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Vivisectionist at level 2 can pick up an elixir modification that allows to grow claws while elixir is active giving a very significant powerspike early in the game
Natural weapons probably wont be particularly good by lategame due to the lack of magic properties unless theres a unique item in the game that does exactly that
Stacking bite attacks with motherless (racial subclass of thieflings or whatever they were called) and bloodrager serpentine bloodline level1 + sneak attacks/strength is probably still alright.
For the first five levels it might be powerful, but this is Wrath - which is an extremely hyper super duper high power campaign involving mainly demon enemies. Which will all have DR. And if you can't penetrate that DR (because your claws aren't made of cold iron), you're gonna be doing either harshly reduced damage or nothing at all. Natural attacks, as a strategy, relies upon quantity of attacks, not the pure damage per-hit. The majority of your game time will be in the mid levels where DR is common and enemy variety is the main source of danger. If you over-specialize in one thing that's too gimmicky, you're guaranteed to eventually encounter something immune to whatever your gimmick is.
Is it "viable"? I mean. Builds with Monk class features are viable while they are using their actual fists. I wouldn't try to use exotic temporary buffs / transformations as a primary build mode though, that's just asking to get shut down hard by anything not susceptible to your specific gimmick (like having DR you can't bypass or not having the time to buff up before combat begins or having your buffs wear off / get dispelled).
Thank for the answer. Wasn't there a popular Scaled Fist/Dragon Disciple/Sorc build making use of natural attacks? I'm just wondering if scaled fist actually adds anything to the build in this game.
There is also a really bad ass lich mythic for it too.
You may make natural attacks for the # of limbs you possess (forelimbs for claws, horns for gore, maw/mouth for bites, tails for slams, rear/lower limbs for tramples & stomps). These are both made at full BAB and do not suffer offhand penalties (ever, so you can use natural attacks to two-weapon fight but totally ignore the associated feats. In Kingmaker there was a really overpowered Scimitar for natural attacks+animal companions which was good for Feral Mutagen or Grow Claw builds,and bite stacking with the trip cloak).
Pay attention to whether the natural attacks you're stacking are Primary or Secondary.
Natural Weapons in OwlCat's pathfinder games do not work with Unarmed Attack related traits and features, so don't worry about Monk'ing it up with Natural Weapon Attacks (I'm unsure if Sohei archetype has a Weapon Training set that includes Naturals).
You can get a Gore from taking the first Mythic Rank selection Close To The Abyss. (In Kingmaker there was the Triple Fin Helmet which granted you a 1d8 Cold Iron +2 Gore attack, not sure if this item is in WotR)
If bite stacking seems tedious and you want to take some pain out of Natural Weapon Attacks, just go with Vital Strike and scale with Power Attacks and Sneak Attacks (+any strategy to make enemies helpless or flat-footed/flanked). Vital Strike will remove iterative attacks, so you will only attack with a claw (no bites/gores).
STR is the best stat for Natural Weapons, but in Wrath of the Righteous you can get Mythic Weapon Finesse (for DEX to Damage Rolls) or Agile Fist Amulet (Act 1 before Grey Garrison, its in one of the notable places to explore). Don't dump STR if going DEX unless you can get Cleave for free somewhere else (like bloodlines @ level 12).
I am currently playing a DEX based Bloodrager Primalist Kitsune with natural claws, bites, and a gore.