
Olaf the Holy |
7 people marked this as a favorite. |
I wrote this up on reddit at someone's request. It is what it says on the tin. I've listed the medium damage values, even when derived from a small race, for comparison purposes.
It is very probably incomplete - I don't delude myself that I know everything there is to be known, and besides, the search function on d20pfsrd isn't all that reliable. I wouldn't mind being pointed in the direction of other sources, although I'm more interested in things outside of wildshape and synthesism.
There's been no consideration made for PFS in this, and so a whole bunch of it is probably illegal.
Now, onto the list.
Racial
-Changeling - Claws 1d4, ?primary?.
-Kitsune - Bite 1d4, ?primary?. Functions in natural form only.
-Lizardfolk - Bite 1d3, Primary.
-Lizardfolk - Claws 1d4, Primary.
-Tengu - Bite 1d3, ?primary?.
Alternative Racial Traits
-Catfolk(Cat's claws) - Claws 1d4, primary. Replaces natural hunter.
-Goblin(Hard head, big teeth) - Bite 1d6, primary. Replaces skilled.
-Half-Orc(Toothy) - Bite 1d4, primary. Replaces Orc ferocity.
-Kobold(Dragonmaw) - Bite 1d4, primary. +1d6 elemental damage 1/d, replaces armor.
-Tengu(Claw attacks) - Claws 1d3, primary. Also counts as having Improved Unarmed Strike for prerequisites.
-Tiefling(Maw or Claw) - Claws 1d4 or bite 1d6, primary.
Feats
-Aspect of the Beast - Claws 1d3, Primary. Requires Wild Shape, Lycanthropy, or Natural Weapons combat style.
-Metallic Wings - Wings 1d3 Secondary. Aasimar Feat, requires 3 other feats and ECL 11.
-Razortusk - Bite 1d4, secondary. Half-orc feat, primary if used stand-alone.
-Sharpclaw - Claws 1d6, primary. Ratfolk feat.
-Sharptooth - Bite 1d4, primary. Ratfolk feat.
-Tail Terror - Tail slap 1d4, secondary. Kobold feat.
Traits
-Mother's Teeth - Bite 1d2, secondary, Lamashtu religion trait.
-Tusked - Bite 1d4 (If used as part of a full attack action, the bite attack is made at your full base attack bonus –5), Orc & Half-orc racial trait.
Class Features
-Alchemist Discovery(Tentacle) - Tentacle 1d4, may or may not be used as part of a full attack depending on interpretation.
-Feral Gnasher Goblin Barbarian 1(Savage Bite) - Bite 1d6, Primary.
-Oracle Curse(Wolfscarred) - Bite 1d4, ?Primary? (Damage increases over time, gives 20% verbal component failure)
-White Haired Witch 1(White Hair) - Hair 1d4, primary. (Damage is int-based in lieu of strength.)
-Witch Hex(Nails) - Nails 1d3, Secondary.
Gear
-Cloak of the Manta Rey - Tail Spine/?Slap? 1d6, ?primary?, 7200gp, May or may not require you to be underwater depending on interpretation.
-Demon Armor - Claws 1d10, ?primary?, 52260gp. (Holy s@%+snacks. A little vaguely worded, so check with your DM. 'a normal melee attack' might mean that you need to take a standard action with one claw to make the Contagion dc 14 happen. Who knows.)
-Demon Talon - 1 claw 1d6, ?primary?, 20000gp. (Slotless, you'll need two to have two claw attacks.)
-Dread Wing armor enhancement - Wings 1d6, Secondary, +5 bonus value. (cuts your Armor bonus to AC in half while deployed, can only be applied to hellknight or full plate armor.)
-Grasp of Droskar - 1 gauntlet 1d3, secondary, 12300gp. (An interesting alternative to the Necrograft arm, if you thought that one was worth bothering with. It is indeed considered a secondary natural attack, even though it's an adamantite +1 gauntlet.)
-Helm of the Mammoth Lord - Gore 1d6, ?Primary?, 8500gp. Probably combines with a full attack.
-Fleshwarped Scorpion's Tail - sting 1d4, ?primary?, 18505gp. (Slotless, damage size is based on the scorpion it is derived from, not the wielder. Comes with +1 enhancement bonus, and can cast Poison DC 15 on target hit 3/d)
-Necrograft Arm - 1 Slam 1d4, seconday, 12000gp. (Slotless, you'll need two. Carry necrograft penalties. Considered primary if attacking without other attacks)
-Pelt of the Beast - Bite 1d6, ?primary?, 15600gp.
-Ratfolk Tailblade - Manifactured 1d3, secondary, 11gp. 'can apply feats or effects appropriate to natural attacks to tail attacks made with a tailblade'. That's deliciously vague enough that your Amulet of Mighty fists should probably apply here.
-Ring of Rat Fangs - Bite 1d4, primary, 5000gp.
-Talons of Leng - Claws 1d4, primary, 67000gp. (+3 enhancement bonus included, crits cause dc 20 willpower vs. permanent Insanity)
-Wyvern's Cloak - Sting 1d6, ?primary?, 78600gp. (Also casts Poison dc 16 on hit.)
Right. That's interesting, of course, but not half as interesting as is figuring out what to do with it all. Is it useful, or just a waste of time?
Having multiple attacks lends itself well to classes and characters with large damage bonuses. I think it would, for example, be an interesting alternative to the classic TWF rogue.
Catfolk Wizard (Conjuration: Teleportation school) 1/U-Rogue 8 with a +1 Amulet of Mighty Fists, a Ring of Rat Fangs and a Helm of the Mammoth Lord, compares okay to a standard Halfling U-Rogue 8/wizard(teleporation) 1 with two +1 vicious shortswords, for example.
The weapon-user will have three open item slots, but its attack routine is -1/-1/-6/-6, relative to the catfolk's +0/+0/+0/+0. They've both spent roughly the same amount of gold on it, too, with the shortsword costing 16620gp, and the gear for the natural attacker coming in at 175000.
Aside from rogues, I believe that paladins especially could benefit from picking up a few natural attacks. They'll be secondary, because paladins usually wield weapons, but even at -5, that's one to three extra chances to land your smite damage in a full attack.

Prof. Löwenzahn |
Class features:
Alchemist
(Feral Mutagen): Bite (1d8), 2 claws (1d6), to be improved by Master Chymist discovery
Barbarian:
(Lesser beast totem): claws (1d6)
(Animal fury): Bite (1d6)
(Lesser fiend totem): Gore (1d6)
Bloodrager:
(Primalist Archetype): all of the above rage powers
(1st Level Draconic and Abyssal Bloodline Power): claws (1d6, scaling to 1d8, magic and 1d6 fire damage)
Racial:
(Skinwalker): many different natural attacks depending on heritage, all from bite/claws to gore and hooves

Gisher |

Ratfolk can also get a bite attack (1d3 primary) through the Sharptooth feat from the Monster Codex.
And although the Ratfolk Tailblade isn't actually a natural weapon it acts as one for most purposes.
Ratfolk are considered proficient with such attacks and can apply feats or effects appropriate to natural attacks to tail attacks made with a tailblade. If used as part of a full attack action, attacks with a tailblade are considered secondary attacks.

Prof. Löwenzahn |
What to do with natural attacks? I guess they are a valid alternative to weapons, especially on low levels. Up to level 6, 2 claws outdamage every weapon wielder. You need to keep getting more to keep them valid though.
The more natural attacks, the cheaper the enchantment with the AomF.
Natural attacks are awesome in accuracy. So what to do with them? Do a lot of damage, if you can with pounce. Sneak attack is awesome (Vivisectionist e.g.)
And last but not least combat maneuvers that you can use instead of a melee attack. Natural weapons don't reach the damage of a two handed weapon attack, but they have the same attack bonuses, so it doesn't hurt as much and is equally effective to replace one or two of them with a nice trip, disarm, sunder or quick [what ever possible].
There is also the feat expensive feral combst training that opens the whole branch of style feats for your natural weapons. But you can only use it with one type, so it's propably best used if you only focus on claws.

Foeclan |

The Ursine Wildsoul Vigilante gets claws at 2nd level and a bite at 6th when in their Vigilante identity (so, most of the times that claws would be useful).

lemeres |

Well, it isn't exactly permanent, but it is 'close enough' for certain purposes: animal totem tattoo. It gives you the totemic transformation of one of those animal shaman archetypes for druids. It is fixed at 5th level. It does not take up a traditional item slot, and costs 12k.
What does this mean? Well, if you pick eagle shaman, then, for 5 minutes per day (or 5/day for 1 minute, which basically means 5 fights) you can grab a bite and 2 talons for your feet. Also, it has the option doing flight instead.
Overall, not a terrible investment if you can grab it. It can at least add some options for more damage or movement options on top of an already solid natural attack build.

Olaf the Holy |
There *is* a marked lack of things that give your feet natural attacks. Nice find.
I think the best way to get something for them is probably to be a Ragebred Shifter (the shifters were errataed to make their change shape permanent, IIRC) and take the hooves.
That doesn't leave you with a good option for wings, but if you can live with a bad one, there's always the Dread Wing armor special.
Or maybe just forgo them entirely.
I could see an order of the green cavalier doing this. Ragebred stats don't lend themselves well to paladins, but that's no reason not to go cavalier.

Dragonchess Player |

Class Feature:
Summoner - Aspect (2 points of evolutions)
Summoner - Greater Aspect (6 additional points of evolutions)
Note that evolutions chosen through Aspect/Greater Aspect do not have the limitation on using them for "extra attacks" that alchemist discoveries do.
I'll also leave this:
Aasimar summoner 18/ranger 2 to pick up Angelic Blood/Angelic Flesh/Angel Wings/Metallic Wings (two secondary wing attacks), Aspect (Limbs/Arms for a second set of fully functional arms), Greater Aspect (6 Tentacles), and natural weapon combat style for Aspect of the Beast (Claws of the Beast; one pair of claws); you probably want to pick up Multiattack, as well. Add a helm of the mammoth lord for a gore attack, talons of Leng for a second pair of claws on the second set of arms/hands, and a wyvern cloak for a tail sting attack.
4 claws (primary), 2 wings (secondary), 6 tentacles (secondary), 1 gore (primary), 1 tail sting (primary). There may be a way to squeeze in another natural attack or two, but 14 (6 primary, 8 secondary) available at all times (without any rule-twisting or more than a 2 level dip in one other class) should be sufficient. As long as the character has a 13+Dex, they also qualify for the Multiweapon Fighting feat.

Avoron |
An abyssal amulet of the blooded lets you grow claws as much as you want.
As long as we're discussing animal totem tattoos, lion is also a great choice for barbarians and everyone else with pounce. It's pretty much the only non-beastmorph way for a PC to get rake without polymorphing, which provides two extra pounce attacks in addition to the standard bite, claws, and boost to grapple. And since they don't use your feet, they'll even stack with rageborn skinwalker hooves if necessary.

Olaf the Holy |
And since they don't use your feet,
Really?
Can you source that in any way? Hoof attacks technically never explicitly say they use your feet either.
As far as I can tell, the assumption that you can't have both a slam and a claw attack on one arm is mostly houserules anyway, so I'd instinctually file this under that too.

lemeres |

Avoron wrote:And since they don't use your feet,Really?
Can you source that in any way? Hoof attacks technically never explicitly say they use your feet either.
As far as I can tell, the assumption that you can't have both a slam and a claw attack on one arm is mostly houserules anyway, so I'd instinctually file this under that too.
Well, it is an actual, in print rule- you can only make one attack per limb. Doesn't matter if the limb has options for more than one attack- just pick one, and you can't use the other that turn. There is room to argue whether a slam takes up both arms, but that is exceedingly vague.
But hooves? I know that claws vs talons was a design distinction that needed codifying, but hooves? Are you going to put them on your head?

lemeres |

I'm just saying it doesn't explicitly say where they go. And if someone is claiming that rakes don't represent clawing someone with your lower appendages, why do hooves? Boars have hooves on their front legs too, you know.
Yes, but those are quadrupeds.
This has, generally, been gone over with the claws/talons FAQ- there is a difference between creatures with the biped and quadruped body types.
The game isn't too explicit about this cause...does it really need to be? Player characters aren't, generally, quadrupeds unless they use transmutation (in which case, they are generally restricted to whatever comes with that form). Getting to explicit about it just generally complicates the matter, and trying to get rules that covers both is a nightmare. We have seen it with the eidolon rules...
I see little reason why the logic of 'claws on hands, talons on feet' would not apply to hooves as well. Unless you just want to make a character that lacks hands, and has hooved feet on their arms instead.

lemeres |

And I see little reason why it wouldn't apply to rakes, too. Obviously hooves go on your feet. What I want to know is why rakes supposedly don't.
Because it was likely made with tigers in mind.
It is claws because "ok, these back feet are the exact same kind of foot as the front legs, and those use claws. So we just label these as claws to keep it simple".
Rake also gets put on the feet/back feet based off of the logic of "you stand on those while attacking, so you only really use them if you jump on the guy with a pounce of have him grappled and you no long care about standing anymore".
Talons get their placement because they are usually associated with birds- creatures that have their feet dangling below them because they are flying.
EDIT: But now I see that your thought thread was following, and criticizing Avoron's claims that you can both hoof and rake with the same legs. It was hard to spot due to the minimal use of quotes. So yes, my ire was misdirected. I'll admit that. My statements above apply more to him.

EronTR |
Warpriest 1-
Blessing Animal
Animal Fury (minor): At 1st level, you can touch one ally and grant it feral features. The ally gains 2 claw attacks that each deal 1d6 points of damage if the ally is Medium or 1d4 if it’s Small, or 1 bite attack that deals 1d8 points of damage if the ally is Medium or 1d6 if it’s Small. These are primary natural attacks that replace any similar primary natural attacks the ally might have. This effect lasts for 1 minute.

Ryze Kuja |

Regardless of whatever class/race you end up choosing, the "what to do with a bunch of natural attacks" is get the Frostbite spell either through a dip in Magus or Druid, or buy some Wands of Frostbite. Frostbite gives you 1 Touch Attack charge/lvl of 1d6+lvl dmg, so if you hit with a bunch of attacks in a round, Frostbite would additionally nuke/fatigue with each hit, at least until the charges run out :) :)
Frostbite
School transmutation [cold]; Level bloodrager 1, druid 1, magus 1, shaman 1, witch 1
CASTING
Casting Time 1 standard action
Components V, SEFFECT
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yesDESCRIPTION
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
It scales well for late game too because there's no save. All you have to do is hit the target with a Natural Attack and your Frostbite will go off :) And it's level-based, not Caster level-based :)

Volkard Abendroth |

I've been running a natural attack based Half-Orc War Priest of Gozreh that been pretty fun. You can set your natural attack as your sacred weapon but you do need to get the weapon focus feat for each type of natural attack past the first.
Fighters can do the same thing with focused weapon + they get weapon specialization and weapon training.
Just pick up martial versatility so your weapon specific feats apply to all natural weapons.

Heather 540 |

Regardless of whatever class/race you end up choosing, the "what to do with a bunch of natural attacks" is get the Frostbite spell either through a dip in Magus or Druid, or buy some Wands of Frostbite. Frostbite gives you 1 Touch Attack charge/lvl of 1d6+lvl dmg, so if you hit with a bunch of attacks in a round, Frostbite would additionally nuke/fatigue with each hit, at least until the charges run out :) :)
Frostbite wrote:It scales well for late game too because there's no save. All you have to do is hit the target with a Natural Attack and your Frostbite will go off :) And it's level-based, not Caster level-based :)Frostbite
School transmutation [cold]; Level bloodrager 1, druid 1, magus 1, shaman 1, witch 1
CASTING
Casting Time 1 standard action
Components V, SEFFECT
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yesDESCRIPTION
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
Ooh, I wish my Warpriest had access to that spell. At level 2 he'll have Claw/Claw/Bite/Tail Slap.

MrCharisma |

And it's level-based, not Caster level-based :)
I don't think this is intended, and I wouldn't expect a GM to accept your reading of this.
EDIT: In further reading I'm 100% sure that you're wrong (sorry). Almost every spell in the game with a duration has "1 minute/level" or "1 round/level" or "1 etc/level".
This is assumed to be "Caster level".

Jedediah Roach |
Primal companion hunter. Apply 2 points of eidolon evolutions to your pet, but if it's dead, apply them to yourself. Swift action, minutes per level.
Wilderness Origins opened up Alternate Natural Attacks for shifters. Now you can swap your claws for wings, hooves, talons, and just about every other option.

Heather 540 |

There are also some magic tattoos that give you the transformation power of an Animal Totem Shaman. It's a Druid archetype and there are several variants. It's kind of like Wild Shape, but you mostly stay the way you naturally are. Each one gives you different abilities to choose from, including natural attacks. I gave one of my characters the Eagle Totem Tattoo to give him Talon Attacks.

Scott Wilhelm |
I've been running a natural attack based Half-Orc War Priest of Gozreh that been pretty fun. You can set your natural attack as your sacred weapon but you do need to get the weapon focus feat for each type of natural attack past the first.
Warpriest Sacred Weapon Damage is a swell way to increase the Base Damage of your Natural Weapons.
If you dip a Level in Ranger or Druid, you can use a Wand of Strong Jaw which gives you a 2 size virtual size increase. A level in Living Monolith or Righteous Might gives you Enlarge Person as a Swift Action. After 5 levels in Warpriest your Base Damage is 1d8, between the 3 size bumps, your Damage bumps up to 4d6 per hit.
Be a Tengu with Claws, get yourself a Helm of the Mammoth Lord or an Animal Mask. Take a Level in White Haired Witch, and now you have 5 attacks/round that all do 4d6. That's respectable.
Wanna do more? Wear Armor Spikes. The White Hair gets a Free Grapple, and when you wear Armor Spikes, you do an extra 1d6 with every successful Grapple Attack. Take Improved Grapple. Take Hamatula Strike, so every attack with a Piercing Weapon, Gore and Bite, also give you a free Grapple Attack. Take Versatile Weapon For your Claws, and your Claws become Piercing Weapons, too. And remember that Armor Spikes can benefit from Warpriest Sacred Weapon Damage, too!
I think the Witch's Hex nails or Prehensile Hair were left off the list. Also, the Tentacle Cloak and the Fleshwarped Whip.

Scott Wilhelm |
tresson wrote:I've been running a natural attack based Half-Orc War Priest of Gozreh that been pretty fun. You can set your natural attack as your sacred weapon but you do need to get the weapon focus feat for each type of natural attack past the first.Fighters can do the same thing with focused weapon + they get weapon specialization and weapon training.
Just pick up martial versatility so your weapon specific feats apply to all natural weapons.
That could work. Martial Versatility is a Human Feat, though. That means you have to find other ways to get your Natural Attacks. Depending on the character build, it might be better to go with Martial Versatility, or it might be better to go with some other race like Tengu that starts off with lots of Natural Attacks.

Scott Wilhelm |
No mention of the kraken caller druid? For shame.
How about just Druid? Take 4 levels in Druid to take Wild Shape. Take 5 levels in Warpriest so your Natural Attacks can do Warpriest Sacred Weapon Damage instead of the regular Damage. Take the Shaping Focus Feat so your Warpriest levels count as Druid levels for the purposes of Wild Shape, and at Level 8 (the maximum benefit), you'll be able to turn into Huge Animals, bumping up your Wearpriest SWD to 3d6 for a level 5 Warpriest. You'll be able to use a Wand of Strong Jaw to bump it up to 5d6.
You might do Volkard's thing of applying Martial Versatility to Weapon Focus, Unarmed Strikes or something, then any Natural Attack you might get will do Warpriest Damage.
I have some Favorite Animals:
Allosaurus: Size Huge, 2 Claws and a Bite. As an Allosaurus, you can also get a Helm of the Mammoth Lord and a level in White Haired Witch like I described earlier.
Giant Octopus: only Size Large, but 8 Tentacles all with Grab and Constrict, and a Bite! That's 17 Attacks/round for starters!
Warcat, kind of like an Allosaurus, but a mammal
Megaraptor: only Size Large, but 5 attacks instead of 3: Claws, Bite, and Talons.
Something that flies, Quetzacouatlous?
Another direction for Druidzilla--now a classic--is Cave Druid. Cave Druids can Wildshape into Crystal Oozes with an impressive Slam Attack that you can augment with Vital Strike Feats or Great Cleave.

Scott Wilhelm |
What to do with natural attacks? I guess they are a valid alternative to weapons, especially on low levels.
I like the idea of being a Tengu archer with Claws. You use your bow all you please, then if you happen to be in melee, use your Claws and Bite. You don't even have to put down your Bow.
Sneak attack is awesome (Vivisectionist e.g.)
It seems to me that with Sneak Attack, you should carry a variety of ways to lock in your SAD. Snakebite Striker Brawlers have an ability called Snake Feint that makes it easier for them to Feint.
Take 3 levels in Bard with the Flame Dancer Archetype, and get an Eversmoking Bottle. The smoke from the Eversmoking Bottle "completely obscures vision;" everyone is Blind. Everyone but you and your Allies, that is: the Song of Fiery Gaze fixes that. Your whole party gets a 50% Miss Chance, and you get your Sneak Attack Damage: no Dex Mod to AC when you are Blind.
The Arcanist Dimensional Slide Ability is a good way to achieve Flanking.
I like the Dirty Trick Combat Maneuver. There is a Rogue Talent, Underhanded Trick, that gives you Improved Dirty Trick even without the prerequisites. The Bounty Hunter Slayer Archetype has a class ability that works like Quick Dirty Trick.
And last but not least combat maneuvers that you can use instead of a melee attack. Natural weapons don't reach the damage of a two handed weapon attack, but they have the same attack bonuses, so it doesn't hurt as much and is equally effective to replace one or two of them with a nice trip, disarm, sunder or quick [what ever possible].
How about Grappling? After you take that level in White Haired Witch, take Great Cleave! Every hit with the Hair gives you a Free Grapple Check, and there is not limit to how many people you can have Grappled at the same time! Cleaving is a Standard Action. After you have everyone around you Grappled, use Greater Grapple to Grapple one of them again and do something evil! Take Rapid Grappler and do it to another one as a Swift Action! Also, remember, when someone is Grappled in your White Hair, you are not Grappled, only they are, so you can do things like Cast Spells and make Attacks of Opportunity.
There is also the feat expensive feral combst training that opens the whole branch of style feats for your natural weapons. But you can only use it with one type, so it's propably best used if you only focus on claws.
Feral Combat Training on your White Hair + Snake Fang. As they try to escape, you Grapple them again as an Attack of Opportunity!

MrCharisma |

Prof. Löwenzahn wrote:What to do with natural attacks? I guess they are a valid alternative to weapons, especially on low levels.I like the idea of being a Tengu archer with Claws. You use your bow all you please, then if you happen to be in melee, use your Claws and Bite. You don't even have to put down your Bow.
It's even better than you think. You could make all your bow attacks and then your natural attacks in the same round. Your natural attacks woukd all be considered secondary natural attacks for the round, but they would literally be bonus attacks.

Scott Wilhelm |
Scott Wilhelm wrote:It's even better than you think. You could make all your bow attacks and then your natural attacks in the same round. Your natural attacks woukd all be considered secondary natural attacks for the round, but they would literally be bonus attacks.Prof. Löwenzahn wrote:What to do with natural attacks? I guess they are a valid alternative to weapons, especially on low levels.I like the idea of being a Tengu archer with Claws. You use your bow all you please, then if you happen to be in melee, use your Claws and Bite. You don't even have to put down your Bow.
Fair to say! One mitigating factor might be if this were a Sneak Attack Damage build, The Tengu would be targeting Flatfooted AC. A character like this should probably invest in a Brilliant Energy Amulet of Mighty Fists. It would actually be worth it at 64,000gp. When you are fighting Undead, you can take it off!
Multiattack would greatly reduce the penalty -2 instead of -5. If you were already taking Multiattack, it might even be worthwhile to take 2 Weapon Fighting and incorporate Unarmed Strikes into you Full Attack. I don't know which way the numbers work out better for DPR.
You might have a character that is some kind of Attack of Opportunity Build, with like Snake Fang, Broken Wing Gambit, or something. That -5 penalty only applies to Full Attacks, not things like Attacks of Opportunity.

![]() |

Skinwalkers can get you a lot of natural attacks.
A ragebred skinwalker can, at level two have five attacks. You need the Extra Feature feat so you can get both a Gore attack and two Hoof attacks, and two levels of Ranger with the Natural Combat Style to pick up two Claw attacks from Aspect of the Beast.

![]() |

Skinwalkers can get you a lot of natural attacks.
A ragebred skinwalker can, at level two have five attacks. You need the Extra Feature feat so you can get both a Gore attack and two Hoof attacks, and two levels of Ranger with the Natural Combat Style to pick up two Claw attacks from Aspect of the Beast.
1 level of shifter would get claws instead of 2 ranger levels

Volkard Abendroth |

Volkard Abendroth wrote:That could work. Martial Versatility is a Human Feat, though. That means you have to find other ways to get your Natural Attacks. Depending on the character build, it might be better to go with Martial Versatility, or it might be better to go with some other race like Tengu that starts off with lots of Natural Attacks.tresson wrote:I've been running a natural attack based Half-Orc War Priest of Gozreh that been pretty fun. You can set your natural attack as your sacred weapon but you do need to get the weapon focus feat for each type of natural attack past the first.Fighters can do the same thing with focused weapon + they get weapon specialization and weapon training.
Just pick up martial versatility so your weapon specific feats apply to all natural weapons.
I got Martial Versatility mixed up with Advanced Weapon Training: Weapon Specialist.