
Sergeek The Mad |

Greetings, pathfinders! I'm at loss and require your help!
My DM allowed me to build up a race on 15 racial points, so it means it will be an advanced race.
I want it to be a monstrous creature with barbarian class that will use its natural weapons extensively. So it will have "Monstrous Humanoid" subtypet, bipedal, no tentacles and other limpy stuff.
What size will work better? Is there a need to go for "Large" category? What kind of traits should I buy? I guess I'll need as much natural weapons as possible - can I put talons on my legs and pass those kicks as primary attacks?
I also never played barbarians before - what kind of build will be workable for natural attacks anyway?
As you can see - I'm new to the game and when I look at all those racial traits - it is somewhat overwhelming. So, please, any advice will be good!

Sergeek The Mad |

pounce
Oh boy! Thanks!
Still - question about talons stands.Some creatures in bestiary seem to have them on their bottom appendages, so it is legit.
But how kicking works? Are they always secondary attacks? Can I kick two times with both legs? I mean, actions do go in sequence, it's not like I'm trying to do flying double thrust kick, right?

ShroudedInLight |

Ok, natural attacks work differently than normal attacks.
For each natural attack you have, you get one attack. Some natural attacks are Secondary Natural Attacks. Those are things like Tentacles, wings, and hooves which have a permanent -5 to hit (without a Feat called Multiattack) and they use half your STR as the damage modifier.
So, if you want Talons on each of your legs/feet (I'd use claw damage unless there is a chart with talon damage[I mean you are basically just a raptor at this point]) that is cool. They are not secondary Natural Attacks as far as I know. You would get one attack with each talon on a full attack, so you would get 2 natural attacks.
If you had two talons and a bite then you would get 3 natural attacks. The Beast Totem series also gives you two additional claws. So you would then get 5 natural attacks on a Full Attack at your full BAB and full STR.
Natural attacks are considered so powerful because they basically mess with the natural progression of weapons for PCs. Instead of getting 4 hits at most at full strength, you can get 5.
As a Ragebred Skinwalker Alchemist you can manage 8 natural attacks, 4 of which are secondary natural attacks, but the point stands that you can deal ludicrous damage with them. ESPECIALLY with pounce.

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So a sample build at 15 rp for you that gives you 4 natural attacks- Bite 1d8, 2 claws 1d6, and talons 1d6, large, reach and +4 to Str, +2 to Wis?, -2 to Dex and and -2 to Int.
This was just a simple build going directly for the large size which ate half of the rp and giving you four attacks with reach.
Skinwalkers are a nice base to start from, but I didn't go for any magical abilities with my sample.
Monstrous humanoids are similar to humanoids, but have monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features.
Monstrous humanoids have the darkvision 60 feet racial trait.
Monstrous humanoids breathe, eat, and sleep.
Large (7 RP): Prerequisite: Humanoids taking this quality must have the giant subtype; Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score.- Strength +2, Wisdom +2, Intelligince-2
Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
Claws (2 RP): Prerequisites: None; Benefit: Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size .
Natural Attack (1 RP): Prerequisites: None; Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size . Special: This trait can be taken multiple times. Each time, pick a different natural attack.- Talon
Reach (1 RP): Prerequisite: Large size; Benefit: Members of this race have a reach of 10 feet.
If not using large getting natural flight is definitely useful and getting frenzy would also work to amp up the barbarian rage.
Frenzy (2 RP): Prerequisites: None; Benefit: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
If looking to get the max number of natural attacks then bite-1, claws-2, gore-1, and talon-1 would get you 5 attacks since you can't take any more racial traits from the offense category. Of course your class abilities might let you exceed this.

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First of all, I'd start with Lizardfolk for your base, since they're amazing and only 8 RP, 7 if you drop swimming. Right there you already start with 2 natural armor, claw/claw/bite, and great racial adjustments. You'd be fine taking just them, or you could go large and take reach for the remaining 8 RP you have and be a true terror.

Oddman80 |

Can someone suggest some natural attack related feats?
I got Power Attack at lvl 1 and now at level 3 I don't know what I'm supposed to take.
Raging Vitality is good, necessary even, but maybe there is something to increase my natural weapon efficiency?
As mentioned Earlier - Multiattack. so long as you have 3 or mor attacks (e.g. cla, claw, bite) you qualify. it is quivelent to giving you a +3 to all your natural attacks when combined with Manufactured Weapons/Unarmed Strikes. If you use armor spikes, Improved Unarmed Strike, Kobold/Ratfolk Tailblades, etc - you can still get your BAB granted Full attack in addition to all of your natural attacks.

Oddman80 |

Furious Focus / Intimidating Prowess / Deadly Carnage
could also be a great combo if you invest in Intimidate.
Charge in by level 10 with Pounce from Beast Totem, rip apart your target with 6 different attacks, and then demoralize every enemy within 30 feet of you - not a bad way to kick off an encounter.

Sergeek The Mad |

As mentioned Earlier - Multiattack. so long as you have 3 or mor attacks (e.g. cla, claw, bite) you qualify. it is quivelent to giving you a +3 to all your natural attacks when combined with Manufactured Weapons/Unarmed Strikes. If you use armor spikes, Improved Unarmed Strike, Kobold/Ratfolk Tailblades, etc - you can still get your BAB granted Full attack in addition to all of your natural attacks.
I'm not planing to use any other weapons and tricks aside from my 5 natural attacks - so there is no need for those, I think.
Furious Focus / Intimidating Prowess / Deadly Carnage
could also be a great combo if you invest in Intimidate.
Charge in by level 10 with Pounce from Beast Totem, rip apart your target with 6 different attacks, and then demoralize every enemy within 30 feet of you - not a bad way to kick off an encounter.
This is so badass, but unfortunately 6 CHA.