Critique my villianous octopus grappling Druid -


Advice


I love Druids, but wildshape is a weakness for me.

GORTHOS OF THE TENTACLE
CR 9
Male Skum Monstrous humanoid 2 / Druid 8
NE Medium monstrous humanoid (aquatic)
Init +2; Senses Darkvision (60 ft.), Perception +2,
DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural, )
hp 113 (2d10)+(8d8)+58
Fort +11, Ref +7, Will +11, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
Resistances Cold 10,
OFFENSE

Speed 20 ft. Swim 40 ft., Woodland Stride
Melee bite (w/o weapon) +13 (1d6+5)
Melee claw (w/o weapon) +13 (1d4+5)
Melee bite (w/weapon) +11 (1d6+2)
Melee claw (w/weapon) +11 (1d4+2)
Special Attacks Spontaneous Casting,
Prepared Spells Prepared Spell List
Druid (CL 8th):
4th - bloody claws (DC 16) , caustic blood (DC 16)
3rd - hydrophobia (DC 15) , magic fang (greater) (DC 15)
2nd - bull's strength (DC 14) , fog cloud
1st - magic fang (DC 13) STATISTICS

Str 20, Dex 14, Con 20, Int 10, Wis 14, Cha 4
Base Atk +8; CMB +13 (+17 grapple); CMD 25 (27 vs. grapple)
Feats Greater Grapple, Improved Grapple, Improved Unarmed Strike, Multiattack, Natural Spell, Powerful Shape
Skills Acrobatics +2, Acrobatics (Jump) -2, Bluff -3, Climb +5, Diplomacy -3, Disguise -3, Escape Artist +2, Fly +2, Heal +2, Intimidate -3, Knowledge (Nature) +10, Perception +2, Perform (Untrained) -3, Ride +2, Sense Motive +2, Stealth +2, Survival +4, Swim +20,
Languages Aboleth, Druidic, Undercommon
SQ Amphibious, Darkvision, Nature Bond, Nature Sense, Orisons, Resist Nature's Lure, Trackless Step, Wild Empathy +5, Wild Shape, Woodland Stride,

Make note that he is unfinished. I have several spell slots yet, some skills, and he has zero items. I'm looking for suggestions. His feats may not be the best. Again, I'm open. With no particular input on those, I'm fine with finishing him out myself.

I did decide on skum for a couple of reasons, primarily free multiattack. Also, campaign reasons.

Lastly, what does he actually look like wildshaped into a giant octopus? Can he be huge?


Kraken Callers get bonuses to Dirty Tricks when they're doing their tentacle thing and not "officially" wild shaped. Make him a level 11 Druid so you can have Dirty Tricks Master :D

====

Edit: Also, the size of your wild shape is directly tied to your druid level, and you have 8 levels in druid, so yes, you can turn into Huge or Diminutive animals (of the aquatic/water subtype)


You said it was an octopus build. I don't see anything octopussy.


Ryze Kuja wrote:

Kraken Callers get bonuses to Dirty Tricks when they're doing their tentacle thing and not "officially" wild shaped. Make him a level 11 Druid so you can have Dirty Tricks Master :D

====

Edit: Also, the size of your wild shape is directly tied to your druid level, and you have 8 levels in druid, so yes, you can turn into Huge or Diminutive animals (of the aquatic/water subtype)

Cool, so it's legit to do a huge giant octopus wildshape when the standard is large? I assume the swim is limited to 30', but he gets the 200' jet? What about the racial mods (+10 escape artist, +8 stealth)?


Scott Wilhelm wrote:

You said it was an octopus build. I don't see anything octopussy.

Right - this is the pre-wildshape druid. I'm trying to get a handle on exactly what the wildshape will be like, in addition to his effectiveness in it.


This is the Druidzilla character I've been fooling with

Half Elf: Arcane Training Alternate Racial Trait

This lets the character use Magic Wands. I consider Swift Girding essential. I like the idea of having a suit of Barding in the shape of my character's favorite Animal Forms then using the Wand to dress in it if she needs to do that in a hurry.

1Brawler1: Unarmed 1d6, Martial Flexibility, Martial Cunning, Martial Training, Improved Grapple, BAB+1

I like the 10hp kicker at level 1. Also, I want to be able to take Fighter Feats.

2B1D1: Nature’s Bond, Nature Sense, Wild Empathy
3B1D2: Weapon Focus Grapple, Woodland Stride, BAB+2
4B1D3: Level 2 Druid Spells, Trackless Step, BAB+3
5B1D4: Natural Spell, Wildshape, Resist Nature’s Lure, BAB+4
6B1D5: Lvl 3 Spells
7B1D5Warpriest1: Sacred Weapon 1d6, Weapon focus Unarmed Strikes, Lesser Blessing of Destruction, Shaping Focus, Wildshape 2/day, Large Animals, Small Elementals

This is the level where the character can Wildshape into a Giant Octopus. The Lesser Blessing of Destruction can only be granted by a deity whose Domains include Destruction, and if you use the weapon that is the Favored Weapon of your deity, you get to do your Sacred Weapon Damage with that weapon even if you don't take Weapon Focus. Dahak has the Destruction Domain, and his Favored Weapon is Bite. For like a PFS campaign, she would have to be Chaotic Neutral, but you are looking for an NPC BBEG anyway. Not all nature priests have to be fat, hairy-armpit hippy chicks. Nature can be all about the volcanoes, hurricanes, and sea monsters.

I like the Destruction Blessing because it gives a global +1 Damage/Attack/2 Warpriest levels, and Giant Octopi get 17 Attacks/round: Each of those 8 Tentacles has Grab and Constrict.

8B1D5W2: Fervor 1d6, Wild Shape 3/day: Huge Animals, Medium Elementals, Medium Plants, BAB+5
9B1D5W3: Martial Versatility Weapon Focus, Greater Grapple, BAB+6

Martial Versatility (pre) requires 4 levels in Fighter. But levels in Brawler and levels in Warpriest count as levels in Fighter. This character can now apply weapon Focus in all weapons in the Natural or Close Fighter Weapon Group because Unarmed Strike is in both, and that means she can inflict Sacred Weapon Damage with any Natural Attack she has.

I was envisioning a more diversified Druidzilla. If I knew I was going to be spending a lot of time as a Giant Octopus, then at level 9, take Multiattack instead of Greater Grapple or take a level in Brawler at level 8 and takd Multiattack that way.

10B1D5W4: Channel Energy, Sacred Weapon +1, Destruction +2, Level 2 Cleric Spells, BAB+7
11B1D7W5: Sacred Weapon 1d8, Fervor 2d6, Hamatula Strike, BAB+8

So, Sacred Weapon assumes a Size Medium Warpriest, but Giant Octopi are Size Large, and by level 8, Druids can turn into Size Huge Animals. That means that at Size Large the Sacred Weapon Damage is 2d6, and at Size Huge it's 3d6. In addition, there is a level 4 Druid Spell called Strong Jaw that can buff the Druid by 2 Virtual Sizes, increasing the Size Large Damage to 3d6 and the Size Huge Damage to 4d6, and Giant Octopi have a Bite and 8 Tentacles all with Grab and Constrict for 17 Attacks/round. Hamatula Strike gives a free Grapple Attack for piercing weapons, including Bite, so that makes it 18.


You'd need BAB11 for Dirty Tricks Master, and Druid wouldn't be able to get that til late because they're 3/4 BAB. So nevermind on that.

I'd shoot for Deadly Grappler/Greater Grapple instead, and make your Druid Level 8, with 2 levels in Tetori Monk (free unarmed strike and improved grapple, wis to AC, and Stunning Pin at level2), with Skum Level 2 (total level: 12). I'll make a level 12 here, but feel free to reskin as necessary.

I'm only calling out BAB below because Greater Grapple require BAB6.

Lvl1Skum: (BAB1)
Lvl2Sk: (BAB2)
Lvl3TetoriMonk: Feat: Improved Unarmed Strike, Feat: Improved Grapple
Lvl4TM: (BAB3) Feat: Stunning Pin
Lvl5Druid: Feat: Deadly Grappler
Lvl6D: (BAB4)
Lvl7D: (BAB5) Feat: (Unreserved, pick any feat--- Suggested: Savage Slam)
Lvl8D: (BAB6)Wild Shape, Two tentacles
Lvl9D: Feat: Greater Grapple
Lvl10D: Four tentacles
Lvl11D: Feat: Natural Spell
Lvl12D: Six tentacles

======

I'm assuming this fight will occur underwater? You can make good use of Control Water if the fight doesn't actually occur in the ocean. Anywho, you can start the fight in your psuedo-Wild Shaped form with 6 tentacles out, retract two of them so you can give yourself a 10ft reach with two of the tentacles or increase the damage by one step (increasing the damage by one step would synergize well with Deadly Grappler). Use your Stunning Pin as a Swift Action when you can, and Savage Slam them into any environmental hazards or ongoing spells you have.

At any point in time, you can Wild Shape into a Huge-sized Giant Octopus (or wild shape into a Kraken for flavor). With Natural Spell, you can still cast spells in this form.

Spells you should use:
Sickening Entanglement (use kelp or any sea plants nearby)
Vine Strike (helps further entangle foes and helps your natural attacks)
Freedom of Movement (obvious)
Control Water (if you're not already in the ocean)
Frigid Touch (stagger)
Frostbite (multiple touch attack charges - and Fatigue) <---- I would start combat with this up, and once the charges are gone, start casting other things.
Geyser (really good nuke)

Animal Companion suggestions:

Kraken (for flavor, downscaled appropriately for the encounter obviously)
Giant Octopus
Dire Shark


Keep in mind, you won't get grab or constrict until Drd8. They come with Beast Shape III.


EldonGuyre wrote:
Keep in mind, you won't get grab or constrict until Drd8. They come with Beast Shape III.

Yeah, you'd have that with the above build. It's 2Skum/2TetoriMonk/8KrakenCallerDruid.


Ryze Kuja wrote:
EldonGuyre wrote:
Keep in mind, you won't get grab or constrict until Drd8. They come with Beast Shape III.
Yeah, you'd have that with the above build. It's 2Skum/2TetoriMonk/8KrakenCallerDruid.

Adding Tetori is just...wrong. Terrifying. But...definitely not NE. ;)


As an 8th level Druid, you can cast two 4th level spells per day, plus an additional spell for a Wis above 18. I'd plan on trashing one of these spells for 1d3 sharks/crocodiles or 1d4+1 Octopi. And maybe trash one of your 3rd level spells for 1d3 more Octopi.


EldonGuyre wrote:
Ryze Kuja wrote:
EldonGuyre wrote:
Keep in mind, you won't get grab or constrict until Drd8. They come with Beast Shape III.
Yeah, you'd have that with the above build. It's 2Skum/2TetoriMonk/8KrakenCallerDruid.
Adding Tetori is just...wrong. Terrifying. But...definitely not NE. ;)

Welp, you're not trying to take 4th place at the tri-county tickling match, are you? :D Get out there and smash somethin, haha :)

The Exchange Owner - D20 Hobbies

Ryze Kuja wrote:
At any point in time, you can Wild Shape into a Huge-sized Giant Octopus (or wild shape into a Kraken for flavor).

Where is a huge giant octopus printed? The only one I found was Large.


EldonGuyre wrote:
Keep in mind, you won't get grab or constrict until Drd8. They come with Beast Shape III.

Constrict comes with Beast Shape III, but Grab comes with Beast Shape II, actually, so Level 6. And remember if you take the Shaping Focus Feat, you get to count up to 4 nondruid levels as Druid levels, so it's not Druid level 8. It's just Level 8.

James Risner Owner wrote:
Where is a huge giant octopus printed? The only one I found was Large.

There is the Giant Lake Octopus. They are Size Huge. Anyway, the OP, EldonGuyre, is actually the GM asking for monster/NPC encounters, so if he wants a Size Huge Giant Octopus, he gets it.


Scott Wilhelm wrote:
EldonGuyre wrote:
Keep in mind, you won't get grab or constrict until Drd8. They come with Beast Shape III.
Constrict comes with Beast Shape III, but Grab comes with Beast Shape II, actually, so Level 6. And remember if you take the Shaping Focus Feat, you get to count up to 4 nondruid levels as Druid levels, so it's not Druid level 8. It's just Level 8.

Cool.

Scott Wilhelm wrote:
James Risner Owner wrote:
Where is a huge giant octopus printed? The only one I found was Large.
There is the Giant Lake Octopus. They are Size Huge. Anyway, the OP, EldonGuyre, is actually the GM asking for monster/NPC encounters, so if he wants a Size Huge Giant Octopus, he gets it.

I just want to make sure I'm not setting a bad precedence. I do assume there are natural huge giant octopi, and I'm ok with that.

So, what about bonus skills? Anybody know?


James Risner wrote:
Ryze Kuja wrote:
At any point in time, you can Wild Shape into a Huge-sized Giant Octopus (or wild shape into a Kraken for flavor).
Where is a huge giant octopus printed? The only one I found was Large.

The Huge part comes from the actual Wild Shape ability itself that Druids get. Once a Druid becomes level 8, they can wild shape into Huge or Diminutive animals.

Wild Shape wrote:

Wild Shape (Su)

At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.


There's a giant lake octopus which is huge, but it's technically an advanced giant octopus, you'd have to stretch a point to make it valid for wild shape.

The Exchange Owner - D20 Hobbies

Ryze Kuja wrote:
Once a Druid becomes level 8, they can wild shape into Huge or Diminutive animals.

Only those the GM say exists.

avr wrote:
There's a giant lake octopus which is huge, but it's technically an advanced giant octopus, you'd have to stretch a point to make it valid for wild shape.

+1

Giant Lake Octopus are a templated monster, and not valid for Wild Shape.

To the OP: A GM can "rule zero" anything. Including saying Giant Lake Octopus is a legal wild shape form.


I remember reading somewhere on these forums a discussion of varying sizes when wild shaping. It was presented as an explanation for why some options were explicitly made available to wild shape despite them never being size appropriate. I think it was about the eagle shaman druid being granted roc form but not a gargantuan roc form, and why the bat shape feat didn't make you a diminutive bat.

I don't find the argument very persuasive, but it's not a terribly unbalanced ruling either.


James Risner wrote:
Ryze Kuja wrote:
Once a Druid becomes level 8, they can wild shape into Huge or Diminutive animals.

Only those the GM say exists.

avr wrote:
There's a giant lake octopus which is huge, but it's technically an advanced giant octopus, you'd have to stretch a point to make it valid for wild shape.

+1

Giant Lake Octopus are a templated monster, and not valid for Wild Shape.

To the OP: A GM can "rule zero" anything. Including saying Giant Lake Octopus is a legal wild shape form.

He is the GM, he can do what he wants :P


Not advanced the template, advanced meaning HD have been added to the point where the giant octopuses size increased. Not that it changes anything, just clarifying that point.


avr wrote:
Not advanced the template, advanced meaning HD have been added to the point where the giant octopuses size increased. Not that it changes anything, just clarifying that point.

I see that as being a totally legitimate target for wildshape.

Just thinking about it, as long as it's an animal and exists in the world,the only things I don't see as legitimate might be things the druid simply wouldn't have any concept of.

If there are actual rules regarding animal variation and wildshape, I would like to see them, as I simply haven't run across them.


EldonGuyre wrote:
avr wrote:
Not advanced the template, advanced meaning HD have been added to the point where the giant octopuses size increased. Not that it changes anything, just clarifying that point.

I see that as being a totally legitimate target for wildshape.

Just thinking about it, as long as it's an animal and exists in the world,the only things I don't see as legitimate might be things the druid simply wouldn't have any concept of.

If there are actual rules regarding animal variation and wildshape, I would like to see them, as I simply haven't run across them.

A normal Druid can change into any animal without restriction, as long as it is of the [animal] subtype. Some archetypes of Druids do have restrictions for thematic reasons. The only restriction that a normal Druid's Wild Shape has on what kind of animals you can change into is relative to the SIZE of animal you can change into, and the Size changes based on your Druid level. You can change into any animal at level 4, and may select the sizes Small and Medium at level 4, Tiny and Large at level 6, and Huge and Diminutive at level 8.

The Exchange Owner - D20 Hobbies

ErichAD wrote:
I think it was about the eagle shaman druid being granted roc form but not a gargantuan roc form, and why the bat shape feat didn't make you a diminutive bat.

The eagle shaman has a FAQ that explicitly only applies to the eagle shaman and makes it clear the permission to "resize" forms doesn't extend past eagle shaman listed forms.

The bat shape feat never got a FAQ and had a Mark response (iirc) saying several ways the GM could rule.

The result is that Druids can't "fix" form shapes via templates, advancing via HD, or otherwise without GM rule zero adjudication. If the animal isn't a printed stat block of a non-templated animal they can't take the form.


James Risner wrote:
ErichAD wrote:
I think it was about the eagle shaman druid being granted roc form but not a gargantuan roc form, and why the bat shape feat didn't make you a diminutive bat.

The eagle shaman has a FAQ that explicitly only applies to the eagle shaman and makes it clear the permission to "resize" forms doesn't extend past eagle shaman listed forms.

The bat shape feat never got a FAQ and had a Mark response (iirc) saying several ways the GM could rule.

The result is that Druids can't "fix" form shapes via templates, advancing via HD, or otherwise without GM rule zero adjudication. If the animal isn't a printed stat block of a non-templated animal they can't take the form.

The OP IS the GM in this case, so that's all right, then.

The Exchange Owner - D20 Hobbies

Scott Wilhelm wrote:
The OP IS the GM in this case, so that's all right, then.

Notice I said as much, Ryze Kuja also, and you needed to as well. It's very well covered that GM may rule zero anything they like, but the rules do not permit doing so without GM Rule zero. For clarity.


Hmmm. Well, for the druid playing in my campaign, I may have to draw up a few stat blocks. I see no reason to stop her from becoming any legitimate animal she knows about, if she has the ability.


James Risner wrote:
Scott Wilhelm wrote:
The OP IS the GM in this case, so that's all right, then.
Notice I said as much, Ryze Kuja also, and you needed to as well. It's very well covered that GM may rule zero anything they like, but the rules do not permit doing so without GM Rule zero. For clarity.

And notice I said as much, too: a half-hour after your first post last Saturday! We are all one big, happy crew on the same boat in the OPGM's Maritime campaign!


EldonGuyre wrote:
Hmmm. Well, for the druid playing in my campaign, I may have to draw up a few stat blocks. I see no reason to stop her from becoming any legitimate animal she knows about, if she has the ability.

I see a reason why not. A Druidzilla build that favors even a Size Large Giant Octopus can be absolutely horrific in melee if the player knows how to build it. If you aren't careful, you can really open up Pandora's Box on your campaign world.


Scott Wilhelm wrote:
EldonGuyre wrote:
Hmmm. Well, for the druid playing in my campaign, I may have to draw up a few stat blocks. I see no reason to stop her from becoming any legitimate animal she knows about, if she has the ability.
I see a reason why not. A Druidzilla build that favors even a Size Large Giant Octopus can be absolutely horrific in melee if the player knows how to build it. If you aren't careful, you can really open up Pandora's Box on your campaign world.

This is really true.

Banning the huge version doesn't solve the problem, Atalius used the large, but obviously the huge octopus form could create problems with less optimisation than the large.


Scott Wilhelm wrote:

This is the Druidzilla character I've been fooling with

Half Elf: Arcane Training Alternate Racial Trait

This lets the character use Magic Wands. I consider Swift Girding essential. I like the idea of having a suit of Barding in the shape of my character's favorite Animal Forms then using the Wand to dress in it if she needs to do that in a hurry.

1Brawler1: Unarmed 1d6, Martial Flexibility, Martial Cunning, Martial Training, Improved Grapple, BAB+1

I like the 10hp kicker at level 1. Also, I want to be able to take Fighter Feats.

2B1D1: Nature’s Bond, Nature Sense, Wild Empathy
3B1D2: Weapon Focus Grapple, Woodland Stride, BAB+2
4B1D3: Level 2 Druid Spells, Trackless Step, BAB+3
5B1D4: Natural Spell, Wildshape, Resist Nature’s Lure, BAB+4
6B1D5: Lvl 3 Spells
7B1D5Warpriest1: Sacred Weapon 1d6, Weapon focus Unarmed Strikes, Lesser Blessing of Destruction, Shaping Focus, Wildshape 2/day, Large Animals, Small Elementals

This is the level where the character can Wildshape into a Giant Octopus. The Lesser Blessing of Destruction can only be granted by a deity whose Domains include Destruction, and if you use the weapon that is the Favored Weapon of your deity, you get to do your Sacred Weapon Damage with that weapon even if you don't take Weapon Focus. Dahak has the Destruction Domain, and his Favored Weapon is Bite. For like a PFS campaign, she would have to be Chaotic Neutral, but you are looking for an NPC BBEG anyway. Not all nature priests have to be fat, hairy-armpit hippy chicks. Nature can be all about the volcanoes, hurricanes, and sea monsters.

I like the Destruction Blessing because it gives a global +1 Damage/Attack/2 Warpriest levels, and Giant Octopi get 17 Attacks/round: Each of those 8 Tentacles has Grab and Constrict.

8B1D5W2: Fervor 1d6, Wild Shape 3/day: Huge Animals, Medium Elementals, Medium Plants, BAB+5
9B1D5W3: Martial Versatility Weapon Focus, Greater Grapple, BAB+6

Martial Versatility (pre)...

This sounds amazing. Got any other info? Feats, gear, stats? I really want to do this.


avr wrote:
Scott Wilhelm wrote:
EldonGuyre wrote:
Hmmm. Well, for the druid playing in my campaign, I may have to draw up a few stat blocks. I see no reason to stop her from becoming any legitimate animal she knows about, if she has the ability.
I see a reason why not. A Druidzilla build that favors even a Size Large Giant Octopus can be absolutely horrific in melee if the player knows how to build it. If you aren't careful, you can really open up Pandora's Box on your campaign world.

This is really true.

Banning the huge version doesn't solve the problem, Atalius used the large, but obviously the huge octopus form could create problems with less optimisation than the large.

Yeah, I was actually posting on that thread. Mind you,the druid being played in my campaign isn't being optimized to be a wildshape monster - in fact, she's a sky druid.


Grzegski wrote:
This sounds amazing. Got any other info? Feats, gear, stats? I really want to do this.

Wild Shape does give you a natural armor bonus, but you should almost definitely wear armor as well.

The Wild Armor Enchantment is very expensive, though. That's why I was recommending Half Elf, Arcane Training, and a Wand of Swift Girding. I like Armor Spikes. Armor Spikes do extra Piercing Damage whenever you score a successful Grapple Attack, such as a Giant Octopus with Grab and Constrict. And Armor Spikes would also benefit from Warpriest Sacred Weapon Damage.

If you take the Hamatula Strike Feat, then all your Attacks that do Piercing Damage also get a Free Grapple, and if you also have Constrict or are Wearing Armor Spikes, then you also do extra Damage. Bite and Gore do Piercing Damage. Claws don't normally, but there is a Feat: Versatile Weapon or Weapon Versatility or something, that lets you change your weapon damage between slashing, piercing and bludgeoning.

The OP was thinking in terms of a maritime campaign, so the Giant Octopus is an obvious choice. Another favorite of mine is the Allosaurus: only 3 Attacks: 1 Bite and 2 Claws, but all those are Primary Natural Attacks, and Allosauruses are Size Huge. Under the influence of Sacred Weapon and Strong Jaw, your Allosaurus Druidzilla can easily do 6d6/Attack.

Plus, this build will do that with any Natural Attack, and there are ways of giving yourself more. Dip a level in White Haired Witch, and you can get a Hair Attack. There are 3 ways of getting a Gore Attack that I like: Animal Mask, Helm of the Mammoth Lord (better, but more expensive, but probably worth it), or dip 2 levels in Barbarian and take Lesser Fiend Totem. That latter is a sticky wicket. When you are in a Rage, you can't cast Spells. If you were a Dreadnaught Barbarian, you can cast Spells, but you can't charge, and it was recently pointed out to me that some Animals such as the Allosaurus, have Pounce, Rake, and Grab, and do a whole mess of extra Damage on a Charge, and it would be a shame to lose that. Plus, dipping into yet another class seems a little overly.

I was recently clued in by Wonderstell to Rhino Hide Armor, which lets you inflict an extra 2d6 Damage/Attack on a charge. It has been argued that the writers didn't really mean per Attack, so your GM might not allow it to be quite that cool.

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