How do I get Special Attacks?


Advice


I'm attempting to give my support character a superfluous bite attack with the grab special. I have a few ideas on how to get it, but no solid wording on if it's possible.

First idea; Fleshwarping. Second; Ask GM if I can have it as a racial trait. Third; Find an item that grants that ability.

This idea stems from a Cult within Cheliax, that is part of a character background. Basically the Cult aspire to be like Cthulhu and thus some alter their bodies to reflect his likeness.

I'd like to ask if anyone else has delved into fleshwarping and could help me estimate a cost, or any other ways to procure that ability in question.


There is a rage power to get grab on a bite, iirc. Tetori monks alao get grab.


You can take a level in Shifter and either use the Adaptive archetype which allows you to choose between Bite, Gore, or Tail Slap, or use the Alternate Natural Attacks rules and choose an aspect that gets it.

There are also some Wondrous items like Animal Mask and Naga-Scale Bindi.


Are you creating the character now,

Half Orcs, Goblins, Tieflings, and others get Bite as an Alternative Racial Trait. Tengu just get a Bite regularly

or have you been playing with it, and are adding your Bite after-market, so-to-speak?

Heather and Java have good ones.

Java Man wrote:
There is a rage power to get grab on a bite

There is another Rage Power that gives you a Bite.

Also, Alchemists have a Discovery called Feral Mutagen which gives you a Bite and 2 Claw Attacks. There is another Alchemal Discovery that gives you Grab, but for a Tentacle. That Tentacle can be used for a regular attack.

There is the Ring of Ratfangs, which gives you a Bite Attack.

There is a level2 Ranger/Druid Spell, Lockjaw, that gives you Grab.

There is the Hamatula Strike Feat, which lets you have a Free Grapple with every hit you make with a Piercing Weapon, and Bite is a Piercing Weapon. That's like Grab, but it doesn't give you the +4 on your check like Grab does.

Heather540 wrote:
Gore

Gore is a Piercing Attack, too. The advantage of Hamatula Strike is it would give you that Free Grapple with every Piercing Weapon, not just the one like Grab Normally does. If you got Grab some other way, though, it would give you that +4 on all your Grapple Checks, not just the one made from your special Natural Attack.

BlingerBunny wrote:
Fleshwarped

I know about a Fleshwarped Whip that can give you a Tail Attack.

There are a lot of ways to get a lot of Natural Attacks.


Ah! Okay; So my character hasn't been implemented yet. I'm waiting for the next campaign, or for my current character to die. Though my current character is quite helpful to the group and everyone seems to have the ability to self-heal.

I want my character, or at least the cult that he's part of, to have members that fleshwarp, or adorn themselves, to share likeness with Cthulhu. So facial tentacles that would give them the 'natural' ability to grapple someone's head, bring it in, and bite down to eat their brains. Like an Illithid, without being an Illithid.


BlingerBunny wrote:

Ah! Okay; So my character hasn't been implemented yet. I'm waiting for the next campaign, or for my current character to die. Though my current character is quite helpful to the group and everyone seems to have the ability to self-heal.

I want my character, or at least the cult that he's part of, to have members that fleshwarp, or adorn themselves, to share likeness with Cthulhu. So facial tentacles that would give them the 'natural' ability to grapple someone's head, bring it in, and bite down to eat their brains. Like an Illithid, without being an Illithid.

I don't know a lot about Fleshwarper Rules or Necrografts.

There is the Temporary Graft Alchemist Extract. There is also the Monstrous Graft Alchemist Discovery.

I'm not quite sure how to give you just what you want, but I can think of ways to make creepy-abomination characters that will make your fellow players' skins crawl.

Take a look at Druid, especially the Kraken Caller and Cave Druid Archetypes. Kraken Callers Grow Tentacles. Cave Druids can Wildshape into Crystal Oozes. Crystal Oozes have a fairly high Base Damage, and with Vital Strike Feats, the Damage can be exceptional. Another way to get exceptional Damage would involve just Wildshaping into a Giant Octopus. I'd take 4 levels in Druid, take Shaping Focus, and take levels in Warpriest to replace the 1d4 Tentacle Damage with Warpriest Sacred Weapon Damage. With both Grab and Coonstrict, that's 17 attcks/round, and I can think of ways to make it a good deal more. I was inspired by the Monktopus build put forth by Lord Markov. The rules have changed since then, which is why I recommend Warpriest instead of Monk.

Beast-Bonded Witches have the power to Polymorph into creatures of the same class as their Familiars, so if your Familiar is a Crab or something, you can Polymorph into Vermin.

The package of Grappling Feats and Abilities that I really like involves taking 2 levels in Cavalier, Order of the Penitent. Their Order Ability is that you can Tie Up someone you have Grappled with no penalty. Normally, you need to have someone Pinned before you Tie Up someone, and you normally take a -10 to do it. So then you take Greater Grapple, which lets you Grapple as a Move Action. So if you begin the Round Adjacent to your opponent, you can Initiate your Grapple as a Standard Action, then Tie them Up as a Move Action: done and dusted! I like the King Crab Tumor Familiar and the Tentacle Discovery. King Crab Familiars give you a +2 on Grapple Checks. Tentacles give you Grab, so +4. Cavaliers get a bonus Teamwork Feat and Tactician to use it, so you can give yourself an extra +2 with Coordinated Maneuvers. Improved and Greater Grapple give you a +4 between them. I had a Grappling character who had a full-time +30 at level 9 between Feats, Abilities, and magic items. You can buff it to MUCH higher. There is a problem with this build: the Edicts of the Order of the Penitent state you can never willingly kill anyone! No brain eating.

A less powerful, but less restrictive way to get a similar thing would be the Equipment Trick: Rope Feat. That reduces the penalty from -10 to -5.

I was thinking a great thing to add onto this would be a level in White Haired Witch + Great Cleave. White Hair lets you Grapple with every hit, and there is no limit given to how many opponents you can have Grappled at a time. A Great Cleave is a Standard Action. Then you can Tie Up one of them as a Move Action. Take Rapid Grappler, then you can Tie Up another one as a Swift Action. When you have someone Grappled in your White Hair, they are Grappled and you aren't. That means you can make Attacks of Opportunity against them as they try to escape if you take Snake Fang + Feral Combat Training or if you make good on Broken Wing Gambit somehow.


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Scotty, this is why you fail... None of that gives him a bite with grab. He'll, near add i cantell, none of that gives him grab.


Zarius wrote:
Scotty, this is why you fail... None of that gives him a bite with grab. He'll, near add i cantell, none of that gives him grab.

I figure something like the the Tentacle cloak, but a mask. Four tentacles, 1d4 damage each + grab, and improved grapple to allow the mask to do biting damage like a death-effect.


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BlingerBunny wrote:
Zarius wrote:
Scotty, this is why you fail... None of that gives him a bite with grab. He'll, near add i cantell, none of that gives him grab.
I figure something like the the Tentacle cloak, but a mask. Four tentacles, 1d4 damage each + grab, and improved grapple to allow the mask to do biting damage like a death-effect.

The Lockjaw Spell can give your Bite the Grab Ability. I already mentioned that in my first post on this thread.

Meanwhile, I also mentioned Hamatula Strike, which gives you a free Grapple check with every Bite Attack, actually every attack with a Piercing Weapon like Grab does. It doesn't give you the +4, but if you have Grab from some other source, like an Alchemal Tentacle, all your Grapple checks get the +4, including your Bite Attack + Hamatula Strike. So that's not literally the Grab Ability for your Bite, but it is for all practical purposes.

Zarius, my posts are so sophisticated, that in order to respond to them intelligently, you have to read them!


Maybe I'm not thinking of this properly. The way the 'attack' should work is that if the character is within range, he can attempt a grapple with facial tentacles, bringing the individual in towards a beak, or tentacle, which breaches the skull enabling the character to devour the victim's brain. It's meant to be evil, considering the deity in which this item/ability reflects.


BlingerBunny wrote:
Maybe I'm not thinking of this properly. The way the 'attack' should work is that if the character is within range, he can attempt a grapple with facial tentacles, bringing the individual in towards a beak, or tentacle, which breaches the skull enabling the character to devour the victim's brain. It's meant to be evil, considering the deity in which this item/ability reflects.

I don't know how to achieve the Brain Extraction Illithid ability in Pathfinder. AfaIk, Illithids do not fall under the Open Source Gaming License, and Pathfinder is not allowed to use it. There are Dungeons and Dragons 3.5 ways to gain Illithid Brain Extraction.

Illithid Extraction is a Feat that can be found in the 3.5 book Complete Psionic You have to take the Illithid Grapple Feat 4 times, to grow 4 tentacles, and before that, you have to take the Illithid Heritage Feat.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Another option is Synthesist Summoner.

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