Natural attacks with flurry of blows


Advice


Hey all I think I'm confusing myself. I'm making a barbarian Monk that has the adopted trait so alignment doesn't affect it. I'm going Beast totem full I am level 15 going on 16 and I'm trying to figure out how exactly do natural attacks work with Flurry of Blows I do have the feet feral combat training. Am I able to take my 2 claw attacks with the Flurry of Blows and get a third attack or since my character originally had three attacks based on base attack bonus do I get a fourth attack instead since flurry of blows is based on base attack bonus and adding a little extra. So again all I have is a pair of claws I want to Flurry of Blows as many times as possible with my natural attacks.


Feral Combat Training allows you to Flurry with your Claws, but it not longer grants your Monk Bonus to AC upon those Claws. Your Unarmed Strikes will do more damage. If you want a character that Flurries, I recommend you take some other Rage Power than one that gives you Claws.

If you want a Natural Attack Build, I'd take you in a whole other direction from Barbarian/Monk.


How did FCT let you add your Monk AC Bonus to your claws?


i second that question the monk ac bonus has nothing to do with flurrying with natural weapons


What I'm doing here is trying to create wolverine marvel and the way I read it that how ever many attacks flurry of blows does is how many natural attacks I can use is this correct?


benwin007 wrote:
What I'm doing here is trying to create wolverine marvel and the way I read it that how ever many attacks flurry of blows does is how many natural attacks I can use is this correct?

To be precise, you aren't making natural attacks. You are performing a Flurry of Blows using natural weapons. So the number of attacks and the penalties to attack rolls are determined by the rules for Flurry rather than those for natural attacks.


Flurry of blows for the original monk is a set number that grows as you level. If you can use any kind of weapon you use the weapon's properties, but no extra attacks. The unchained monk instead adds extra attacks to a Full Attack.

The Unchained Monk is better for it a you would have higher base atttack bonus and you would get one extra attack from having an extra claw.

Interesting but quickly Monk's Fists will do quite a bit more damage than those claws.

The lesser Beast totem isnt great. You can use it, but you can also use a Great Sword with twice as much damage that doesnt require a full attack. Beast Totem and Greater Beast Totem are alot better. Beast Totem(2) by itself gives a armor bonus that counters the Rage Penalty and eventually is even more so Rage makes you harder to hit.


ChaosTicket wrote:

Flurry of blows for the original monk is a set number that grows as you level. If you can use any kind of weapon you use the weapon's properties, but no extra attacks. The unchained monk instead adds extra attacks to a Full Attack.

The Unchained Monk is better for it a you would have higher base atttack bonus and you would get one extra attack from having an extra claw.

Interesting but quickly Monk's Fists will do quite a bit more damage than those claws.

The lesser Beast totem isnt great. You can use it, but you can also use a Great Sword with twice as much damage that doesnt require a full attack. Beast Totem and Greater Beast Totem are alot better. Beast Totem(2) by itself gives a armor bonus that counters the Rage Penalty and eventually is even more so Rage makes you harder to hit.

I am using all beast totems I'm at 2d6 ATM with my claws and ty guys for clearing my confusion this character was idle for a long time.


If you really want to play Wolverine, buy a pair of adamantine tekko-kagi and get a Wand of Hide Weapon. ;)


benwin007 wrote:
ChaosTicket wrote:

Flurry of blows for the original monk is a set number that grows as you level. If you can use any kind of weapon you use the weapon's properties, but no extra attacks. The unchained monk instead adds extra attacks to a Full Attack.

The Unchained Monk is better for it a you would have higher base atttack bonus and you would get one extra attack from having an extra claw.

Interesting but quickly Monk's Fists will do quite a bit more damage than those claws.

The lesser Beast totem isnt great. You can use it, but you can also use a Great Sword with twice as much damage that doesnt require a full attack. Beast Totem and Greater Beast Totem are alot better. Beast Totem(2) by itself gives a armor bonus that counters the Rage Penalty and eventually is even more so Rage makes you harder to hit.

I am using all beast totems I'm at 2d6 ATM with my claws and ty guys for clearing my confusion this character was idle for a long time.

2d6 per Claw? How are you achieving your Damage/Attack?

If I were building something like what you were doing, I might take Greater Beast Totem which ups the Claw Damage from 1d6 to 1d8 per Claw. Then I would take a level in Druid and acquire a Wand of Strong Jaw, allowing me to buff the damage from 1d8 to 3d6/Claw. I might instead take 2 levels in Ranger and make my Combat Style Feat Improved Natural Attack, giving my character a full time Damage/Claw of 2d6. And of course, Level 2 Rangers can use Wands of Strong Jaw, too.

benwin007 wrote:
I am level 15 going on 16

Level 15 Monks' Base Unarmed Strike Damage is already 2d6, and they benefit from Virtual Size Increases, too. You might acquire Monk Robes, increasing your Base Damage to 2d8. Your Unarmed Strikes pretty much can't benefit from Improved Natural Attack, but they do benefit from both Strong Jaw and Lead Blades. Lead Blades is a level 1 spell that increases your weapon damage as if it were 1 size bigger. This might not matter to you since your character is already level 15, and you can probably already afford a Wand of Strong Jaw. IIRC, the base Damage of a level 15 Monk benefitting from both Monk's Robes and a Wand of Strong Jaw is 5d6.

I am proposing Dipping into Druid and Ranger, but MUSD is 2d6 by level 12, so you can have 4 levels of dipping before you lose any of the stuff we've been talking about.

benwin007 wrote:
I'm making a barbarian Monk that has the adopted trait so alignment doesn't affect it.

If you wanted to save the Trait slot, you could take the Martial Artist Monk Archetype. Martial Artist Monks can be any Alignment they want. You might have a special Ki Abilities in mind, though.


benwin007 wrote:
What I'm doing here is trying to create wolverine marvel

If it is more important to you to develop Natural Attacks than Flurry of Blows, then I would advise against developing as a Monk at all. Develop as a Warpriest. You can't apply MUSD to Natural Attacks, but you can apply Sacred Weapon Damage to them. You can use your Cleric Spells to overcome DR instead of using Monk Abilities to do. The number of Claw attacks you get is stuck at the 2, but you might acquire more Natural Attacks and beef up your Full Attack Action that way.

With the Animal Fury Rage Power, you get a Bite Attack, but I think that Bite Attack is inferior. Better to just get a Ring of Rat Fangs. Or play a Half-Orc, Tiefling or Tengu, or take the Racial Heritage Feat and gain your Bite Attack that way.

With the Lesser Fiend Totem, you gain a Gore Attack. You might also acquire a Gore Attack with a Helm of the Mammoth Lord.

Take 1 level in White Haired Witch, and you gain a Hair Attack.

You can use all these Natural Attacks in a Full Attack Action. For every one of these you take Weapon Focus for, you do your Warpriest Sacred Weapon Damage instead of your normal natural weapon damage. And there are plenty of ways to pump up the damage to ridiculous amounts.

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