Natural attacking kobold


Rules Questions


I'm trying to make mini-dragon out of kobold chasis. I know I can get bite (alternate racial), tail (feat), wings (multiple feats)...but I cannot find a way to get always on claws except for 2 levels of ranger.

Is there another way?


bloodrager with the dragon bloodline give you claws


John Murdock wrote:
bloodrager with the dragon bloodline give you claws

Only when using Bloodrage. The OP seems to want claws that are always present.


Gisher wrote:
John Murdock wrote:
bloodrager with the dragon bloodline give you claws
Only when using Bloodrage. The OP seems to want claws that are always present.

nope he still has the claws even while not bloodraging here what it say about claws

''Claws (Su)

At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.''


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John Murdock wrote:
Gisher wrote:
John Murdock wrote:
bloodrager with the dragon bloodline give you claws
Only when using Bloodrage. The OP seems to want claws that are always present.

nope he still has the claws even while not bloodraging here what it say about claws

''Claws (Su)

At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.''

You seem to be missing this important line.

Quote:
Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal.

that means that unless it says "You have these benefits constantly, even while not bloodraging." like it does in One Foot in the Grave for undead, the power is only existing while raging.


For always present claws you can go 2 level of ranger to get/qualify for Aspect of the Beast


John Murdock wrote:
Gisher wrote:
John Murdock wrote:
bloodrager with the dragon bloodline give you claws
Only when using Bloodrage. The OP seems to want claws that are always present.

nope he still has the claws even while not bloodraging here what it say about claws

''Claws (Su)

At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.''

Chess Pwn has cited the relevant rule. The default is that Bloodline powers only function while in a Bloodrage.


i have seen it and i was looking in the class to know where it was written because it is no written in the description of the bloodline class feature but at the bottom of the class, i find it weird they make it at the bottom of the class instead of saying it in the bloodline description class feature


Chess Pwn wrote:
For always present claws you can go 2 level of ranger to get/qualify for Aspect of the Beast

Yes, I know. Thank you for the suggestion, but that was said in the original question. I'm looking for a way to have them from the start - i.e. take adopted (catfolk) and Sharp Claws alternate racial (just an example, I think it is not legal because it isn't race trait, but alt racial)


then no. Permanent claws aren't easily obtained.


If you don't want to spend class levels but money:

7,300 beaststrike club +1 for one attack (but turns your other natural attacks into secondary, appearantly)
12,500 amulet of the blooded (abyssal) (as written, you can call your claws unlimited times per day, but they won't scale with level)
2* 6,400 clockwork arms (source: Plunder and Peril, just secondary attacks though)
22,500 for burrowing claws via fleshcrafting (but it's a risky process)
2 * 20,000 demon talon implants (but might be tough to get and damage your Con till healed)

So each solution has its issues.

A few more things about Aspect of the Beast:

a) Slayers can get combat styles too.
b) If you prefer druid (unlikely, but for completeness): Level 4 gives you wildshape, unless an archetype delays it / trades it out.
c) Ranger might be able to pick it up on level 1, depending on the GM's ruling:

APG wrote:
A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).


SheepishEidolon wrote:

If you don't want to spend class levels but money:

7,300 beaststrike club +1 for one attack (but turns your other natural attacks into secondary, appearantly)
12,500 amulet of the blooded (abyssal) (as written, you can call your claws unlimited times per day, but they won't scale with level)
2* 6,400 clockwork arms (source: Plunder and Peril, just secondary attacks though)
22,500 for burrowing claws via fleshcrafting (but it's a risky process)
2 * 20,000 demon talon implants (but might be tough to get and damage your Con till healed)

So each solution has its issues.

A few more things about Aspect of the Beast:

a) Slayers can get combat styles too.
b) If you prefer druid (unlikely, but for completeness): Level 4 gives you wildshape, unless an archetype delays it / trades it out.
c) Ranger might be able to pick it up on level 1, depending on the GM's ruling:

APG wrote:
A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).

Good items, but expensive for level 1 :-)

Ranger needs to select his combat style first - at 2nd level.

I'm resigned to ranger levels :(


Kobolds have an alternate racial trait that gives them a bite attack in place of their +1 natural armor. At 1 BAB you can grab Tail Terror. Once you obtain Skill Focus(Fly), 13 STR, 8BAB, and Draconic Glide, you'll be able to grab Powerful Wings, which grants you 2 wing attacks. As for class selection, Alchemists, Barbarians, Bloodragers, Druids, Hunters, Rangers, Skalds, Slayers, Summoners, Vigilantes, and Warpriests all make good choices, though almost any class can grant some form of natural weapon.


I guess you could take a couple of levels as an ursine Wildsoul Vigilante and re-skin the bear claws as dragon claws. They'd be "on" as long as you were in your vigilante form. I'm imagining a craven little kobold merchant or scholar who "transforms" into a murderous mini-dragon sometimes.


Jae Wolftail wrote:
Kobolds have an alternate racial trait that gives them a bite attack in place of their +1 natural armor. At 1 BAB you can grab Tail Terror. Once you obtain Skill Focus(Fly), 13 STR, 8BAB, and Draconic Glide, you'll be able to grab Powerful Wings, which grants you 2 wing attacks. As for class selection, Alchemists, Barbarians, Bloodragers, Druids, Hunters, Rangers, Skalds, Slayers, Summoners, Vigilantes, and Warpriests all make good choices, though almost any class can grant some form of natural weapon.

Thank you for the ideas, I didn't know some of those classes give claws. I know about other feats,vlast is the build I want, but with kobold penalties, it is Hard.

Classes all have the same problem. Namely, I'd like claws from first level so I can go pure fighter. That way, at 9th level I get +2 to hit and damage and apply all feats to all natural weapons. Any delay in getting claws delays that progress.

I think I'll go TWF route until such time I can afford magic item claws.


Might be a dead thread but here goes. Building a stat boosting dex build. Here's my question. Pickup Feral Mutagen, and Tail Terror. So in one attack round I do claw, claw, bite then tail at minus 5. All are natural attacks. Thinking of taking Vivisectionist archtype get sneak attack. So set up flanking. All my attacks are low but now add sneak


I know it's considered a sub-optimal class, but they still get the good base attack progression. You may want to look at Shifter. My husband is playing one right now. He's a kobold also, and went with the archetype that focuses on dragons, Dragonblood shifter. . . . I just went and double checked the class. The archetype doesn't matter. Shifter's claws is a level one class feature of the base class. They're a little bit weaker, but always on (swift action to extend, so you can hide them as necessary). If you go all fighter after that then you'll probably be able to burn a feat if you want the upped damage die.

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