
Link2000 |

Recently at a convention, I played my 8th level Ragechemist Alchemist. I have the Feral Mutagen discovery:
"Feral mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks."
And Improved Unarmed Strike:
"You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack."
Now from what I am reading in the Core Rulebook's Combat Section:
"Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following" (quoted for limb options)
with
"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). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.
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. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties."
Should mean that my Full Attack should consist of "+6 Kick/+1 Kick/+1 Claw/+1 Claw/+1 Bite" with damage equal to "1d3+STR/1d3+STR/1d6+0.5*STR/1d6+0.5*STR/1d8+0.5*STR" right? (assuming that only BAB is being calculated at the moment)
The reason I ask this is because the GM said that I can't get both my Unarmed Strike and my Natural Attacks at the same time, I have to choose. I argued briefly and eventually just folded so we can continue the session. The next day, the VC of the area said that according to the boards that my secondary attacks would replace my iterative attack. I am by no means a master of the rules, but I don't see where or how that is happening. Can anyone point to a FAQ, rule, or clarification? I would like to be able to avoid this in the future if possible.

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In Combat Standard Actions -> Attack -> Natural Attacks
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. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.
So yes, your full attack routine will be "+6 Kick/+1 Kick/+1 Claw/+1 Claw/+1 Bite" with damage equal to "1d3+STR/1d3+STR/1d6+0.5*STR/1d6+0.5*STR/1d8+0.5*STR" right? (assuming that only BAB is being calculated at the moment)

Jason Wu |

What may have happened is that they were remembering the Monk Flurry forbiddance on Natural Attacks, since most Unarmed combatants tend to be of the Monk variety. Flurry specifically cannot be used alongside Natural Attacks.
Unarmed Strikes should for this purpose be treated as any other type of iterative weapon attack for combining with Natural Attacks. You can combine iterative and natural attacks as long as they are not using the same limb. Iterative attacks are taken normally, then each of the natural attacks all as secondary attacks at -5.
Mechanically it should be as you figured, +6 Kick/+1 Kick/+1 Claw/+1 Claw/+1 Bite.
Might be a bit cheesy, but it should be legal.
-j

Scott Wilhelm |
You get all your Natural Attacks, and you get your regular attacks+your iteratives when you take the Full Attack Action.
Flurry of Blows is a different Full Round Action.
It's annoying when the referee doesn't know the rules, but ultimately, if you can't convince him quickly, you have to either give in or walk away.
You can and probably should prepare for the ignorant GM next time. Have your rules all ready with references so you can quickly quote chapter and verse. Have your places marked in your book. Have your web citations handy on a sheet of paper. Anticipate the arguments.
Argue your point, but be succinct. And again, if you can't convince him quickly, you have to give in or walk away.
Should mean that my Full Attack should consist of "+6 Kick/+1 Kick/+1 Claw/+1 Claw/+1 Bite"
Actually, +6 for your Kick, both Claws, and your Bite. Monk Unarmed Strikes count as Natural Weapons, and so don't demote primary natural attacks to secondary, at least not by RAW.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Anyway, that's what the rules say.

Gisher |

You get all your Natural Attacks, and you get your regular attacks+your iteratives when you take the Full Attack Action.
Flurry of Blows is a different Full Round Action.
It's annoying when the referee doesn't know the rules, but ultimately, if you can't convince him quickly, you have to either give in or walk away.
You can and probably should prepare for the ignorant GM next time. Have your rules all ready with references so you can quickly quote chapter and verse. Have your places marked in your book. Have your web citations handy on a sheet of paper. Anticipate the arguments.
Argue your point, but be succinct. And again, if you can't convince him quickly, you have to give in or walk away.
Tyler Reid wrote:Should mean that my Full Attack should consist of "+6 Kick/+1 Kick/+1 Claw/+1 Claw/+1 Bite"Actually, +6 for your Kick, both Claws, and your Bite. Monk Unarmed Strikes count as Natural Weapons, and so don't demote primary natural attacks to secondary, at least not by RAW.
Monk wrote:A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.Anyway, that's what the rules say.
He is an Alchemist, not a Monk. (And even for a Monk, I think the Natural Weapons do become secondary.)

Scott Wilhelm |
Scott Wilhelm wrote:He is an Alchemist, not a Monk. (And even for a Monk, I think the Natural Weapons do become secondary.)You get all your Natural Attacks, and you get your regular attacks+your iteratives when you take the Full Attack Action.
Flurry of Blows is a different Full Round Action.
It's annoying when the referee doesn't know the rules, but ultimately, if you can't convince him quickly, you have to either give in or walk away.
You can and probably should prepare for the ignorant GM next time. Have your rules all ready with references so you can quickly quote chapter and verse. Have your places marked in your book. Have your web citations handy on a sheet of paper. Anticipate the arguments.
Argue your point, but be succinct. And again, if you can't convince him quickly, you have to give in or walk away.
Tyler Reid wrote:Should mean that my Full Attack should consist of "+6 Kick/+1 Kick/+1 Claw/+1 Claw/+1 Bite"Actually, +6 for your Kick, both Claws, and your Bite. Monk Unarmed Strikes count as Natural Weapons, and so don't demote primary natural attacks to secondary, at least not by RAW.
Monk wrote:A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.Anyway, that's what the rules say.
Oh, if he's an Alchemist and not a Monk or Brawler, that's different. I thought he was a Monk.

Scott Wilhelm |
Thomas Hutchins wrote:But even a monk making natural attacks and IUS takes the penalty to their NA making them secondary. The monk's IUS doesn't do anything to other natural attacks he possesses.Correct.
Since the OP's PC has no levels in Monk, it was my mistake to have brought it up.
And having copped to my mistake, it is inappropriate for either of you to debate the matter further on this thread.
That being said, I brought evidence, and neither of you did.
Enough said.

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Imbicatus wrote:Thomas Hutchins wrote:But even a monk making natural attacks and IUS takes the penalty to their NA making them secondary. The monk's IUS doesn't do anything to other natural attacks he possesses.Correct.Since the OP's PC has no levels in Monk, it was my mistake to have brought it up.
And having copped to my mistake, it is inappropriate for either of you to debate the matter further on this thread.
That being said, I brought evidence, and neither of you did.
Enough said.
Except you always ignore the limiter in the rules you quoted. "for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons." You can enhance or improve a monk unarmed strike as a natural weapon. That doesn't mean it is a natural weapon.

Scott Wilhelm |
Even a monk can make a full attack of unarmed strikes and natural weapons. They just can't benefit from flurry of blows if they do.
If the OP doesn't want to take levels in Monk, the thing he should do is take the Tentacle Discovery. He uses his regular, iterative, "manufactured" attacks to make Tentacle Attacks. But since the Alchemal Tentacle is a Natural Weapon, too, it would in no way interfere with the Claws and Bite.
Meanwhile, if he is not using Feral Mutagen, the Tentacle becomes a Primary Natural Attack--no -5, full ST bonus--as long as he doesn't have any other Natural Attacks, like a Tengu or something. Actually, I think it might do +1.5 ST bonus, but I'm not sure.

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Imbicatus wrote:Thomas Hutchins wrote:But even a monk making natural attacks and IUS takes the penalty to their NA making them secondary. The monk's IUS doesn't do anything to other natural attacks he possesses.Correct.Since the OP's PC has no levels in Monk, it was my mistake to have brought it up.
And having copped to my mistake, it is inappropriate for either of you to debate the matter further on this thread.
That being said, I brought evidence, and neither of you did.
Enough said.
Yeah... no. You're saying wrong info on the Rules board - people can and should call you out on it.
Even monk unarmed attack are not natural attacks, and all natural attacks a monk uses in addition to unarmed strikes would be at -5 & .5x STR. (Still useful for MoMS or other monks who give up flurry.)

Scott Wilhelm |
Scott Wilhelm wrote:Except you always ignore the limiter in the rules you quoted. "for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons." You can enhance or improve a monk unarmed strike as a natural weapon. That doesn't mean it is a natural weapon.Imbicatus wrote:Thomas Hutchins wrote:But even a monk making natural attacks and IUS takes the penalty to their NA making them secondary. The monk's IUS doesn't do anything to other natural attacks he possesses.Correct.Since the OP's PC has no levels in Monk, it was my mistake to have brought it up.
And having copped to my mistake, it is inappropriate for either of you to debate the matter further on this thread.
That being said, I brought evidence, and neither of you did.
Enough said.
I am not ignoring it. My position on the matter considers the "limiter" you are referring to. It is not limited by it at all. Honestly, I don't even understand your objection.
But again, since the OP's PC has no levels in Monk, it is inappropriate for you to debate me on this topic here. I am open to a civilized debate on this topic. Start a new thread, preferably in the Rules Forum, link to it here, and we'll be in a debate.

Scott Wilhelm |
VOs have no additional rules knowledge or training and should never be treated as gospel. I've had VOs make all kinds of wacky rulings that were commonly known to be wrong (like allowing vital strike on a charge).
I really wish the PFS campaign leadership would stop pushing VOs as a rules source.
Yeah, but at the table, in real time, the referee has to be the final authority. At your local gaming store, you can argue about it later, I have, and convinced more than one GM, after the fact, but still. At a convention, maybe not. Protracted rules arguments delay the game. If the GM is making your character unplayable, then that is a problem, and you should go over his head somehow. GMs should not bully away from the table paying customers who are obeying the rules. That seems to be not the case for the OP. He ended up losing 1 attack, but his remaining attacks do more damage and have a higher chance to hit. And there is an easy fix for his problem, which I posted a little bit ago.
I really wish the PFS campaign leadership would stop pushing VOs as a rules source.
Or maybe give them real authority? In my own PFS region, I tried to vet my character builds on our local forum, but the VOs have no authority to make rulings even over their own region. If I could have my rules arguments online instead of at the gaming table, then I can adapt to any ruling: I wouldn't even care what the ruling was. I can always alter my build before I take that level in this class or that or learn this Spell or that Feat. And if I had recourse to binding rulings on my local forum, I could get good advice for making decisions quickly.
The rules forums have a lot of people throwing around their opinions without citing any rules. Official Rules Posts are hard to find, and last I looked, the FAQs have no search engine devoted to them. It's frustrating.
But as it is, we have to design our characters in advance hoping the referees will respect the rules of their own game. And they don't always.

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VOs can't have authority to make rulings because their rules knowledge isn't vetted. They're just players like you and I that have volunteered to help with recruiting and administrative work in the field. Some of them are mechanics and rules savvy. Some think aiming a fireball into a crowd requires a spellcraft check*. They're not anymore qualified to make rules calls than your local barista is to represent you in court just because you happen to watch Law and Order together.
*The above is a true story.

Gwen Smith |

VOs have no additional rules knowledge or training and should never be treated as gospel. I've had VOs make all kinds of wacky rulings that were commonly known to be wrong (like allowing vital strike on a charge).
I really wish the PFS campaign leadership would stop pushing VOs as a rules source.
VOs aren't specifically a rules source: they're an escalation option. If you think the GM ruled incorrectly, you can appeal to a VO. Often, VOs also happen to be experienced GMs also, but that's just a coincidence.
In our area, we have several 5-star GMs who are not VOs, and those VOs with fewer stars tend to listen to them.
(Except for Louis--we never listen to Louis.) :-)

Scott Wilhelm |
VOs can't have authority to make rulings because their rules knowledge isn't vetted. They're just players like you and I that have volunteered to help with recruiting and administrative work in the field. Some of them are mechanics and rules savvy. Some think aiming a fireball into a crowd requires a spellcraft check*. They're not anymore qualified to make rules calls than your local barista is to represent you in court just because you happen to watch Law and Order together.
*The above is a true story.
It does seem problematic that PFS GMs and their supporting VO's are essentially unpaid customer service representatives to Paizo.
That creates a situation in PFS that does not exist at any other RPG tabletop tmk. In any other tabletop RPG, the GM is by definition the highest authority. And that has the advantage of your being able to go to your GM before you ever make your character and show him your planned build, explaining how you think it will work, and allowing the GM to tell you in advance, allowing you to redesign your character, and allowing your GM to adapt to the kind of gamer you are.
You just can't do that in PFS because all PFS characters are supposed to be transportable to all PFS tables all over the world, and the only way that works is if PFS GMs go strictly by RAW, since RAW is the only reliably consistent standard. It means that if a player has come up with a combination of Feats, abilities, and/or Spells that is extremely unusual, but technically correct, that player is supposed to have every right to play it, and not only is the PFSGM supposed to have no right to deny it, he's supposed to have no interest in denying it. The PFSGM doesn't create any part of the world he runs (Most of them don't anyway. I'm sure some contributing writers DO actually run as PFSGMs.), so the PFSGM is not supposed to have any vested interest in how anyone plays or interprets the rules, as long as it's technically legal, and as long as the most people are having a good time. But PFSGMs are the only GMs in the world that that's true of, and if you come to PFSGMing from GMing your own games, you have an adaptation to make that you might not have even thought of.
The above is a true story.
I've had PFSGMs make capricious rulings at my expense, too. I had a spellcaster Grappled, and the insisted that my Grappling bonuses should not count as part of the DC of his Spellcraft Check,
Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
that my CMB is different from my GMB. What else could I do? I argued my point. He made his ruling. The next session, he said that he thought I was right, and he was wrong.
I've had other incidents like that, and only one time did I find it necessary to walk away from the table. Pathfinder is baroque in its complexity, and we all make mistakes.
They're not anymore qualified to make rules calls than your local barista is to represent you in court just because you happen to watch Law and Order together.
Good one, but I think it is more like a barista's qualifications to weigh the merits of the carcinogenic dangers of methyl chloride decaffination vs. the Swiss water method. Baristas do consume coffee, and PFSGMs do consume Paizo products. Still, hyperbole.
Meanwhile, whether or not they are qualified to do the job, PFSGMs have a job to do, and we have to keep that in perspective.