How much of a trap are the alchemist's bestial mutagen and the sorcerer's Dragon Claws and Glutton's Jaws?


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Consider the alchemist's bestial mutagen, and the sorcerer's Dragon Claws and Glutton's Jaws. These all encourage an otherwise back-row character to rush into melee and start swinging away with attacks. Are these actually worth the bother? What is the incentive to actually play along with this and try sustaining unarmed melee as an alchemist or a sorcerer? Do sorcerers even have scaling unarmed proficiency?


If you build to use them, they're good. If not, probably not. Same as pretty much anything else. They're perfectly competent attacks (and cheaper to maintain than a weapon IIRC as you need either no runes or only Striking runes, not Potency), and Mage classes can be sturdy enough to get in and use them. I've seen multiple characters use these tools in the Playtest, and not a whole lot has changed for the final version to make this not work (barring the obvious typo that Sorcs don't get Expert in unarmed if they don't, I'm pretty sure that's meant to be lumped in with their simple weapons proficiency but it's a little overcomplicated.)


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Is it even worthwhile to build towards these? I am having trouble seeing how building towards any of these actually pays off, particularly at the lower levels.


At low levels they probably don’t pay off much, though it’s a delicate balancing act for the devs. If non-martials can compete with martials, then why bother playing a fighter? (as was the common thought in PF1) But if non-martials with melee options can’t actually hold their own, they’re just trap options (as was the case with the PF1 sorcerer’s claws)


It pays off by giving a decent attack with lesser monetary/item cost for mages who want to be able to mix it up in melee too. The claws in particular are VERY solid Finesse weapons.

Also they're cool. That matters. And again, ranging from perfectly functional to quite useful, and with how PF2 stat gen works it's not too hard to do even.


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Pathfinder Rulebook Subscriber

low level sorcerer claws is really just a matter of having a decent attack stat and attacking with them.

At higher levels they can kind of be a pain when you're -2/-4 to-hit behind everyone else (and -6 behind fighters ultimately) because you're stuck at trained.


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Colette Brunel wrote:
Is it even worthwhile to build towards these? I am having trouble seeing how building towards any of these actually pays off, particularly at the lower levels.

Personally I'd say these a both probably better for a monk multiclassed into sorcerer. Something to consider is the hand wraps actually reads as your unarmed attacks are boosted which applied to both of these abilities as far as I can tell

"As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)."

Unless some other rule is at work here both of these are listed as unarmed attacks so they should work with the handwraps. Assuming you want to get into the fray I actually think they are better then a lot of the base unique monk strikes (I would definitely say dragon claws are better then ki strike).


The Glutton Jaws is specially bulky, it gives temporary hp every time you hit someone and considering that it's in the divine bloodline means that you have access to bless and heroism for better hit rates.

Draconic sorcerer granted spells are interesting... true strike and haste, two things desirable for close combat, and because these are granted spells they get bloodmagic out of that for extra AC.

But after lvl 11 you lag behind because the unnarmed attack is stuck in trained, I hope for an errata for that.


The claws may be solid finesse weapons, though given a middling Strength, why actually bother swinging with them?


Colette Brunel wrote:
Is it even worthwhile to build towards these? I am having trouble seeing how building towards any of these actually pays off, particularly at the lower levels.

Sure it's possible: for instance, take a monk and multiclass into sorcerer Ki strike 1st, 2nd level Sorcerer Dedication, Basic Bloodline Spell at 4th for Glutton's Jaws. After that you can pick up some ki powers to get more focus.

This gets a monk an unarmed attack with the forceful trait dealing 1d8 piercing damage and 2d6 temp hp for a min [and they can flurry with it] This also gets the monk some ranged attack with the cantrips picked up. Seems viable.

If you mean staying sorcerer that too seem possible. Start off focused on dex and cha. At 1st, act like a normal sorcerer though buy shield for extra AC. At second take rogue Dedication and slap on some light armor. You'll be fine until unarmed proficiency falls behind though true strike and Dragon Claws can still manage and with elemental damage and vulnerability the damage can add up: also remember it offers damage resistance too so even if not attacking it can be a valuable spell. Again not setting any records but workable. Or a multiclass monk, for less Ac but more HP [Monk Resiliency], Monk's Flurry or some ki powers.


The nice thing about the Dragon Claws focus spell is that it also gets you scaling energy resistance as well, so you can just use it as a defensive buff if you don't want to get in close.


Question does temp hp stack? Im guessing no but i suppose 2d6 every turn would still be pretty good. (I'm assuming you just end up with any amount thats higher then the current amount of temp hp you have would that be correct?)


Aashua wrote:
Question does temp hp stack? Im guessing no but i suppose 2d6 every turn would still be pretty good. (I'm assuming you just end up with any amount thats higher then the current amount of temp hp you have would that be correct?)

"If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."


Kyrone wrote:

The Glutton Jaws is specially bulky, it gives temporary hp every time you hit someone and considering that it's in the divine bloodline means that you have access to bless and heroism for better hit rates.

Draconic sorcerer granted spells are interesting... true strike and haste, two things desirable for close combat, and because these are granted spells they get bloodmagic out of that for extra AC.

But after lvl 11 you lag behind because the unnarmed attack is stuck in trained, I hope for an errata for that.

Yeah. Proficiency in general is strange, there are a number of cases where options become obsolete because proficiency doesn’t seem to scale properly. Like picking up armor proficiency, when eventually your expert unarmored or light armor becomes as good as trained light or medium armor, respectively. You end up with dead feats supporting suddenly sub-par options.

At the very least, classes that can get unarmed attacks should get some way to keep their unarmed proficiency on par with their other weapons.


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Colette Brunel wrote:
The claws may be solid finesse weapons, though given a middling Strength, why actually bother swinging with them?

Because Str matters far less for your damage than it used to.

I don't feel like calculating for all levels, but in the endgame you have (assuming Handwraps add dice to Dragon Claws. I think they do because the power very pointedly increases the elemental damage, not the base one, and makes no reference to emulating a Striking Rune, unlike in the Playtest) 4d4+3d6+2 (that +2 being if we presume you are meant to get Expert), regardless of Str. That's an average of 22.5, 20 Str would make that 27.5, not the hugest difference.

At 1st level it's average 6 vs. 9, which is significant, but both are altogether usable damage tallies at 1st level, and Str only becomes less and less of a contributor over time.

Something doesn't have to be optimal to be used effectively, and there are plenty of other places to use those Str boosts.


Handwraps are not very favorable to the claws, whose base damage is 1d4.


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...and? Would you prefer not having the extra d4s? Finesse weapons cap at d6 save for the Elven Curve Blade and some Monk Stances so it isn't too bad, and the claws have the scaling d6s which actually make their average damage roughly on par with or better than d8s actually, so they're actually very strong by One-Handed standards.

And of course Property Runes can tack on some additional damage if you really need, as with any weapon.


Colette Brunel wrote:
Handwraps are not very favorable to the claws, whose base damage is 1d4.

The d4s aren't great however if you wanted you could opt for more elemental damage runes perhaps? The dragon claws are essentially a dagger with a guaranteed sneak attack attached, the downside(? it depends) being that its elemental instead of the same damage type.

It is worth noting that like some people have mentioned that you do get some elemental resist(mostly irrelevant) and some ac on the turn you cast (somewhat noteworthy).

I will say that the demon jaws offer a much more unique and probably more potent option for you, giving you a forceful weapon and temp hp every turn. The only other forceful unarmed strike I'm seeing being Ironblood stances', while this would give you the option to commit to the forceful follow up or use a agile attack while also potentially giving you a different stances benefits.

It also does piercing damage which monk stances mostly cant do, but if the monster manual resembles pf1s, I'm guessing you'd probably rather have bludgeoning most of the time.


Focusing on Glutton's Jaws here for a moment, I cannot quite figure out what a demonic sorcerer is "supposed" to do in a fight. The jaws are not finesse-based, unless I missed something, and they are forceful, so a sorcerer is encouraged to keep spamming attacks with them.

Is that really how it is supposed to go? The sorcerer continuously chomping down to essentially be a third-rate martial?


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Pathfinder Rulebook Subscriber
Colette Brunel wrote:

Focusing on Glutton's Jaws here for a moment, I cannot quite figure out what a demonic sorcerer is "supposed" to do in a fight. The jaws are not finesse-based, unless I missed something, and they are forceful, so a sorcerer is encouraged to keep spamming attacks with them.

Is that really how it is supposed to go? The sorcerer continuously chomping down to essentially be a third-rate martial?

A demonic operates on the divine list, one that is replete with buffs. You can go your whole spellcasting career without testing a save or making a spell attack while still casting incredibly worthwhile spells. At which point there is nothing stopping you in having a 10 chance and 16 str/dec at character gen.


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Pathfinder Rulebook Subscriber

And man these thread titles. I think it would be faster to just write 'is pf2 a trap option'


In my opinion, all these options should be backup ones. Making a melee sorcerer or a melee alchemist looks like a bad idea to me.
Still, there is one interesting thing, which is MAP. Most weapon characters will attack with a lower average attack bonus than their maximum, as they will do 2-3 attacks per round. So, the first attack of a sorcerer, despite the obvious lack of proficiency, is actually quite able to hit. And because you can now cast spells while being at melee range (unless you face an AoO monster), you can cast a spell per round and swing a blow as third action. The swing won't be massive, but is perfectly acceptable in terms of chances to hit. Still, it looks very hard to use to me, and very situational.


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Colette Brunel wrote:

Focusing on Glutton's Jaws here for a moment, I cannot quite figure out what a demonic sorcerer is "supposed" to do in a fight. The jaws are not finesse-based, unless I missed something, and they are forceful, so a sorcerer is encouraged to keep spamming attacks with them.

Is that really how it is supposed to go? The sorcerer continuously chomping down to essentially be a third-rate martial?

Ill be honest Colette I wouldn't make a melee sorcerer, I'd play a martial and multiclass into it most like monk but maybe fighter if they get there proficiency in unarmed strikes. I wish that was'nt true and maybe a multiclassed sorcerer into a martial might be decent but its really hard coded that if you just want to hit stuff you shouldn't be playing a caster mainclass.


Aashua wrote:
Colette Brunel wrote:

Focusing on Glutton's Jaws here for a moment, I cannot quite figure out what a demonic sorcerer is "supposed" to do in a fight. The jaws are not finesse-based, unless I missed something, and they are forceful, so a sorcerer is encouraged to keep spamming attacks with them.

Is that really how it is supposed to go? The sorcerer continuously chomping down to essentially be a third-rate martial?

Ill be honest Colette I wouldn't make a melee sorcerer, I'd play a martial and multiclass into it most like monk but maybe fighter if they get there proficiency in unarmed strikes. I wish that was'nt true and maybe a multiclassed sorcerer into a martial might be decent but its really hard coded that if you just want to hit stuff you shouldn't be playing a caster mainclass.

Sorcerer MC Champion for Expert Heavy Armor seemed like a winner to me. Pick up the Paladin's reaction and stand behind your frontline as an off-tank with a Longspear to get free attacks, or pick up a shield for even more AC.

You could also do a DragonSorc into Monk, pick up Powerful Fist and Flurry of Blows.


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frolic wrote:
You could also do a DragonSorc into Monk, pick up Powerful Fist and Flurry of Blows.

Small nitpick here (since I have a player doing DragonSorc), but Powerful Fist only seems to increase the damage of "fist" attacks specifically.


A Strength sorcerer multiclassing into champion is generally a good idea (at least before the pesky armor proficiency issue at 13th), though I would not expect to be an off-tank with 6 base hit points.

Liberty's Edge

Colette Brunel wrote:
A Strength sorcerer multiclassing into champion is generally a good idea (at least before the pesky armor proficiency issue at 13th), though I would not expect to be an off-tank with 6 base hit points.

Uh...Champion Multiclass fixes the armor issue. At 14th level. Other people need to worry about it, but not Multiclass Champions.


How functional is a dragon sorcerer build with a monk multiclass? It makes you a bit tougher and gives you the ability to flurry with your claws. Not sure how well the dragon stance abilities synergize, though.


Frogliacci wrote:
How functional is a dragon sorcerer build with a monk multiclass? It makes you a bit tougher and gives you the ability to flurry with your claws. Not sure how well the dragon stance abilities synergize, though.

Flurry comes pretty far in and monk dedication doesn't give you a way to increase your unarmed proficiency for some bizarre reason. dragonstance synergizes decently well with a high charisma class , but I'd rather multiclass to bard for perma fear then use dragons roar


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Aashua wrote:
Frogliacci wrote:
How functional is a dragon sorcerer build with a monk multiclass? It makes you a bit tougher and gives you the ability to flurry with your claws. Not sure how well the dragon stance abilities synergize, though.
Flurry comes pretty far in and monk dedication doesn't give you a way to increase your unarmed proficiency for some bizarre reason. dragonstance synergizes decently well with a high charisma class , but I'd rather multiclass to bard for perma fear then use dragons roar

But how important actually is having a proficiency above Trained when the only difference is -2/-4 on your hit (as opposed to being half BAB behind every martial in 1e)? You're a full caster with a lot more tricks than beating people's face, so a few points behind a martial on melee attacks makes sense. True Strike is a also a level 1, single action spell, and since AoOs are quite rare, you can easily give up a -10 attack to boost your other hits for a round.


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Casters in PF1e usually target touch AC so half-bab wasn't much of a problem, if they did target regular AC they had much better buffs that also lasted longer.

Also everyone kept and continues saying how every point matters, so yeah -2/-4 specially when comparing options from the same class is a hefty penalty.


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Claws and jaws allow you to provide flanking with free hands.


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Temperans wrote:

Casters in PF1e usually target touch AC so half-bab wasn't much of a problem, if they did target regular AC they had much better buffs that also lasted longer.

Also everyone kept and continues saying how every point matters, so yeah -2/-4 specially when comparing options from the same class is a hefty penalty.

In 1e, the only casters that did get those buffs were d8HD, 3/4 or divine casters. In 2e, bards, clerics and druids all have better proficiencies than sorcerers.

The replacement for targeting touch AC in this edition is also the high proficiency (up to legendary) for spellcasting, which I agree completely overshadows melee options for a sorcerer. But it's still much better than wading into melee with bloodline claws as a sorcerer in 1e.


TheGoofyGE3K wrote:
Claws and jaws allow you to provide flanking with free hands.

You can do that with a gauntlet too,

My opinion on martial sorcs is this, if you want to fight in melee then you should mainclass your martial, you can even hold a staff in your offhand if you wanna spam truestrike, if your mainclassing sorcerer you have better thing you can do with actions mostly then smacking things with your hand, at the very least I can't see why it would be valuable enough to give up 2 or more class feats.

I'm saying this as someone that wants to be a mainclass sorcerer multiclass monk, the primary thing monk multiclass offers to a character are stances that let you use special strikes, and flurry of blows.


They also dont make the worst backup weapon if you're in trouble. I have a dm who loves catching my sorcerer low on spells in 5e and would love to surprise him with a few claw strikes.


I actually just realized that Sorcerers gain expert proficiency in simple weapons at level 11, which explicitly excludes unarmed attacks. Same goes for the simple weapon proficiency increase for Alchemists at level 7.

This now feels like a severe oversight to me rather than an intended rule and something a lot of people would end up houseruling, unless we receive an official errata.

Liberty's Edge

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Frogliacci wrote:
I actually just realized that Sorcerers gain expert proficiency in simple weapons at level 11, which explicitly excludes unarmed attacks. Same goes for the simple weapon proficiency increase for Alchemists at level 7.

The Alchemist seems to be working as intended, as Mutagenists get Expert in Unarmed as well. The Sorcerer looks like a legitimate oversight, though.

Frogliacci wrote:
This now feels like a severe oversight to me rather than an intended rule and something a lot of people would end up houseruling, unless we receive an official errata.

I agree on Sorcerer. Alchemist seems to be functioning as intended.


I guess you can call the Sorc claws/vite"backup" weapons, but being your only focus spell for a few levels on the class that best regenerates focus points doesn't scream "backup" to me. These shouldn't really be your defining lv1 ability and instead be a feat you can pick if you want to build a melee sorcerer. The average one has no use for these, making them pretty bad at low levels despite being the most popular bloodlines thematically.

To get mileage out of the claws you'll need 16DEX and some form of AC increase. At level 11+ you'll need an unarmed prof. increase. As others have said, the sorcerer "chassis" is about the worst in the game to have this ability.


The dragon claws do activate blood magic and gives resistance for one element, so use it will have.


Kyrone wrote:
The dragon claws do activate blood magic and gives resistance for one element, so use it will have.

I'm gonna be honest the majority of the time that resistance is going to be irrelevant, it will come up once in a blue moon, and maybe on a trip to an elemental plane it"ll be cool but for the most part I'ts moot.

And the blood magic, is a +1 ac bonus, its shield, the cantrip shield, the one you can use every turn, I suppose you could stack it with your cantrip, but then you cant even cast a spell.


A Sorcerer who sees the claws as a backup weapon is going to see them as a pretty piss poor backup weapon, likely worse than flame blade.

I think that the levels where they don't inexplicably suck they're actually pretty good to build for, though. 1d4+1d6+3 is plenty competitive with the single attacks of other martials. I could see 16 STR / 16 DEX / 14 CHA Draconic Sorcerers who's main deal is ripping people up with their claws being a thing - certainly not the best thing, but something you could choose to do without feeling bad about it. If proficiencies are fixed so the claws get bumped up to expert when they're supposed to then this is a build I'd be willing to play.


Arachnofiend wrote:

A Sorcerer who sees the claws as a backup weapon is going to see them as a pretty piss poor backup weapon, likely worse than flame blade.

I think that the levels where they don't inexplicably suck they're actually pretty good to build for, though. 1d4+1d6+3 is plenty competitive with the single attacks of other martials. I could see 16 STR / 16 DEX / 14 CHA Draconic Sorcerers who's main deal is ripping people up with their claws being a thing - certainly not the best thing, but something you could choose to do without feeling bad about it. If proficiencies are fixed so the claws get bumped up to expert when they're supposed to then this is a build I'd be willing to play.

Am I missing something I don't remember seeing flameblade in the spell list?


That's my mistake, I meant Produce Flame. That cantrip's melee version is basically Flame Blade.


Deadmanwalking wrote:
Uh...Champion Multiclass fixes the armor issue. At 14th level. Other people need to worry about it, but not Multiclass Champions.

A 2nd-level feat, a 14th-level feat, and some heavy roleplaying baggage make for a considerable opportunity cost.

Liberty's Edge

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Colette Brunel wrote:
Deadmanwalking wrote:
Uh...Champion Multiclass fixes the armor issue. At 14th level. Other people need to worry about it, but not Multiclass Champions.
A 2nd-level feat, a 14th-level feat, and some heavy roleplaying baggage make for a considerable opportunity cost.

Which I have complained about in other threads. But you were talking about people who already have Champion Dedication.


You know, the thread title was asking how much of a trap these options are, it's been pointed out how if they're built for they aren't a trap, and yet we're still here...

(Barring of course the proficiency oversight, but that's been covered to completion here and elsewhere)


Edge93 wrote:

You know, the thread title was asking how much of a trap these options are, it's been pointed out how if they're built for they aren't a trap, and yet we're still here...

(Barring of course the proficiency oversight, but that's been covered to completion here and elsewhere)

Such is the nature of the internet forum conversation...


TheGoofyGE3K wrote:
Claws and jaws allow you to provide flanking with free hands.

You just need to be able to do an unarmed attack to provide flanking. No more need of any kind of weapon.

Also, as you are trained in unarmed, it's obvious you're flanking empty handed.

Arachnofiend wrote:
I think that the levels where they don't inexplicably suck they're actually pretty good to build for, though. 1d4+1d6+3 is plenty competitive with the single attacks of other martials. I could see 16 STR / 16 DEX / 14 CHA Draconic Sorcerers who's main deal is ripping people up with their claws being a thing - certainly not the best thing, but something you could choose to do without feeling bad about it. If proficiencies are fixed so the claws get bumped up to expert when they're supposed to then this is a build I'd be willing to play.

16 STR + Expert proficiency max means you're doing 30% less damage in the long run just because of misses (if we consider only Trained proficiency, you're doing half damage).

Then, there's the issue of AC which has to be addressed (Champion Dedication is nice, but you also need Fighter Dedication for Expert Proficiency, so it's a long run). And in the end, you don't have hit points to soak damage, especially considering that you'll have hard time bumping constitution. So, not the best thing is an understatement. I don't see a single level where you'll have fun, as you will always lack something to be efficient.

Edge93 wrote:
You know, the thread title was asking how much of a trap these options are, it's been pointed out how if they're built for they aren't a trap, and yet we're still here...

Well, I think there is no agreement on that at all.


Frogliacci wrote:
How functional is a dragon sorcerer build with a monk multiclass?

I think it works better as a monk that multiclasses into dragon sorcerer...


Curious; how would you say Bestial Mutagen interacts when used with Dragon Claws?

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