Gallant Armor |
I'm working on a natural attack build and I wanted to know what other ways to get natural attacks might be out there that work together.
Here is what I have so far:
Lizardfolk race: 2 claws and 1 bite
Dangerous tail feat: 1 tail swipe
White Haired Witch: 1 prehensile hair
Alchemist: 1 tentacle
Ranger/Slayer/Druid Aspect of the Beast feat combined with 2 vestigial arms from Alchemist: 2 claws
Animal Totem Tattoo (eagle): 2 talons
Wyvern Cloak: 1 sting
That would be 11 natural attacks. I have seen builds with Summoners aspect that would go higher, but they come online much later. Also, I am not sure if Animal Totem Tattoo and Aspect of the Beast work together as there may be a polymorph conflict.
Let me know any thoughts or additional ways to get natural attacks.
SheepishEidolon |
The tattoo is a nice catch, wasn't aware of it.
Bite: You don't have to pick a specific race here, Ring of Rat Fangs can get you covered.
Wings: Aasimar's Metallic Wings feat offers two at level 11.
Tentacles: Instead of the Wyvern Cloak you can get a Tentacle Cloak - cheaper, two attacks, including grab, but only 1 minute per day. However, alchemist's tentacle doesn't offer additional attacks.
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A while ago I dived into the synergist archetype of the witch. A wereboar witch who enhances their harbinger familiar via Evolved Familiar and then merges with it at level 14 gets the following attacks:
Gore (wereboar, as bestial feature)
2 hooves (wereboar, 1 feat for Extra Feature)
Hair (witch, 1 hex)
Claws (witch, 1 hex)
3 blades (harbinger, 1 feat for Improved Familiar)
4 tentacles (harbinger, 4 feats for Evolved Familiar; depending on ruling it's just 3 tentacles - level 14 eidolon may only have 6 natural attacks)
Pounce (harbinger, Evolved Familiar again)
That makes 4 primary and 9 secondary attacks, without items. Ring of Rat Fangs and Tentacle Cloak / Wyvern Cloak will add 3 / 2 more. You still have 6 levels for further shenigans left then...
With a proper patron, AC boosts and picking up some attacks early it might even work from the beginning. Damage reduction and nasty on-hit effects (Fireshield etc.) will be a problem - but hey, you still have your spells and probably a good old longspear.
Claxon |
Some of the things you have will not work together.
The animal totem tattoo is a polymoprh effect, meaning you turn into an eagle. You would lose your natural attacks from other sources (unless provided by class features). Edit, nevermind. I reread the ability. It will work fine, but you would need to not have shoes on I would say.
Alchemists vestigial arms can never grant you extra attacks. Not even if you attach claws to them from a different source, so aspect of the beast will do you no go since you already have claw attacks. The alchemist's tentacle is the same way, no extra attacks.
Gallant Armor |
The tattoo is a nice catch, wasn't aware of it.
Bite: You don't have to pick a specific race here, Ring of Rat Fangs can get you covered.
Wings: Aasimar's Metallic Wings feat offers two at level 11.
Tentacles: Instead of the Wyvern Cloak you can get a Tentacle Cloak - cheaper, two attacks, including grab, but only 1 minute per day. However, alchemist's tentacle doesn't offer additional attacks.
----------
A while ago I dived into the synergist archetype of the witch. A wereboar witch who enhances their harbinger familiar via Evolved Familiar and then merges with it at level 14 gets the following attacks:
Gore (wereboar, as bestial feature)
2 hooves (wereboar, 1 feat for Extra Feature)
Hair (witch, 1 hex)
Claws (witch, 1 hex)
3 blades (harbinger, 1 feat for Improved Familiar)
4 tentacles (harbinger, 4 feats for Evolved Familiar; depending on ruling it's just 3 tentacles - level 14 eidolon may only have 6 natural attacks)
Pounce (harbinger, Evolved Familiar again)That makes 4 primary and 9 secondary attacks, without items. Ring of Rat Fangs and Tentacle Cloak / Wyvern Cloak will add 3 / 2 more. You still have 6 levels for further shenigans left then...
With a proper patron, AC boosts and picking up some attacks early it might even work from the beginning. Damage reduction and nasty on-hit effects (Fireshield etc.) will be a problem - but hey, you still have your spells and probably a good old longspear.
Thanks for the input, I will look into these.
"The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability"
So the tentacle isn't really a part of the natural attacks? I misread the intent with that.