Is this insane multi attack combo legal?


Rules Questions


Okay, so I was just playing around with ideas for a backup character for a game I am in, and I came across some interesting combos people were talking about, and it hit me. I got an absurd idea for a combo.

Okay, so you start off wanting to use two weapon fighting. You take a Dwarven boulder helmet as your main weapon, and a blade boot for your off hand weapon. This leaves your hands open, so you take the barbarian rage power lesser beast totem. This gives you two claw attacks. Animal fury as second rage power for a bite attack. One level dip in white hair witch for a hair attack.

So you full attack and you get two claws, a bite, a headbutt, boot kick and hair attack. 6 attacks not counting any BAB bonuses. They all stack right? The rules say you can take all your natural attacks along with your weapon attacks when you full attack. And the hair, bite, and claws are natural attacks.

The damage isn't very high for most of these attacks so I am not sure how practical it is, but the idea just seems hilarious. At later levels since you are going barbarian can take the greater beast totem for pounce, and possibly grab some feats from two weapon fighting tree for more attacks.


Keep in mind that combining weapon and natural attacks comes with some hefty penalties to your attack rolls.


Yeah, all your natural attacks become secondary when used with manufactured weapon attacks. That means they take a -5 to hit and only get half strength to damage.


Yeah which would mean at 5th level, the minimum to do this(assuming base 18 strength, +4 more while raging, and 10 intelligence just for the hair) you would be something like: +8/+8/+5/+5/+5/+5 with damage of 1d4+6/1d4+3/1d6+3/1d6+3/1d4+3/1d4.

Which actually, now that I looked at it and did the math, that is pretty impressive.

That is +4 BAB, +6 from strength(22 while raging), -2 on the two weapon fighting attacks with two weapon fighting feat, and -5 on the natural weapon attacks. Full strength for the primary weapon, and half strength on everything else but the hair attack which uses intelligence. That correct?

Heck, with the one level dip into witch for the hair attack you also have access to first level witch spells. Which mean you can enlarge person yourself!


Lorila Sorita wrote:

Yeah which would mean at 5th level, the minimum to do this(assuming base 18 strength, +4 more while raging, and 10 intelligence just for the hair) you would be something like: +8/+8/+5/+5/+5/+5 with damage of 1d4+6/1d4+3/1d6+3/1d6+3/1d4+3/1d4.

Which actually, now that I looked at it and did the math, that is pretty impressive.

That is +4 BAB, +6 from strength(22 while raging), -2 on the two weapon fighting attacks with two weapon fighting feat, and -5 on the natural weapon attacks. Full strength for the primary weapon, and half strength on everything else but the hair attack which uses intelligence. That correct?

Heck, with the one level dip into witch for the hair attack you also have access to first level witch spells. Which mean you can enlarge person yourself!

Sure if you want to skip on wearing armor to avoid spell failure.


I wouldn't skip armor for a single spell. Just go with the 25% failure rate.


Or take magical lineage (enlarge person) and still spell. No somatic components = no arcane spell fail


Thinking about it, unless there is some reason to get intelligence it is probably better to just drop the hair attack from the combo. So instead of dipping witch, just go all in barbarian. Since one level of witch loses a point from BAB that would increase everything else by one, and you can start that build a level sooner. It would be 5 attacks, as the same numbers I listed above, at 4th level. Now that is pretty impressive.

I kind of want to try it out for real now.

Sovereign Court

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Lorila Sorita wrote:

Yeah which would mean at 5th level, the minimum to do this(assuming base 18 strength, +4 more while raging, and 10 intelligence just for the hair) you would be something like: +8/+8/+5/+5/+5/+5 with damage of 1d4+6/1d4+3/1d6+3/1d6+3/1d4+3/1d4.

Which actually, now that I looked at it and did the math, that is pretty impressive.

That is +4 BAB, +6 from strength(22 while raging), -2 on the two weapon fighting attacks with two weapon fighting feat, and -5 on the natural weapon attacks. Full strength for the primary weapon, and half strength on everything else but the hair attack which uses intelligence. That correct?

That seems reasonable until you figure out what you've got when you drop the weapons and swap out two weapon fighting for power attack.

+8/+8/+8/+8 for 1d6+10/1d6+10/1d6+10/1d4+4.

Oh, and get a Helm of the Mammoth Lord instead of a boulder helm. Gives you a Gore natural attack. And endure elements (cold).

Oh and Detect Elephants on command. Because they have concealment when everyone ignores them in the room.


You can actually use any two weapons, that don't use hands. Though you want one to be a light weapon so you don't get too big of a penalty. So you can ditch the helm for helm of the mammoth lord and get a gore attack. Then use like armor spikes and blade boot as your weapons. Which gets you back up to six attacks(seven if you keep the hair too!)

That is a good point about just dropping the weapons and power attacking though. Also, I think people might get slightly annoyed if you have to roll 7 attacks per turn at level 4.

Still that would be hilarious. Claw, claw, bite, slam into them with armor, gore, hair slap, kick.


I'm not sure you can bite and boulder helmet at the same time. Both use the same limb (and yes, I'm aware of the gargoyle, and pretty sure it's a mistake). It's sort of irrelevant, as you can always kick/kick/claw/claw/bite, but this specific situation (boulder helmet and bite) I don't think works.

As for how good it is... meh. That same barbarian with Power Attack and a greatsword is attacking once at +8 for 2d6+15. The multi-attacker will have more hits (by the law of averages) but overall the one big hit build will do more damage per round. Especially since those numbers assume that the multiattacker is getting a free full attack every round, while the one big hit build can take a move action every round and not lose any damage. If the multiattacker can only take one attack, their best hit is 1d6+6. DR 5 shuts down most of the full attack (as early as CR 2), DR 10 completely shuts it down. Once the one big hit build starts getting an actual full attack, I think it pulls way ahead.


Bob Bob Bob wrote:
I'm not sure you can bite and boulder helmet at the same time. Both use the same limb (and yes, I'm aware of the gargoyle, and pretty sure it's a mistake). It's sort of irrelevant, as you can always kick/kick/claw/claw/bite, but this specific situation (boulder helmet and bite) I don't think works.

It's specifically the same part of the body, not just limb. So you can have a gore and bite simultaneously. The boulder helmet attack would be using your forehead, the bite uses your mouth, so it should work.


Well with the barbarian build they have a rage power that gives you pounce. So eventually you can charge at people and still do your full attacks. You make some good points though.

One thing to consider might be some kind of crit build, since with that many attacks you would be criting all the time.


If you're using light off-hand high-crit weapons instead of claws, you can crit-fish the most effectively. Natural attacks only crit on a 20 until you get a keen amulet of mighty fists or its equivalent around your neck on the early side. Until then, you're threatening a crit once a fight.

Alternatively, rustle up some teamwork with a crit-fishing buddy in flank. An Unchained Rogue or some such. Have the sneak attacker soften them up and fish crits to you, then carve what's left into sushi.

Early game sickening effectiveness can be obtained for that many natural attacks with the Precise Strike teamwork feat. 13 Dex, BAB +1, which is doable at 1st level with a full BAB flanking buddy, later without. Benefit: +1d6 bonus precision damage/hit. In the early game, the extra damage adds up FAST.


Pathfinder Lost Omens Subscriber

if we're allowed any race I decided to have a go at it.

I ended up with something that fully comes online at level seven

A 1 level of monk, 6 levels of fighter lizardfolk

Spoiler:

Geecko Terrorclaw
Male lizardfolk fighter (mutation warrior) 6/monk 1 (Pathfinder RPG Advanced Class Guide 93)
LN Medium humanoid (reptilian)
Init +4; Senses Perception +11
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+7 armor, +2 Dex, +1 dodge, +2 natural)
hp 72 (7 HD; 1d8+6d10+27)
Fort +11, Ref +7, Will +7 (+2 vs. fear); +2 bonus vs. sleep, paralysis, and stunning
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee gauntlet (from armor) +10/+5 (1d3+12) or
. . unarmed strike +11/+6 (1d6+13) or
. . unarmed strike flurry of blows +10/+10/+5 (1d6+13) or
. . bite +11 (1d3+11), 2 claws +12 (1d4+11)
Special Attacks bite, flurry of blows, stunning fist (2/day, DC 15), weapon training (natural +1)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 12, Wis 14, Cha 7
Base Atk +6; CMB +9; CMD 24
Feats Combat Reflexes, Dodge, Dragon Ferocity[UC], Dragon Style[UC], Feral Combat Training[UC], Improved Unarmed Strike, Multiattack, Power Attack, Stunning Fist, Weapon Focus (claw)
Traits martial manuscript, reactionary
Skills Acrobatics +7 (+3 to jump), Climb +5, Escape Artist +2, Intimidate +2, Knowledge (dungeoneering) +5, Knowledge (religion) +5, Perception +11, Ride +2, Sense Motive +6, Stealth +2, Survival +7, Swim +13
Languages Common, Reptoid
SQ mutagen (+4/-2, +2 natural armor, 60 minutes)
Other Gear +1 chainmail, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +1, 200 gp
--------------------
Special Abilities
--------------------
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dragon Ferocity +2, 1d4+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Feral Combat Training (Claw) Use Improved Unarmed Strike feats with chosen natural weapon.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Swim (30 feet) You have a Swim speed.
Weapon Training (Natural) +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons

Attack routine is
Unarmed Strike: +9/+9/+4 (1d6+15/12)
Bite +9(1d3+7)
Claws +10/+10(1d4+10)

though it hurt my brain too much so i left out mutagen, so it'd bump up damage on stuff by 1-2 points and +1 to-hit all around.

I THINK all of that is correct, hero lab does not handle feral combat training well...

it apparently can solo a CR 9 monster(average stats) in 4 rounds give AC and health and DPR versus that AC. so CR+1

+8/+8/+8/+8 for 1d6+10/1d6+10/1d6+10/1d4+4.
gives CR 7, so also CR+1 and comes online earlier.

+8/+8/+5/+5/+5/+5 with damage of 1d4+6/1d4+3/1d6+3/1d6+3/1d4+3/1d4.
gives CR 6, which is CR...


Do you get to make your natural attacks when doing a flurry of blows? I thought of adding flurry of blows into the mix as well, but I am not actually sure if it works or not.


Pathfinder Lost Omens Subscriber
Lorila Sorita wrote:
Do you get to make your natural attacks when doing a flurry of blows? I thought of adding flurry of blows into the mix as well, but I am not actually sure if it works or not.

you can only replace attacks, i was monk because i needed improved unarmed strike and stunning fist, then got wisdom to AC when naked, a boost to will save and a bunch of other cookies for a 1 level dip.


Lorila Sorita wrote:
Do you get to make your natural attacks when doing a flurry of blows? I thought of adding flurry of blows into the mix as well, but I am not actually sure if it works or not.

A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Sovereign Court

BigNorseWolf wrote:
Lorila Sorita wrote:
Do you get to make your natural attacks when doing a flurry of blows? I thought of adding flurry of blows into the mix as well, but I am not actually sure if it works or not.
A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

He does have feral combat training, which I think allows him to swap in natural attacks into flurry as if they were monk weapons. Still only the flurry attacks, no additional ones from extra natural attacks. And would only apply to one of his natural attacks (like: bite, or claw, though its not clear if its all claws or just a single attack).

I think he's doing it for dragon style on his claws?


Pathfinder Lost Omens Subscriber
Firebug wrote:
BigNorseWolf wrote:
Lorila Sorita wrote:
Do you get to make your natural attacks when doing a flurry of blows? I thought of adding flurry of blows into the mix as well, but I am not actually sure if it works or not.
A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

He does have feral combat training, which I think allows him to swap in natural attacks into flurry as if they were monk weapons. Still only the flurry attacks, no additional ones from extra natural attacks. And would only apply to one of his natural attacks (like: bite, or claw, though its not clear if its all claws or just a single attack).

I think he's doing it for dragon style on his claws?

I would assume it applies to everything weapon focus applies to. otherwise, oh boy.

also, yeah, it's just to get strength to damage on the now secondary claw attacks.

his trait also makes it so he has +2 to crit confirm on natural and claw attacks.


Unless he has some reason to distinguish his left claw from his right one it wouldn't matter.


Pathfinder Lost Omens Subscriber
BigNorseWolf wrote:
Unless he has some reason to distinguish his left claw from his right one it wouldn't matter.

if it only applies to 1, I can only get strength to damage on a single claw, losing ~3 damage from the total attack routine.

edit:

holy s~~&, if I make my claw attack my first attack, as it should since it has highest BAB, it'll have x2 str on the first claw attack, and x1 on the 2nd, then the 1.5 Strength unarmed attacks...

This actually drastically ups the damage...


Not overly familiar with witch, but can you get a hair attack while wearing a helmet? doesn't that cover/restrict hair movement?


Pathfinder Lost Omens Subscriber

Updated routine(added in mutagen)
Dragon Claw +11(1d4+17)
Claw +11(1d4+11)or(1d4+8)if no feral combat
Unarmed +10/+10/+5(1d6+14)
Bite +10(1d3+8)

WOO, solo CR 10 in 4 rounds, or CR+2, in 4 rounds (4.2 on average).

DPR of 52.3 against CR 7 creatures. (1.6 rounds)


You get pounce the same time as any other barbarian (or later if you're still dipping witch). That's not level 4 or 5 (which is what you're talking about). If we go up to level 7 (when you can take ITWF) you're looking at two extra attacks for 1d4+6 and 1d4+3, but the big hit build has picked up another attack at 2d6+15. Same issue by the time you get pounce, the big hit build also has it and hits harder with every extra attack than the two extra you get combined. And that's with spending feats on TWF.

The point is, in ideal circumstances for your build, your exact same build with Power Attack instead of TWF and a greatsword does more damage than your build, with only the greatsword attack (not even the bite or hair). In less than ideal situations the naive big hit build absolutely destroys it.

Heck, if you throw away the boot blade and helmet you get four attacks at +10 with full strength on all the ones that use it. Throw on power attack and you're at four attacks at +8 but 4 extra damage on every hit. The strength of natural attack builds is based on getting as many primary natural attacks as you can, by making them all secondary you're basically nerfing yourself.


Scrapper wrote:
Not overly familiar with witch, but can you get a hair attack while wearing a helmet? doesn't that cover/restrict hair movement?

Yeah, the hair attack doesn't list anything specific about where it came from, so no reason a helmet would block. I actually got that idea from someone who posted about making a dwarf with that white hair archetype, so that they could punch people with their beard.


I just had an idea. What if you were 4th level barbarian, and 1st level witch and you go with two claws, a bite, gore from the magic helmet, hit people with spiked armor, and kick them with your boot blade...And then you go all rogue for sneak attack.

Eventually at level 20 you would have 11 attacks, and damage wise they would all suck. However they would also all gain +8d6 damage if you flank someone.


I just realized something else as well. If you drop one of the claw attacks, you could take a scimitar with dervish dance and make a dex build.

Every attack listed can use weapon finesse, and they all can be converted to dex damage instead of strength with dervish dance. Since dervish dance says all damages and not just damage done by the scimitar.

I am not sure that really helps this build very much, but it is an interesting, although cheesy way to abuse dervish dance. As I am pretty sure the intention wasn't to one hand a scimitar and then use off handed weapons in non-hand locations or combine it with a bunch of natural attacks.


this can get a lot cazier, if you wish to go for multi-attacks.

consider the summoners eidolon (regular or even synthesist); by level 5, they can have 4 natural attacks, any might have up to 5 *pairs* of arms.
let's go a bit less, an arm+claws combo costs 3 evolution points, and bipeds get one for free.

4 arms with claws; 3 points, bonus damage to it (1) and 4 more arms (4)
now put sawtooth sabres in those arms, take proficiency in them, and take 'multiattack'

now you have +7/5/5/5 on your swords for 1d8+3, as well as +5/5/5/5 for 1d6+1 each.

at level 20, this can get crazier still
get the large evolution, 3 strength evolutions, a gore attack, 6 slam attacks and 4 of the prior-mentioned swords (with the same proficiency and multiattack), and pounce for good measure

40 strength, 15 BAB (-1 for large)

now you have 29/27/25 on one sword, for 1d10+15
next up is 3 more swords at +27 each, 1d10+15
then, we get the 6 slams, +27 each, 2d6+7
and finally, a gore, +27 for 1d8+7

a full attack would be +29/27/27/27/27/27/27/27/27/27/27/27/25
damage+ 1d10+15/1d10+15/1d10+15/1d10+15/1d10+15/2d6+7/2d6+7/2d6+7/2d6+7/2d6+7/2d6+7 /1d8+7/1d10+15

13 attacks, all at at least +25 attack for no less than 8 damage per hit.

and this is before magic weapons or an AomF


I believe there's also a set of pauldrons which grants 2 tentacle attacks. If your GM allows it there's also multi-weapon fighting, so you could alternatively wield two boot blades with your spiked armor; i.e. become the human blender. I'm sure there has to be at least one race which can give you wing attacks so there's that, iirc it's an option in the 'race builder' (along with extra arms if you want more claw attacks). Of course you could bypass the helmet/pauldrons and use polymorph spells/wildshape (or use these abilities in conjunction with the helmet/pauldrons); your equipment costs would go up commensurately though since you'd have to have them made for the form you turn into, and equip them afterwards. Also, if you want to punch people with your beard, there's the ironbeard spell (dwarf only unless your GM allows it); I'm uncertain if you'd be able to multi-weapon wield this with your normal armor spikes, I suspect not---it is attached to a different body part though. Also, we can throw in a tail from the race builder. Glancing over the race builder real quick, tail slap, 2 wing attacks, and 4 arms comes to 13 rp.

So we get 3-4 weapon attacks, 4 claws, a bite, hair, 2 wings, gore, 2 tentacles, up to 2 slams (polymorph effects), and a tail slap; total of 17-18 attacks per round plus iteratives; maximum around 20. You could easily go higher, depending on what exactly your rp budget is, and by scouring class options and the bestiary and rules for better polymorph effects (of the top of my head, I can tell you that a lake octopus is better than something which grants 2 slams, since it has 8 tentacles).

Even ignoring a couple dubious rulings in there, I don't have any idea why a character would want all those attacks though and frankly the more one min-maxes this the less playable it becomes.


My level 4 half-orc (crossblooded) bloodrager: (this is raging - with power attack and demonic bulk activated)

Melee bardiche +8 (2d8+16/19-20) or
. . earth breaker +8 (3d6+16/×3) or
. . mwk greatsword +9 (3d6+16/19-20) or
. . bite +8 (1d6+11), 2 claws +8 (1d8+11)

I know it's not 5+ attacks but I felt he was doing pretty dang good :) He'll be going for improved natural attack. He's a primalist also but that won't actually matter until level 8ish so for the sake of people who don't like that - you can ignore it - it's not being used.

Entire character here if you are interested in how he's built - again this is with rage and power attack and demonic bulk active

Spoiler:

Argarr
Male half-orc bloodrager (crossblooded, primalist) 4 (Pathfinder RPG Advanced Class Guide 15, 83, 84)
CE Large humanoid (human, orc)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 12, touch 6, flat-footed 12 (+6 armor, -1 Dex, -1 size, -2 untyped penalty)
hp 42 (4d10+16)
Fort +9, Ref +1, Will +2; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, thrune loyal agent, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee bardiche +8 (2d8+16/19-20) or
. . earth breaker +8 (3d6+16/×3) or
. . mwk greatsword +9 (3d6+16/19-20) or
. . bite +8 (1d6+11), 2 claws +8 (1d8+11)
Ranged +1 adaptive composite longbow +3 (1d8+8/×3) or
. . throwing axe +2 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (16 rounds/day), claws
Bloodrager (Crossblooded, Primalist) Spells Known (CL 4th; concentration +5)
. . 1st (2/day)—blade lash[ACG], long arm[ACG]
. . Bloodline Abyssal, Draconic (esoteric)
--------------------
Statistics
--------------------
Str 24, Dex 8, Con 18, Int 13, Wis 12, Cha 13
Base Atk +4; CMB +10 (+12 sunder); CMD 19 (21 vs. sunder)
Feats Endurance, Eschew Materials, Improved Sunder, Power Attack
Traits auspicious tattoo (shoanti), erratic malefactor, thrune loyal agent
Skills Acrobatics +2, Climb +9, Handle Animal +8, Intimidate +8, Perception +8, Perform (sing) +5, Ride +1, Spellcraft +5, Survival +7, Swim +8
Languages Abyssal, Common, Orc
SQ demonic bulk, fast movement, hero points, orc blood
Combat Gear potion of cure light wounds (4), ghast retch flask[UE] (4), tanglefoot bag (4), unholy water (4); Other Gear mwk breastplate, +1 adaptive composite longbow, arrows (60), bardiche[APG], earth breaker[UE], mwk greatsword, throwing axe (4), cloak of resistance +1, ale (per gallon), backpack, belt pouch, blanket[APG], flint and steel, icecap ale (4), on horse, pot, soap, torch (10), trail rations (5), waterskin, heavy horse (combat trained), bit and bridle, riding saddle, saddlebags, 932 gp, 4 sp
--------------------
Special Abilities
--------------------
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Scrapper wrote:
Not overly familiar with witch, but can you get a hair attack while wearing a helmet? doesn't that cover/restrict hair movement?

Eyebrows and beards are specifically called out as valid.


Wouldn't this be a lot easier to do with a Ragebred Skinwalker? 2 Hoof + Gore right from your race on top of a racial +2 to Str and Con?

Then add in your bite and claws and whatever other nonsense that'll get your backup character banned before you even have a chance to play them?

Scarab Sages

You can save on enchanting by going improved unarmed strike. An amulet of mighty fists would enchanted unarmed strikes and natural attacks, and you can kick/kick/claw/claw/bite/gore/hair if you wanted to.

Sovereign Court

Bandw2 wrote:

Updated routine(added in mutagen)

Dragon Claw +11(1d4+17)
Claw +11(1d4+11)or(1d4+8)if no feral combat
Unarmed +10/+10/+5(1d6+14)
Bite +10(1d3+8)

WOO, solo CR 10 in 4 rounds, or CR+2, in 4 rounds (4.2 on average).

DPR of 52.3 against CR 7 creatures. (1.6 rounds)

You keep showing flurry and ADDING natural attacks to it. This is incorrect. Feral combat training allows you to REPLACE some of your unarmed attacks with your single chosen natural attack, just like you can with a monk weapon normally. No additional attacks.


Pathfinder Lost Omens Subscriber
Firebug wrote:
Bandw2 wrote:

Updated routine(added in mutagen)

Dragon Claw +11(1d4+17)
Claw +11(1d4+11)or(1d4+8)if no feral combat
Unarmed +10/+10/+5(1d6+14)
Bite +10(1d3+8)

WOO, solo CR 10 in 4 rounds, or CR+2, in 4 rounds (4.2 on average).

DPR of 52.3 against CR 7 creatures. (1.6 rounds)

You keep showing flurry and ADDING natural attacks to it. This is incorrect. Feral combat training allows you to REPLACE some of your unarmed attacks with your single chosen natural attack, just like you can with a monk weapon normally. No additional attacks.

he's TWFing not flurrying.

edit: huh weird the stats block didn't print out TWF feat, i'm like 99% sure I grabbed it first thing.(I don't save these things to check.)

yeah I think I might have had combat reflexes swapped out for TWFing or something for some reason...

edit edit: the posted thing wasn't the final build, because I know i got 15 dex to get TWFing... so yeah the posted thing is off slightly >_>

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