Can a shifter choose to only have one claw attack?


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f you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.
At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.


Covert Operator wrote:

Can a shifter choose to only have one claw attack?

... If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack. ...
At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.

no, as bipedal humanoids are assumed to have two arms and thus two claw natural attacks, hands, wrists, and two ring MIB slots.

Your Home GM can modify things if your PC only has one hand or arm.


So, you can, but probably not in the way you want.

Quote:

Alternate Natural Attacks

Source Wilderness Origins pg. 8
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.

Bat: Bite (B, P, S), wing (B).
Bear: Bite (B, P, S).
Etc.


those alternates are some good options for (1d4) dmg or sml (1d3). 2 atks at +A (N +Str )dmg are statistically advantageous over 1 at +A (N +1.5*Str ) dmg.


Why would you want only one when you can have two? Getting 1.5 STR to damage seems good, but with two you apply the full STR bonus to each attack. You also apply the full bonus from things like power attack twice as well. 2x(1d4+6) is greater than 1d4+8.

The second attack also increase your chance to do damage in the round because the chance of both attacks missing is less than one missing. Assuming you have a 75% chance to hit with one attack, you have a 93.75% chance of hitting with at least one attack. Your chance of hitting with both attacks is 56.25%.

The only time it will work in your favor is if you can only take a single attack.


It would be a little more helpful against DR, but I agree in general that two attacks is better.


given the limits of DR, for DR 5/-;
18 Str: 2*((2.5+4)-5)=3 vs (2.5+6)-5=3.5
20 Str: 2*((2.5+5)-5)=5 vs (2.5+7)-5=4.5 you can see how the floor fcn round-down affects the outcome
22 Str: 2*((2.5+6)-5)=7 vs (2.5+9)-5=6.5
...
you can see where this is going.
DR really just makes low level combat ineffective, in mid-range delays combat a bit, and at higher level just offers hope.

These are basic damages. If you play at higher levels there are a lot of contributors to damage that often exceed the basic damage. Some classes have troubles adding bonuses, clustering damage, or meeting DR requirements so tweaks were added to help but the basic problem of many low damage strikes persist.

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