Mutation warrior natural attacks help


Advice


Hello people,
I'm going to start soon a new campaign, pirate theme. All other players are able to min/max their characters, i don't, so this time i ask your help.
The only spot left is a melee class, don't want to go TWF as always, so my idea is to create a mutagen warrior using natural attacks, for the AWF, weapon specialization, improved bravery, etc. For race only ragebreed is banned.
We have 30 point buy, and all Paizo materials allowed, no third party material and we cannot multiclass, prestige classes are allowed.
Help me please to min/max this idea, otherwise tell me another vero strong build who use natural attacks.


I wouldn't go Mutation Warrior for a natural attack build; you get very few discoveries so using one on feral is a bit of a waste, it's a better archetype for a more traditional build that wants to have access to flight.

The Beastmorph Alchemist is much more appropriate to what you're trying to do. The two things that are most important for a natural attack build are A) getting a lot of them and B) pouncing. The Beastmorph provides the latter, and flight to boot!


How to build a good one? Never played an Alchemist


Alternatives would be Metamorph Alchemist (super easy to build!), Shifter (possibly Weretouched or Adaptive), Druid, Summoner (Synthesist if you aren't fine with being both a caster and the melee), Barbarian (possibly Mooncursed or Beastkin Berserker), and just about anything with a race like Lizardfolk.


Lizardfolk have bite and claws, making them a natural choice for a natural attack build.

Tengu can get a bite and claws, as well.

Helm of the Mammoth Lord adds a gore attack to the routine.

Take the Lunge feat when you can.

Get Pounce as soon as possible.

Now, what class do you want to play as?

If you want to use Mutagen, then the Alchemist is probably better than the Fighter. That particular Fighter archetype is awesome for Fighters, but not so much for what you seem to be trying to accomplish.

Rage is pretty comparable to a Mutagen, and the Bloodrager has the ability to self buff, as well as contribute to battlefield control.

There are a million ways to min/max a natural attack melee combatant, but what do you want to play?


After i read all yous advice, i really like the idea of Bloodrager or Alchemist, maybe little more the Alchemist, but i really need some help to optimize this character. I don't know if the Alchemist will be viable as a primary melee, the other one will be Magus.


The first question you have to ask yourself is whether you're interested in polymorph effects or not. Polymorphing is the easiest way to get multiple natural attacks, but you basically run around as some weird creature. Likewise, you have to decide whether you want to sue antural attacks from your race, or solely from your class.


My most broken character was a ratfolk beastmorph/vivisectionist alchemist. Take the tumor familiar with mauler archetype. Ride the familiar and with the feat scurrying swarmer, you will flank anyone your familiar attacks.


Derklord wrote:
The first question you have to ask yourself is whether you're interested in polymorph effects or not. Polymorphing is the easiest way to get multiple natural attacks, but you basically run around as some weird creature. Likewise, you have to decide whether you want to sue antural attacks from your race, or solely from your class.

i prefer not to use polymorph and will be the same getting natural attacks from class or race. I really want to make a solid and fun build, not just charge and attack with two weapon handed.


nicholas storm wrote:
My most broken character was a ratfolk beastmorph/vivisectionist alchemist. Take the tumor familiar with mauler archetype. Ride the familiar and with the feat scurrying swarmer, you will flank anyone your familiar attacks.

very nice idea, how you build it?


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Ratfolk

1F Scurrying Swarmer
2D Feral Mutagen
3F Weapon Finesse
4D Tumor Familiar (Mauler Compsognathus)
5F sharpclaw (to have claws when not using mutagen)
6D Infusion
6B Spell Knowledge (Mage Armor), FCB
7F Craft Wondrous Items
8D Vestigial Arm
9F Mauler's Endurance
10D Infuse Mutagen
11F Piranha Strike
12D Greater Mutagen
13F Arcane Strike
14D Extend Potion
15F Toughness
16D Eternal Potion
16B Grand Mutagen, FCB

We used a 25 point build and I did S12 D18 C14 I16 W12 CH8
Use a tailblade for another secondary natural attack, and the gore attack from the magic item listed above.

At first level, I bought a mount, at fourth I replaced the mount with the familiar. At 14th level I was permanently greater invisible.


I personally prefer the strength route (the mutagen penalty for strength is less... dangerous than it is for dexterity), though if you want to go dex that is a fine build. I assume you want to invest in an Agile Amulet of Mighty Fists?

One problem you might find with that build is that it's marquee ability is Scurrying Swarmer. This is a fantastic feat, I've used it myself on a Ratfolk Unchained Rogue, but from the OP it sounds like you expect to be alone in melee with what the others have decided to play. Naturally if there's no one to share a square with then Scurrying Swarmer is pretty useless.


To my understanding, Scurring Swarmer allows you to share your square with your mauler familiar/ mount. Thusly, pretty much guaranteed to receive the benefits of the Ratfolk Swarmer ability... and nearly making Sneak Attack always activated via flanking.

You can take teamwork feats, too, possibly adding more precision damage to the full Sneak Attack progression of the Vivisectionist.


Oh! You're absolutely right, I didn't think of making the tumor familiar a Mauler and putting it in melee with you. In retrospect that's obviously what nick was doing.


Very strong build @nicholas storm, i really love it. If i can't find a STR base build who can tank a little, i will go with yours, maybe adding outflank for the sweet +4 to attack bonus. Thanks really much.


For a strength based build there would be lots of options with barbarian or blood rager. Use your rage to increase your strength. Have a bite thru either animal fury (rabe power) race or ring of rat fangs. Get claws from beast totem lesser, continue the beast totem line of rage powers for pounce and some natural armor.

Several ways to add a gore attack. Helm of the mammoth lord is one, there is a spirit mask (feat) or some sort of animal mask (item). This would bring you up to four primary natural attacks. You can explore potions of monstrous extremities to get hooves for two more secondary natural attacks .

Lots of options. Of course race lizard man or tiefling could help speed this along.

There is also a scorpion whip that can graft onto your body for a tail attack.

In general natural attackers either want lots of attacks or something special to raise the damage of their attacks.


Thanks a lot Ray-gun many usefull informations.


I think it might be simplest of all to just play a Warpriest Tengu with Claws. You start out with 3 full time Natural Attacks that will do Sacred Weapon Damage instead of the regular Natural Attack Damage. You might dip a level in Living Monolith (a Prestige Class, which you said is allowed) and Enlarge as a Swift Action, maybe dip deep and get DR and Fortification, or keep just taking levels in Warpriest, eventually casting Righteous Might.

You can carry a Bow. Shoot people all you want, then when you are in melee, you don't even have to put down your bow to full attack: putting one hand on or taking one hand off a 2 handed weapon is a Free Action.

If I had my druthers, I'd start with a level in Ranger so I could use Wands of Gravity Bow and Strong Jaw. I'd dip a level in White Haired Witch and get a Hair Attack in addition to the other attacks, but you said you aren't allowed to do that.

You would eventually hope to acquire an Animal Mask or Helm of the Mammoth Lord to get a Gore Attack. A Tentacle Cloak to get 2 Tentacle Attacks. A Fleshwarped Whip to get a Tail Attack.

If you take Hamatula Strike, your Gore and Bite get something like the Grab Ability--free Grapple Attacks--wear Armor Spikes, and you get Armor Spike (Sacred Weapon) Damage with every free Grapple.


Another way to go might be Barbarian?

Your base Damage doesn't go up, but your Strength does, so that might be just as nice.

You can be a Tengu with Claws and Bite and take Fiend Totem to get a Gore Attack.


Well nothing really beats Beastmorph/vivisectionist for melee with natural attacks... Maybe druid, but if you can reliably get sneak attacks then there just no contest.

Three natural attacks, pounce, Mutagen for strength and natural armor and sneak attack is really hard to beat...

But if you want something perhaps a bit more active and versatile, I'd take a look at Magus and Warpriest. Magus has a lot of trickery if you remember that you can combine other things with full-attacks than shocking grasp. Throw battlefield control, buffs and the like around and there's a lot of room for some creative fun.
The Warpriest is just horrendously overpowered, but if min/maxing is the order of the day it's hard to challenge the silly amount of free quickened personal range buff spells he gets. A cleric can be a proper monster in melee if he gets a couple of rounds to buff up, the Warpriest can buff up while charging, full-attacking, wielding a tower shield or even while grappling(!).

For style points you could also consider the Gloomblade fighter. With the Gloomstorm feat you could make full-attacks with every attack using a different two-handed weapon, or using a couple of feats for throwing you could make full-attacks throwing greatswords, with an extra attack from rapid shot as a cherry on top. I mean... That's just cool in a rather bizarre way...

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