Improving Natural Attacks


Pathfinder First Edition General Discussion


Besides improved natural attack feat what are all the way to improve natural attacks. A player of mine is making a natural attack character and I want to be able to give them all the options.


Most feats that work with melee weapons also work with natural weapons. There are some feats that give benefits with very specific natural weapons (eg Shark Style)

Off the top of my head I know of some magic items that help with natural weapons.

Magic Items:

Amulet of Mighty Fists
Bodywrap of Mighty Strikes
Deliquescent Gloves
Juggernaut's Pauldrons

What sort of natural weapons do they have? and what sort of race/class are they looking at? this will help narrow the list.


The spells Greater Magic Fang + Permanency, along with an Amulet of Mighty Fists (no enhancement bonus; all weapon special ability enchantments) = the potential to have the same as a fully enhanced magic weapon, but with natural weapons.

Rending Claws, which, despite the name, is not a rend effect.

If they are Catfolk:

Claw Blades which turn claws into manufactured weapons, meaning you get iteratives, but no working Amulet of Mighty Fists for them since they aren’t natural attacks anymore.
Rending Claw Blade which gives you a rend for your claws.
Two-Weapon Rend which has 3 prerequisite feats, but if going the claw blade route, will work with them AND Rending Claw Blade, because despite the name, this isn’t actually a rend effect. If going this route, make sure to include the Rending Claws feat I linked.


Quain Martial Artist is a trait that gives +1 damage to unarmed attacks.
Martial Focus (natural) feat gives +1 damage to natural and unarmed attacks.
Bone Fists gives 1 Natural Armor and adds 2 damage to natural attacks, and treated as having armor spikes.
Vine Strike gives 1d6 additional damage with natural and unarmed attacks.
Strong Jaw increases the natural attack damage by 2 steps.
Bloody Claws gives bleed damage with your claws.

Note that Improved Natural Attack feats are monster feats that are not normally allowed for players. Only a few options give this e.g. Ranger Natural Combat Style. Obviously if you are the GM, it's your call.


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The way to improve natural attacks is to make more of them.

I'm not kidding here, if you want to improve a natural attack character, it's not about damage dice (super rare cases like Cave Druid notwithstanding). Weapon damage dice are way overrated most of the time, but especially when it comes to natural attacks, because you don't usually have just one type. A virtual size increase for a feat sounds good, but certainly isn't if it only affect two attacks out of five. Static damage increases, like from getting more strength, are significantly better.

And get pounce, of course - Melee in PF1 means the most valuable thing is the ability to move and full attack.

My three co-posters gave you some general tips, but to really help your player, we'd need some more information - mostly, what classes we're talking about, or if that's not decided, what the goals are. Because "natural attack character" can be just about anything, form a a Draconic Bloodline Sorcerer who uses their claws at early levels when there's nothing better to do, over a Barbarian who has a bite attack alongside their sword attacks, to a polymorphing killing machine that pounces and shreds everything in sight with 6 primary natural attacks plus haste (before items and multiclassing).

Do they want to always attack in combat? Do they want spells? Do they want extracts? Do they want a large number of natural attacks or is 3-4 enough for them? Do they want to be single class or is multiclassing OK? Is relying on certain magic items OK? Is polymorphing OK?


Derklord wrote:
The way to improve natural attacks is to make more of them.

I agree. There are lots of ways to get lots of Natural Attack, and you can add each and every one of them to your Full Attack.

I made a Natural Attack Character that does that, and then takes levels in Warpriest to use Sacred Weapon Damage to improved the base Damage for each Attack. Meet Angry Bird . Since posting that, I was having a 2nd thought: The Fatigued Condition can be removed with just a Lesser Restoration Spell, and a Warpriest or Druid can use a Wand of Lesser Restoration at level 1.

If you want even more insanity, I have a Druidzilla build. This build calls for 4 levels in Druid: just enough to get Wildshape, then takes Shaping Focus so that the character can Polymorph into Huge Animals by level 8: say an Allosaurus, and dip into Barbarian for 2 levels to get a Gore Attack, then dip a level into White Haired Witch to get a Hair Attack. Or an Arsinotherium with a really awesome Gore Attack. Then your Barbarian Rage Powers will be Animal Fury that gives you a Bite Attack and then Lesser Beast Totem for those Claw Attacks. My personal Favorite Animal for this is Giant Octopus, though: Size Large with a Bite and 8 Tentacles all with Grab and Constrict. I have a Druidzilla build that has more than 20 Attacks/round in her Full Attack.

Faenor wrote:
Note that Improved Natural Attack feats are monster feats that are not normally allowed for players. Only a few options give this e.g. Ranger Natural Combat Style. Obviously if you are the GM, it's your call.

I don't recall the Feats themselves saying you have to be a Monster to use them, but they are restricted in Pathfinder Society in exactly the way you said, but

Keeper216 wrote:
A player of mine

I think the OP is themselves the GM and can make any call they choose.


Scott Wilhelm wrote:
I don't recall the Feats themselves saying you have to be a Monster to use them

RAW they don't. "Most of the following feats apply specifically to monsters, although some player characters might qualify for them (particularly Craft Construct)." Bestiary pg. 314 It doesn't even say you need GM allowance, the rules are soley about qualifying.

Note, this is only for the ones from the Bestiaries - the Monster Feats in Horror Adventures do have a preface that says you need the GM’s permission to take them. Bestiary 6, released a year later, still doesn't have anthing like that.

Of course, a GM can ban or veto anything, and some monster feats, notably Flyby Attack and Quicken Spell-Like Ability, are rather powerful.

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