Classes for a natural weapon build?


Advice


What are the best classes for a natural weapon build? Since hey, you can't be disarmed from then. :P I just wanna try something new with my meleer.


Alright, so I'd say currently the most powerful would be the Synthesist Summoner. You can grab pounce, pretty much whatever types of natural attacks you want (gore, claw, stinger, slam, etc..) and go crazy from there.

Another option is the alchemist, using the mutagen that gives you natural attacks. They have access to a great many buffs for themselves to further their abilities, as well as solid skills and the ability to still use bombs if you wish.

I know the barbarian can do it, but it takes a bit to get going well (if I recall right). However, full BAB, good health and rage make it very solid from what I've heard / seen.

Lastly, I've heard of people using an orc or catfolk and building off of their racial feats that give natural attacks, picking various classes that work for it. Can't say though as I don't recall the specifics.

I suppose Druid could be considered good for it with their morphing, but that tends to get better at mid to high levels. Still, I'd place Synth Summoner as the best right now.

Grand Lodge

To add to above the bloodrager makes a good natural attacker these days.


Synthesist Summoner is definitely the route you want to go if you want to be a monster against your enemies. They're just brutal when made right and you can even go with "less" natural attacks and instead just ramp up the abilities they have like reach, grab, pull, knockdown, knockback, etc. all in all it makes for a really awesome class in my opinion.

You can even take a single level in Barbarian or Alchemist(I personally went with Alchemist because it fits well with my Lovecraft/HR Giger themed character) for and extra boost to ability scores and such because while wearing you Eidolon you count as the same creature. The two of you become "one".


Primal Companion hunter works if your GM finds the taste of synthesist to be too much.

Primal companion hunters can give eidolon evos to their animal companions for minutes/level... but they can keep all those evos for themselves if their animal companion has....'an unfortunate accident'.

Anyway, with just the strength increases, natural armor increase, and the bare minimum natural attacks (bite/claw/claw/maybe foot claws/maybe a stinger?) you can get enough damage out there to keep up.

Another interesting thing- the divine hunter archetype stacks and...well.. you were not going to use those teamwork feats as much anyway, now were you? So yeah, a domain is nice.


Ah. So for a Synthesist Summoner, would be the best eidolon evolutions. Also biped or quadruped?


I think a beastmorph alchemist could work.


IF you decide to go Synth Summoner, you'll probably want to go quadruped that way you can get pounce, which is a pretty big deal. That said, you'll probably want to pick up the extra limbs (arms) evolution so that you can still cast in quadruped form.


Takes some time to get rolling, but the Investigators studied combat paired with the right Monstrous Physique forms can be devastating.


This depends on if you want the be a Half orc with claw/claw/bite then barbarian, bloodrager, ranger and slayer are all good. But if you want lots of attacks the more exotic things are needed. And then all the stuff above is good:)

Grand Lodge

Do not forget the Ranger and Slayer with the natural weapon combat style.


Third Mind wrote:
Lastly, I've heard of people using an orc or catfolk and building off of their racial feats that give natural attacks, picking various classes that work for it. Can't say though as I don't recall the specifics.

One trick with catfolk is the use of monk and feral combat training to get TWF style attacks with the claws. That means you can use claw pounce with a flurry of blows.

I prefer sohei for something like that, since they get a ton more attack and damage than normal monks from weapon training, gloves of dueling, and brawling armor.

Admittedly, I am fairly sure that you can do that far more easily just by grabbing claw blades. The item description for those goes out of its way to keep the attacks labeled as 'claw' attacks rather than just serving as their own weapons- hard to imagine any real reason for that other than to use claw pounce. But that turns your claws into light slashing weapons, which does not entirely go with the spirit of this thread.


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Base Warpriest is pretty stankin' crazy for Natural Weapons users.

Be an Unarmed Two-Weapon-Fighting Warpriest, take Feral Combat Training targeting one of your Natural Weapons and Martial Versatility targeting FCT, and apply all your Feats and powers to your Natural Weapons.

Double points in that FCT+MV is a way around Dual Enhancement, since you have to spend only one Swift Action for Sacred Weapon to hit all your Natural Weapons (Unarmed Strike is a single weapon - your body - so you use Sacred Weapon on Unarmed; FCT activates and applies SW to its targeted Natural Weapon because it's an effect that augments Unarmed Strike; MV activates and applies FCT to ALL Natural Weapons, and NICE LA-DY you're good to go).

When all is said and done, with 3+ Natural Attacks and maxed out Two-Weapon Fighting, you, as a Dex-based hitter, actually end up doing MORE damage than the Sacred Fist, because you have more attacks per round (Mainhand-Offhand-Natural 1-Natural 2-Natural 3-Mainhand-Offhand-Offhand at lv12, assuming you don't Fervor-cast Divine Power to gain an additional Mainhand attack)

The Sacred Fist can't do this because Flurry doesn't allow Natural Attacks to be added to a Flurry, meaning it's a very hard-set number of Attacks; Warpriest, using TWF solely, gets around this while STILL upping the damage die of each and every Natural Weapon you have, and thus is actually a really, really nasty little bastard for Natural Weapons.

Bonus points in that, if you're an Aasimar and your Campaign is going to lv13+, you can totally take Metallic Wings, meaning you can have, without paying 1 red cent, 1 Bite, 2 Claws, 1 Gore, 2 Wings on top of your Two-Weapon Fighting Unarmed Attacks.

---

Racial Heritage Ratfolk + Sharpclaw + Sharptooth is a way to have 2 Claws and a Bite permanently without leaving Warpriest or taking Traits, and buy a Helm of the Mammoth Lord to gain a Gore Attack.

You can dip into Urban Barbarian for 2 levels to get access to Rage Powers, a Rage that'll boost your Dex even further, and then get Animal Fury, Lesser Draconic/Abyssal Bloodline, and Lesser Fiend Totem for 1 Bite, 1 Gore, and 2 Claws while you Rage (you may need to take Extra Rage Power at least once - the Bite can be bought from a Trait, and Helm of the Mammoth Lord gives you a Gore, but if you don't want to shill out the money or can't take Adopted to gain Tusked, Barbarian gives you all 3 types).


Synthesist doesn't favor the quadruped as much as the average eidolon. It has the same problem a cleric-type has in that you will want to cast and attack, but you can't do both in the same round. You're better off going for a biped reach build, so you can cast on your turn and attack on your opponents turn.

Of course, you will still have multiple attacks, because of how well they stack, but they will be secondary to your one big smashing far reaching slam attack.

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