Natural Attacks Questions


Rules Questions


Hi guys, I am making a Darakhul Bloodrager with the Ghoul Bloodline. Blablabla, lets skip the rest.

Although I would like to avoid any theorycrafting optimizing whatsoever, pls only tell me what I need to know .-. it's getting frustrating seeing people strive of topic waaaaaay to fast. Thanks for understanding.

1) Full attack action to attack with 1x Bite 1d8, 2x Claw 1d3. I got that now, how about multiple attacks with multiple natural attacks with multiple base attack bonus? At level six i get my first official second attack, can I do all my natural attacks as that second attack? Many say you don't apparently, but I don't see why.

2) Ghoul Claws. My Claw attacks will Paralyze if they hit, so if I go first with the claw attacks, hit and paralyze the enemy before my bite attack, do I automatically coup'd grace him?
-Also I would think so since the ghoul bloodline gets a haste ability and what would that be good for if it were to give me fewer attacks still than attackign without it?

3)Haste and full round actions, how do they interact?

4) Burrow - Can I use my burrow in any way to reposition a grappled foe underground or something? Just a funny idea that popped into my head.

5) Chill touch such as similar spells (spells with the same wording, not touch attacks in general) can be used to power multiple claw attacks right? A chill touch at caster lvl 2 would allow me to deal 2d6 extra damage during a single full attack cround of clawing away at my foes?

Grand Lodge

1). No. Natural Attacks don't get iterative attacks.

PRD, Combat wrote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks).

2) No. A coup de grace is its own full-round action. You do not get a free cdg just because you're hitting a helpless opponent.

3)

PRD, Haste wrote:

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

4) It doesn't say you can so no.

5) Yes, though I wouldn't think of it as "an extra 2d6 for an extra full attack." I'd think of as "an extra 1d6 on my next two successful attacks."

Sczarni

^ everything he said.


kk then, disapointing but expected.

So what if I use my bloodrager beast totem to get 2x claw attacks additionally to my ghoul claws. Do I have 4 claw attacks now?

Grand Lodge

Lost Lich wrote:

kk then, disapointing but expected.

So what if I use my bloodrager beast totem to get 2x claw attacks additionally to my ghoul claws. Do I have 4 claw attacks now?

No, you just have stronger claws that grow over the top of your old claws. Unless you have a way to get more arms for your new claws to grow on.


also is there anything, two weapon fighting etc. etc. to get more natural attacks? If not that sucks, but bloodrager would still be more worthwhile than playing straight sorcerer I guess . . .


Lost Lich wrote:

kk then, disapointing but expected.

So what if I use my bloodrager beast totem to get 2x claw attacks additionally to my ghoul claws. Do I have 4 claw attacks now?

Not unless it says get extra limbs...


f+*+ it, I just saw bloodragers dont have the ghoul bloodline, so back to either making a sorcerer touch attack natural weapon fighter, or I'll need to take eldritch heritage

Grand Lodge

Lost Lich wrote:
also is there anything, two weapon fighting etc. etc. to get more natural attacks? If not that sucks, but bloodrager would still be more worthwhile than playing straight sorcerer I guess . . .

Unarmed strikes (not using your head (because you're using that for your bite) or your hands (because you're using those for your claws)) Will let you get more armed attacks. But you'll be changing your nat attacks to secondary for a -5 to hit and 1/2 str bonus instead of full str bonus.

Unarmed strikes can be used with two-weapon fighting so you can kick/kick/claw/claw/bite. Doing this without two-weapon fighting feats you'll be at your melee attack bonus plus (minus 'cause they're negative) -8/-4/-5/-5/-5 respectively. Or you can attack with just your natural attacks with no penalty.

You'd be better off trying to add in more natural attacks via items than throwing in manufactured weapons (including unarmed strikes).

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