, most GMs will make you roll for which Skinwalker type you end up, and that is taking things to their absolute extreme.

Even without being Ragebred and Mix-maxed to insanity, like say a default Tiefling, you still have access to Arcane strike and 3 natural attacks plus an extra feat to spend.

Lowers your damage to more reasonable levels while still allowing you to be pretty scary. Claw+Claw+Bite is plenty powerful, especially with sneak attack die.

Alternatively to that, someone once recommended to me a Swordmaster/Scout Tiger trance Tengu rogue.

http://www.d20pfsrd.com/races/other-races/featured-races/arg-tengu/swordmas ter-rogue-tengu

With Scout and Charge from level 4 onward if you beat their CMD you can charge and make a full attack with sneak attack die.

Grand Lodge

ShroudedInLight wrote:

To be fair, most GMs will make you roll for which Skinwalker type you end up, and that is taking things to their absolute extreme.

Even without being Ragebred and Mix-maxed to insanity, like say a default Tiefling, you still have access to Arcane strike and 3 natural attacks plus an extra feat to spend.

Lowers your damage to more reasonable levels while still allowing you to be pretty scary. Claw+Claw+Bite is plenty powerful, especially with sneak attack die.

Alternatively to that, someone once recommended to me a Swordmaster/Scout Tiger trance Tengu rogue.

http://www.d20pfsrd.com/races/other-races/featured-races/arg-tengu/swordmas ter-rogue-tengu

With Scout and Charge from level 4 onward if you beat their CMD you can charge and make a full attack with sneak attack die.

Tieflings only get claw/claw or bite. So to get 3 natural attacks as a tiefling you need to take claw/claw plus the social adopted trait for the racial orc trait Tusked. So your other trait can neither be social nor racial. It's definitely a good option, but it's not as straight forward as what you wrote implies.

Scarab Sages

The problem with feral combat training is that you need to take it for EACH natural weapon type you have. If you are an Aasimar Ranger/Wolfscarred oracle/Whitehaired Witch with wing attacks and a helm of the mammoth lords for Claw/Claw/Bite/Hair/Wing/Wing/Gore you would need to take Feral Combat training 5 times.


claudekennilol wrote:
ShroudedInLight wrote:

To be fair, most GMs will make you roll for which Skinwalker type you end up, and that is taking things to their absolute extreme.

Even without being Ragebred and Mix-maxed to insanity, like say a default Tiefling, you still have access to Arcane strike and 3 natural attacks plus an extra feat to spend.

Lowers your damage to more reasonable levels while still allowing you to be pretty scary. Claw+Claw+Bite is plenty powerful, especially with sneak attack die.

Alternatively to that, someone once recommended to me a Swordmaster/Scout Tiger trance Tengu rogue.

http://www.d20pfsrd.com/races/other-races/featured-races/arg-tengu/swordmas ter-rogue-tengu

With Scout and Charge from level 4 onward if you beat their CMD you can charge and make a full attack with sneak attack die.

Tieflings only get claw/claw or bite. So to get 3 natural attacks as a tiefling you need to take claw/claw plus the social adopted trait for the racial orc trait Tusked. So your other trait can neither be social nor racial. It's definitely a good option, but it's not as straight forward as what you wrote implies.

Tieflings get both when they are alchemists with Feral Mutagen, which is what I was commenting about. ^_^

Dark Archive

Imbicatus wrote:
The problem with feral combat training is that you need to take it for EACH natural weapon type you have. If you are an Aasimar Ranger/Wolfscarred oracle/Whitehaired Witch with wing attacks and a helm of the mammoth lords for Claw/Claw/Bite/Hair/Wing/Wing/Gore you would need to take Feral Combat training 5 times.

Yeah that's always a problem with FCT and natural attack builds. Also, sadly there's nothing that implies you can take Feral Combat training more than once, that can solved however if you're willing to spend some feats and a serious dip via Human or Racial Heritage Human, 4 levels of Fighter and Martial Versatility, quite an effort all told.


Alternatively a Rage-Born Beast Totem Barbarian gets a similar set-up.

Pick up Animal Fury and Lesser Beast Totem. That way you can get Gore/Bite/Hoof/Hoof/Claw/Claw. You're losing out on sneak attack damage but your high strength means you'll be dealing more static damage on each of those natural attacks. Plus at level 10 you'll be able to get pounce through the Beast Totem line.


ShroudedInLight wrote:

Rageborn Beastmorph Vivesectionist Alchemist 5th Level

1: Feat: Extra Feature
2: Discovery: Feral Mutagen
3: Arcane Strike
4: Discovery: Spontaneous Healing
5: Power Attack/Multiattack

Right you have 3d6 Sneak attack die, and attack with 2 Hooves at 1d4 (Secondary attacks), 1 Gore at 1d6, 2 claws at 1d6, and 1 bite for 1d8.

Additionally all these attacks have a +2 damage thanks to Arcane strike

So you deal a minimum of 18 damage if everything hits and rolls a 1 without sneak attack die. That is your minimum damage once you have hulked out.

Sorry to nitpick, my understanding was alchemists do not qualify for Arcane Strike as they don't cast arcane spells--when has this changed?

A less optimized but IMO fun and versatile combination is bard/dragon disciple; see Oterisk's guide here on the forums for details.

Ruyan.

Scarab Sages

RuyanVe wrote:
ShroudedInLight wrote:

Rageborn Beastmorph Vivesectionist Alchemist 5th Level

1: Feat: Extra Feature
2: Discovery: Feral Mutagen
3: Arcane Strike
4: Discovery: Spontaneous Healing
5: Power Attack/Multiattack

Right you have 3d6 Sneak attack die, and attack with 2 Hooves at 1d4 (Secondary attacks), 1 Gore at 1d6, 2 claws at 1d6, and 1 bite for 1d8.

Additionally all these attacks have a +2 damage thanks to Arcane strike

So you deal a minimum of 18 damage if everything hits and rolls a 1 without sneak attack die. That is your minimum damage once you have hulked out.

Sorry to nitpick, my understanding was alchemists do not qualify for Arcane Strike as they don't cast arcane spells--when has this changed?

A less optimized but IMO fun and versatile combination is bard/dragon disciple; see Oterisk's guide here on the forums for details.

Ruyan.

Skinwalkers get a SLA, I don't remember what rageborn get though.


Another alternative: Tengu Ninja. Swap the sword proficiency for claws, giving you a Claw/Claw/Bite routine. Take Weapon Finesse, Unarmed Combat Training, and Two Weapon Fighting, which gives you 5 attacks when full attacking by level 3, albeit with -2/-2/-5/-5/-5 on the attacks prior to BAB and other mods.

Nothing to turn on, nothing with durations. It's just there and it can all Sneak Attack.


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I've created a Catfolk alchemist/rogue (beastmorph+vivisectionist) that used a bunch of natural weapons as part of its fighting style. The Catfolk wasn't entirely optimized for natural weapons, but I think it was pretty effective.

So, how to get the most out of your natural weapon full attacks (well, at least the most attacks):
(This is, of course, assuming that synthesist summoners were nothing but a bad dream. You can also increase this number by using the Blood God Disciple archetype, but I'm going to ignore eidolon's in general in order to simplify things.)

Lots of information:

Note: there are a lot of ways to gain claw attacks, but the limiting factor is always the number of arms you have, because bipeds can only take claw attacks on their arms. So, take the Vestigial Arm discovery twice to increase your natural attack slots.

Also: I'm ignoring the Skinwalker for now, because that's so much to add, but will include it in my conclusions below. Same with the Totem Transformation of the shaman archetypes.

Bite:
Goblin-hard head big teeth alternate racial trait/cloak of fangs wondrous item/Feral Gnasher savage bite
Half-Orc-toothy alternate racial trait/Razortusk feat
Ratfolk-ring of rat fangs
Tiefling-maw or claw alternate racial trait
Alchemist-feral mutagen discovery
Barbarian-animal fury rage power
Sorcerer-serpent's fang, Serpentine bloodline
Wizard-battleshaping, shapechange school
Other-cloak of fangs

Claws:
Ratfolk-Sharpclaw feat (2)
Tengu-claw attack alternate racial trait (2)
Tiefling-Maw or Claw alternate racial trait (2)
Alchemist-feral mutagen discovery (2)
Barbarian-lesser beast totem rage power (2)
Witch-nails hex (2)
Wizard-battleshaping, shapechange school (1 or 2)

Gore:
Barbarian-lesser fiend totem
Wizard-battleshaping, shapechange school (1 or 2)

Hair:
Witch-prehensile hair hex

Sting:
Other-wyrven cloak

Tail:
Kobold-Tail Terror feat

Tentacle:
Alchemist-tentacle discovery
Other-tentacle cloak

Wings:
Aasimar-Metallic Wings feat (2)

Conclusions:

Best race is probably skinwalker (wereboar kin), as previously mentioned. Aasimar and kobold pull in second and third.
Maximum number of natural attacks you can get at any given time(without summoners) is probably about 18. (additional for haste/speed)
Minimum level to get this many is probably about 18
Alchemist 2, Barbarian 2, Druid (Eagle or Ape Shaman) 2, Witch 1, Wizard (Shapechange School) 11
Necessary Feats: Extra Discovery (Vestigial Arm)x2, Extra Discovery (Feral Mutagen) Extra Rage Power (Lesser Beast Totem) Extra Feature
Necessary Magic Items: Dual-Enchanted Tentacle Cloak/Wyrven Cloak

Attacks:
Bite (Feral Mutagen)
Claw (Feral Mutagen)
Claw (Feral Mutagen)
Claw (Vestigial Arm/Lesser Beast Totem)
Claw (Vestigial Arm/Lesser Beast Totem)
Gore (Extra Feature)
Gore (Lesser Fiend Totem)
Gore (Battleshaping)
Gore (Battleshaping)
Hair (Prehensile Hair Hex)
Hoof (Change Shape)
Hoof (Change Shape)
Slam or Talon (Totem Transformation)
Slam or Talon (Totem Transformation)
Sting (Wyrven Cloak)
Tentacle (Tentacle Discovery)
Tentacle (Tentacle Cloak)
Tentacle (Tentacle Cloak)

Not sure whether a beaststrike club should count, but that could add another attack.


Looking back on this, this is probably not helpful at all. Your goal obviously isn't to get the most attacks possible. I, however, had a great deal of fun figuring this out. And hopefully this will give you some ideas.

Also, looking back, I realized I made my Catfolk assuming that feral mutagen let you sprout claws independent from arms, so that build has two more claw attacks than it should.


THanks guys! Great info!


Amieko sizes you up and pours a beer from the leaky keg, then slides it in front of you. She inhales deeply and the patrons perk up, knowing she was once again going to tell a tale. Beast with claws, hu? Let me tell you the story of the cunning ratfolk of chelliax. Well most folks steer clear of that area, least those with sense enough to disregard devils. But at the heart of the city a group emerged, calling themselves the children of westcrown and proceeded to make life there much more bearable. Anyways, in this group was ratfolk that was dabbling with alchemy. He would prepare all sorts of ingredients that smelled foul, then quaff them without a blink. His fur got shaggier, his claws grew longer, and his fangs grew out. I suppose the stress of fighting devils and the amount of concoctions he drank eventually got to him. He started acting different in the bestial form and became more agressive and cruel to those that opposed him. He became more withdrawn and I believe he still lurks in the sewers. He became powerful at quite a cost, and he surely is best avoided.


Fighter - Mutation Warrior is an alternative.

Scarab Sages

Cubic Prism wrote:
Fighter - Mutation Warrior is an alternative.

If you are not playing under PFS rules. Mutation Warrior is banned because if gives Mutagen at 1st level in exchange for Armor training that isn't gained until 3rd level on normal fighter.


does the rageborn SLA speak with animals count? Cause arcane strike says you need to be able to cast arcane spells and speak with animals pops up on ranger and druid list who are divine casters.

Scarab Sages

Aido_Hwedo wrote:
does the rageborn SLA speak with animals count? Cause arcane strike says you need to be able to cast arcane spells and speak with animals pops up on ranger and druid list who are divine casters.

From the FAQ, it counts as the druid version, so divine.


Serisan wrote:

Another alternative: Tengu Ninja. Swap the sword proficiency for claws, giving you a Claw/Claw/Bite routine. Take Weapon Finesse, Unarmed Combat Training, and Two Weapon Fighting, which gives you 5 attacks when full attacking by level 3, albeit with -2/-2/-5/-5/-5 on the attacks prior to BAB and other mods.

Nothing to turn on, nothing with durations. It's just there and it can all Sneak Attack.

You'd only get a claw/claw/bite or weapon/weapon/bite routine even with two weapon fighting since your hands would be preoccupied using the claws/weapons. You would not have 5 attacks at level 3, you would have 3 (0/0/-5 or -2/-2/-5)

Grand Lodge

Iterman wrote:
Serisan wrote:

Another alternative: Tengu Ninja. Swap the sword proficiency for claws, giving you a Claw/Claw/Bite routine. Take Weapon Finesse, Unarmed Combat Training, and Two Weapon Fighting, which gives you 5 attacks when full attacking by level 3, albeit with -2/-2/-5/-5/-5 on the attacks prior to BAB and other mods.

Nothing to turn on, nothing with durations. It's just there and it can all Sneak Attack.

You'd only get a claw/claw/bite or weapon/weapon/bite routine even with two weapon fighting since your hands would be preoccupied using the claws/weapons. You would not have 5 attacks at level 3, you would have 3 (0/0/-5 or -2/-2/-5)

He's taking unarmed so his weapon/weapon is kick/kick. So he can use claw/claw in this case.

Scarab Sages

Iterman wrote:
Serisan wrote:

Another alternative: Tengu Ninja. Swap the sword proficiency for claws, giving you a Claw/Claw/Bite routine. Take Weapon Finesse, Unarmed Combat Training, and Two Weapon Fighting, which gives you 5 attacks when full attacking by level 3, albeit with -2/-2/-5/-5/-5 on the attacks prior to BAB and other mods.

Nothing to turn on, nothing with durations. It's just there and it can all Sneak Attack.

You'd only get a claw/claw/bite or weapon/weapon/bite routine even with two weapon fighting since your hands would be preoccupied using the claws/weapons. You would not have 5 attacks at level 3, you would have 3 (0/0/-5 or -2/-2/-5)

You could use unarmed strikes+TWF for UAS/UAS/Claw/Claw/Bite, at -2/-2/-5/-5/-5


Imbicatus wrote:
Iterman wrote:
Serisan wrote:

Another alternative: Tengu Ninja. Swap the sword proficiency for claws, giving you a Claw/Claw/Bite routine. Take Weapon Finesse, Unarmed Combat Training, and Two Weapon Fighting, which gives you 5 attacks when full attacking by level 3, albeit with -2/-2/-5/-5/-5 on the attacks prior to BAB and other mods.

Nothing to turn on, nothing with durations. It's just there and it can all Sneak Attack.

You'd only get a claw/claw/bite or weapon/weapon/bite routine even with two weapon fighting since your hands would be preoccupied using the claws/weapons. You would not have 5 attacks at level 3, you would have 3 (0/0/-5 or -2/-2/-5)

You could use unarmed strikes+TWF for UAS/UAS/Claw/Claw/Bite, at -2/-2/-5/-5/-5

But since the claw is using up the attacks granted to the hand, you can't make those unarmed attacks even if it doesn't use your "hand" per se. I used your logic to say that I could unarmed strike during spell combat when I had +6/+1 while still using a weapon in the main hand. I was given the reason I just described above as the reason why it can't be done. Apparently, once a limb has has been used for an attack (even if other limbs could be used to make that attack) you can't use that attack.

Scarab Sages

Spell Combat is an entirely different can of worms, with specific rules for hands that override general. For standard claw attacks combined with IUS, it works the way that was presented here.


Iterman wrote:
Imbicatus wrote:
Iterman wrote:
Serisan wrote:

Another alternative: Tengu Ninja. Swap the sword proficiency for claws, giving you a Claw/Claw/Bite routine. Take Weapon Finesse, Unarmed Combat Training, and Two Weapon Fighting, which gives you 5 attacks when full attacking by level 3, albeit with -2/-2/-5/-5/-5 on the attacks prior to BAB and other mods.

Nothing to turn on, nothing with durations. It's just there and it can all Sneak Attack.

You'd only get a claw/claw/bite or weapon/weapon/bite routine even with two weapon fighting since your hands would be preoccupied using the claws/weapons. You would not have 5 attacks at level 3, you would have 3 (0/0/-5 or -2/-2/-5)

You could use unarmed strikes+TWF for UAS/UAS/Claw/Claw/Bite, at -2/-2/-5/-5/-5

But since the claw is using up the attacks granted to the hand, you can't make those unarmed attacks even if it doesn't use your "hand" per se. I used your logic to say that I could unarmed strike during spell combat when I had +6/+1 while still using a weapon in the main hand. I was given the reason I just described above as the reason why it can't be done. Apparently, once a limb has has been used for an attack (even if other limbs could be used to make that attack) you can't use that attack.

Thing is claws are tied to "hands at the end of your arm" and IUS aren't, and since natural attacks can be added onto ANY full attack (that doesn't expressly forbid it) making your IUS with kicks leaves claws open all legal. Only in regards of TWF do you have "hands" that are effective effort hands limiting what you can do with TWF. These don't interact with natural attacks at all.


Regarding this post:

"Alternatively a Rage-Born Beast Totem Barbarian gets a similar set-up.

Pick up Animal Fury and Lesser Beast Totem. That way you can get Gore/Bite/Hoof/Hoof/Claw/Claw. You're losing out on sneak attack damage but your high strength means you'll be dealing more static damage on each of those natural attacks. Plus at level 10 you'll be able to get pounce through the Beast Totem line."

How are you picking up the Gore and the Hoof/Hoof?


There is a feat that allows you to select additional "beastmorph" features.


"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."

There are two limiting factors on how many attacks you can make in a round: two-weapon fighting rules and what limbs you have. If an attack follows both of those limitations, you can use it. An unarmed strike and spell combat wouldn't work any differently than a sword and spell combat, because unarmed strikes follow normal two-weapon fighting rules, which limit your attacks in a round, regardless of whether you're using your hands for your unarmed strikes.

Natural weapons attacks, however, are made in addition to all other attacks in a round. The only limitations on your natural attacks in a round are:
1-The number of natural attacks you have.
2-Whether you have used a limb already in a round.

If you made an unarmed strike with a kick or head butt, there would be nothing stopping you from making a natural attack with your claws that round.

That does, however, bring up an interesting question: Would it be possible to use Two-Weapon fighting to attack with a two-handed weapon (say, a greatsword) held in both hands and an unarmed strike using a kick or head butt? The two-weapon fighting rules don't restrict what type of primary weapon you can use, and the barbazu beard and armor spike weapon descriptions seem to imply that it might work.


Pathfinder Adventure Path Subscriber
LazGrizzle wrote:

I am thinking of using Ranger: Wild Hunter and Shapeshifter Archetypes, and perhaps a dip into Monk of The Four Winds, or vice versa.

...
Am I missing anything? I am picturing a Sabretooth or Wolfsbane esque melee skirmisher. Any thoughts?

Anything wrong with a druid with shifter focus?


Druid has the added advantage of offering talon and slam attacks as possibilities with totem transformation.


Tiefling crusader cleric of x with demon subdomain is awesome at all stages of the game because of it having full casting and heavy armor in addition to a natural armor bonus for the race. When it comes to raw DPR it will not be the best but you can take fiendish vessel for a little imp (or is it a demon equivilant?) in addition to a rare swift action boost to all 3 attacks.

A solid package for those who want to do a few things more than simple skull smashing or want some durability.

Grand Lodge

Avoron wrote:
That does, however, bring up an interesting question: Would it be possible to use Two-Weapon fighting to attack with a two-handed weapon (say, a greatsword) held in both hands and an unarmed strike using a kick or head butt? The two-weapon fighting rules don't restrict what type of primary weapon you can use, and the barbazu beard and armor spike weapon descriptions seem to imply that it might work.

No

FAQ wrote:

Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?

No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.

Unarmed strikes are considered manufactured weapons, and you can't use more than "two hands worth" of manufactured weapons in a full attack. That is why you can't kick/kick/punch/punch/headbutt all unarmed strikes in one full attack.


We have a Druid 4/Barb 3 monstrosity in our current campaign, and he does a great job of killing stuff. By taking shaping focus he'll get up to the level 8 version of wild shape, and since rage and wild shape strength bonuses stack, he gets to around 30 strength with both active. Next level he unlocks allosaurus and rake, which will be an upgrade over his current pouncing dire tiger. The four levels of Druid also let him pick up some nice spells from a driud domain (he took growth so he could cast enlarge person in the early levels, and barkskin now). The biggest drawback is that it's feat intensive. He had to spend 2 feats on shaping focus and wild speech, and natural spell would be useful to have too.

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