General Question about Gameplay.


Rules Questions


I had a few questions for some of the older players in the community or maybe just some knowledgeable fellows or gals who might have the information I seek!

First off, When making a Full Attack, am I allowed to attack with every attack possible?

For example I have two claw attacks, two hoof attacks, one gore attack, and one bite attack. Can I make all of those attacks in the same round? If yay or nay could you explaining the ruling to me as well?

Secondly, If I get my sneak attack bonus, does it apply to all of my attacks if I make a full attack, if so could you also elaborate the cause for me?

and lastly, for potions, specifically the rage potion, is their ways I can get a rage power outside of being a barbarian or architect of a class that would allow me to do so?


BeeTeeDee wrote:

First off, When making a Full Attack, am I allowed to attack with every attack possible?

For example I have two claw attacks, two hoof attacks, one gore attack, and one bite attack. Can I make all of those attacks in the same round? If yay or nay could you explaining the ruling to me as well?

You can make all natural attacks you have in a full attack unless you are using a Monk's flurry of blows or other ability that says you can't. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. The Multiattack feat lessons the penalty from -5 to -2.

From your list, hooves are the only secondary and the others are primary. If you use a manufactured weapon, all natural attacks become secondary attacks.

Animal Totem Tattoo (Eagle) lets you pick up talon attacks for your legs instead of hooves which would be primary attacks in case that influences your build. A Fleshwarped Scorpion Tail would get you a sting attack which is primary as well.

BeeTeeDee wrote:
Secondly, If I get my sneak attack bonus, does it apply to all of my attacks if I make a full attack, if so could you also elaborate the cause for me?

Yes. "The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target."

BeeTeeDee wrote:
and lastly, for potions, specifically the rage potion, is their ways I can get a rage power outside of being a barbarian or architect of a class that would allow me to do so?

Not that I know of.


Gallant Armor wrote:
BeeTeeDee wrote:

First off, When making a Full Attack, am I allowed to attack with every attack possible?

For example I have two claw attacks, two hoof attacks, one gore attack, and one bite attack. Can I make all of those attacks in the same round? If yay or nay could you explaining the ruling to me as well?

You can make all natural attacks you have in a full attack unless you are using a Monk's flurry of blows or other ability that says you can't. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. From your list, hooves are the only secondary and the others are primary. If you use a manufactured weapon, all natural attacks become secondary attacks.

Animal Totem Tattoo (Eagle) lets you pick up talon attacks for your legs instead of hooves which would be primary attacks in case that influences your build. A Fleshwarped Scorpion Tail would get you a sting attack which is primary as well.

To help with this I could go the Multi Attack feat Right?

Currently I'm running a level 5 Vivisectionist Alchemist with the Feral Mutagen. I'm wanting to try and get my Attack and Damage Rolls high enough I could piss my GM off.


If you ever get attacks that rely on the same body part you can only use one for instance if you had 2 claws and 2 slams both relying on the same set of two arms.

I believe that's the case anyway.


BeeTeeDee wrote:
Gallant Armor wrote:
BeeTeeDee wrote:

First off, When making a Full Attack, am I allowed to attack with every attack possible?

For example I have two claw attacks, two hoof attacks, one gore attack, and one bite attack. Can I make all of those attacks in the same round? If yay or nay could you explaining the ruling to me as well?

You can make all natural attacks you have in a full attack unless you are using a Monk's flurry of blows or other ability that says you can't. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. From your list, hooves are the only secondary and the others are primary. If you use a manufactured weapon, all natural attacks become secondary attacks.

Animal Totem Tattoo (Eagle) lets you pick up talon attacks for your legs instead of hooves which would be primary attacks in case that influences your build. A Fleshwarped Scorpion Tail would get you a sting attack which is primary as well.

To help with this I could go the Multi Attack feat Right?

Currently I'm running a level 5 Vivisectionist Alchemist with the Feral Mutagen. I'm wanting to try and get my Attack and Damage Rolls high enough I could piss my GM off.

Multiattack would help, but focusing on primary has a better payoff.

You could try to convince your GM to let you take vestigial arms and add claws for 2 more attacks.

Alchemical allocation and a greater magic potion CL 20 would be a good start to boost your attack bonus. You would have to invest in boro beads to get in on all of your attacks. Unless your GM would allow the custom item I made:

Allocating Gloves:
Aura faint transmutation; CL 4th
Slot hands; Price 14,400 gp; Weight 1 lb.
DESCRIPTION
The wearer of these supple gloves can speak a command word to apply the effects of the Alchemical Allocation extract to the next potion, elixir or oil used by the following turn.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Alchemical Allocation; Cost 7,200 gp

If your GM allows for sneak attack to be progressed by Master Chymist, that can be a good option to get more mutagens a day and do more damage.

You may want to consider retraining into the beastmorph archetype to get pounce at level 10.

A Mauler tumor familiar will give you a flanking buddy if you need it. A Protector tumor familiar gives you an HP battery with fast healing. If you choose a small size familiar or give a tiny familiar reach a protector familiar can do both.

Permenant Strong Jaw and Vine Strike effects would boost your damage.

Frost Fist Amulet and Forge Fist Amulet boost damage and let you overcome DR with claws.

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