Catfolk monk rules question


Rules Discussion


I want to play a catfolk character that focuses on claw attacks and thought the monk class would be a good fit, but I'm not sure how or if the monk stances would interact with the claws. Since the stances damage is based on normal unarmed strikes that do 1d4 damage what would happen if I used a stance with the catfolk's claws which do 1d6 damage? Would that mean because the claws are one damage increment higher than fists that the stances damage would be one increment higher as well, or would the stances damage be unaffected. If it is unaffected would playing a clawed catfolk monk be any different than playing any other ancestry, or would the claws just be relegated to flavor rather than being an actual benefit?


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

Monk stance attacks are specific unarmed attacks, with their own damage and properties. They are not derived from the basic Fist attack in any way.

Catfolk claws are a specific unarmed attack with their own damage and properties.

The two do not interact.

Claws would he an alternate attack available to you, for example if you used bludgeoning damage normally, but found it ineffective against a specific monster. Assuming, of course, that you aren't using a stance that restricts you to a certain type of strike.


There are monk feats you can take that won't force you to use an unarmed attack besides your catfolk claws - like those that give ki spells or give you non-attack special powers like deflect arrows.


All monks get 1d6 damage on all unarmed attacks. If you also have claws, you can simply choose which to use when you attack. (mainly, bludgeoning vs slashing)

About half the stances will give you a third (better) "weapon", and half will give you a (worse) "weapon" you have to use (to balance the stances other benefits)

Either way, they do not stack.

Though Orc's Bloody Blows would, as that applies to any unarmed attack.


You could see having the claws as freeing you from taking a stance; take ki strike at 1st level instead, for example.


Animal Barbarian may be an alternative to Monk. Check how that fits with your character concept.


Animal Barbarian will also give you its own natural attack (cat claws that override your cat claws!) so it's basically the same "problem" as the Monk. If you really want to avoid overlap with classes that give their own unarmed strikes you can just do Fighter or Rogue.

Shadow Lodge

Arachnofiend wrote:
Animal Barbarian will also give you its own natural attack (cat claws that override your cat claws!) so it's basically the same "problem" as the Monk. If you really want to avoid overlap with classes that give their own unarmed strikes you can just do Fighter or Rogue.

If you are considering going Rogue, keep in mind that the 'thief' racket's special ability to add dexterity instead of strength to damage rolls appears to only apply to weapons and not to unarmed attacks like claws.

Thief wrote:

Source Core Rulebook pg. 180 1.1

Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

You are trained in Thievery.


Erravan wrote:
I want to play a catfolk character that focuses on claw attacks and thought the monk class would be a good fit, but I'm not sure how or if the monk stances would interact with the claws. Since the stances damage is based on normal unarmed strikes that do 1d4 damage what would happen if I used a stance with the catfolk's claws which do 1d6 damage? Would that mean because the claws are one damage increment higher than fists that the stances damage would be one increment higher as well, or would the stances damage be unaffected. If it is unaffected would playing a clawed catfolk monk be any different than playing any other ancestry, or would the claws just be relegated to flavor rather than being an actual benefit?

Unfortunately no. There is no mechanics that lets you existing unarmed attacks synergies with other unarmed attacks.

When i just got PF2e, i had and idea of making monk specialized in polymorph - that was totally ruined when i found out battle forms just doesn't synergies with monks at all.
Unarmed attacks just replaces each other, and not synergies together at all.


Abyssalwyrm wrote:


Unfortunately no. There is no mechanics that lets you existing unarmed attacks synergies with other unarmed attacks.
When i just got PF2e, i had and idea of making monk specialized in polymorph - that was totally ruined when i found out battle forms just doesn't synergies with monks at all.
Unarmed attacks just replaces each other, and not synergies together at all.

Darn, I was hoping to find a class that would enhance my claw attacks rather than completely overriding them.


I'm hoping to find a class that can enhance my claws as I level up so that they continue to be effective. Would fighter or rogue have options to keep my claws viable through the majority of a campaign, or would my claws quickly get left behind by weapons?


Your d6 claws are nearly the same as a d6 weapon, just likely lacking a trait for the slightly lower damage. Otherwise they are good the whole way, just remember to get striking handwraps to upgrade your damage. Just be sure to note if you take multiclass things that a lot of those are weapon only.


Erravan wrote:
I'm hoping to find a class that can enhance my claws as I level up so that they continue to be effective. Would fighter or rogue have options to keep my claws viable through the majority of a campaign, or would my claws quickly get left behind by weapons?

your claws are effectively just another 1-handed weapon*, nearly exactly like a short sword or monk punch (except slashing instead of bludgeoning). And can be upgraded and enchanted just like any other weapon, with handwraps. So they will neither fall behind, nor get ahead.

*Except with the Aggravating Scratch feat, which makes claws a slightly better than their rivals.

The only real difference is with some feats. Mainly dual weapon stuff requires weapons, and grapple stuff requires unarmed.

Fighters get +2 to hit over other classes. So they work fine. You can take snagging strike, combat grab, etc, while still holding a shield. And they crit the most, so you get Aggavates Scratch more often. If you want focus on scratching the most, this is probably best.

Rogues will also work fine. They get more skills. But claws will work with sneak attack just fine.

Champion also works. They get +2AC like monks, but more defense. But no issues with then scratching.

Or monk, but just ignore the monk stance and take the ki spells. Again, claws are exactly on par with monk punches, just a different damage type. So punch the skeleton and scratch the necromancer.

Also ranger with animals. Their other stuff requires either 2 weapon or a bow, but take the animal feats and you can get a cat to flank with you.

Or swashbucker, or investigator.

Litterally any weapon class will make use of the claws.


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

Another option is to use a monk stance with a complementary attack, like opening with a hard hitting Dragon Stance attack, but following up with Agile Claws for increased accuracy.


d6 finesse+agile is about as good as the short sword, which is a solid martial weapon. You really don't need to worry about enhancing them to keep up beyond the normal striking weapon upgrades that everyone needs to get.

I do think Monk is going to be your best bet, especially for a first character - the other options require navigating the rules a little bit since a lot of class feats for Fighter, Rogue etc specifically only work with weapons. Just focus on the non-stance feats and you'll do just fine. Potential build could look like this:

1: Ki Strike
2: Elemental Fist
4: Wholeness of Body
6: Align Ki
8: Wild Winds Initiate

This'll make a pretty self-sufficient character; your strikes hit hard and can hit a wide variety of weaknesses, and you have a ton of self-healing to work with. Wild Winds offers a competitive range option that'll scale off the same striking handwraps your claws are using. The magical Monk stuff can be hard to get if you're also trying to pay for one of the baseline stances so a catfolk is a good opportunity for it.


Thanks for the advice everyone. You gave me some really good stuff to work with and I appreciate it.

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