PDA

View Full Version : By claw and tooth - Could use some build help.



pffh
2012-06-30, 11:49 PM
So I've got a character idea rolling around in my head but I'm not really sure how to proceed with it. This is basically someone that is obsessed with improving his own body no matter what. So what I'm looking for is someone that has or can grow claws and sharp teeth (ie claw and bite attacks) without turning into another creature or changing his shape or appearance to much.

Currently I'm looking at the psychic warrior and the powers that grant him natural attacks but I´ve never played a psionic before so I'm not really sure how to go about making that build work. So any ideas?

Oh and I'd prefer to keep the psychic warrior but I'm open to other suggestions. Preferable power level is a straight ToB class or lower.

Mithril Leaf
2012-07-01, 12:18 AM
If homebrew is allowed, there is literally nothing that aligns with your character concept more then the evolutionist.
http://www.giantitp.com/forums/showthread.php?t=240717

kardar233
2012-07-01, 12:21 AM
You could fluff a Totemist build for that. Warshaper could work too.

eggs
2012-07-01, 12:21 AM
Totemist would be the easiest to build, but between its jargon and indexing, Incarnum has a pretty steep learning curve.

VGLordR2
2012-07-01, 12:22 AM
Sounds like a Totemist is the class for you. It's in Magic of Incarnum.

EDIT: Ninja'd.

Tvtyrant
2012-07-01, 12:25 AM
Totemist gives you temporary natural attacks, as do psywarriors.

The King of Smack psywarrior can be watered down to do what you want to do. The basic premise is to use the claws of the best power with the expansion power to make your claws as large as possible, and then use the rapidstrike feat from Dracomonicon to use your claws up to 4 times in a turn. Just using that is pretty viable, and use other powers to let you full attack each turn (like Hustle, or if you use the Psywarrior ACF Mantled Warrior get the Freedom mantle and use Dimension Hop for swift action teleportation).

For Totemist, you want to get as many natural attacks as possible, so a common strategy is to either be something with natural attacks already to add to your routine (like warforged), or take the aberrant blood feats that grant you tentacles (which are then added to your full attack routine). Totemist does less damage in later levels than Psywarrior, but is IMO actually more varied in its abilities.

Kalaska'Agathas
2012-07-01, 12:28 AM
So I've got a character idea rolling around in my head but I'm not really sure how to proceed with it. This is basically someone that is obsessed with improving his own body no matter what. So what I'm looking for is someone that has or can grow claws and sharp teeth (ie claw and bite attacks) without turning into another creature or changing his shape or appearance to much.

Currently I'm looking at the psychic warrior and the powers that grant him natural attacks but I´ve never played a psionic before so I'm not really sure how to go about making that build work. So any ideas?

Oh and I'd prefer to keep the psychic warrior but I'm open to other suggestions. Preferable power level is a straight ToB class or lower.

If you're unsure about how to run a Psychic Warrior then you might find this guide (http://www.minmaxboards.com/index.php?topic=1542) of interest. Also, the Warshaper PrC (Complete Warrior) sounds perfect for what you want to do. Unfortunately, there is a question if Psionic characters are able to enter it, by strictest RAW. However, you can easily get past that with the Changeling race (Eberron Campaign Setting and one of the Monster Manuals, I think III) as they natively meet the "Special:" prereq.

Another thing you might look up is the King of Smack. It's a Psychic Warrior build which uses natural weapons to great effect.

White_Drake
2012-07-01, 12:36 AM
Isn't there a Boneshaper class in the Dragon Compendium? That might fit.

Slipperychicken
2012-07-01, 12:58 AM
If the claws and teeth are natural and permanent, the Feral template (Savage Species) is pretty much this concept on crack: 2 claws, pounce, rake, rend, improved grab, ability boosts, natural fast healing, Feral Creature has it all just +1 LA.

If you can cast Bite of the Were-X spells, that could work, too. Even better if you keep them up all day, like being a Druid with DMM: Persist (Grab a turning pool somehow, probably through some ACF. I hear Druids only need one feat anyway -natural spell. If you need claws from level 1, you can dip Cleric).

I like the idea of a DMM: Persist Cleric, devoted to ideals of bodily perfection and attunement with his species' primal form. Without nightstick stacking, you'll be about as powerful as any other fighter-type in terms of melee, so no worries there. Normal Cleric could probably pull this off too, just take a spell that gives you claws and a bite, and you're all set.

The Tiger Claw discipline from ToB has strong animal-flavor, so a Warblade that somehow gets claws and a bite could put that to good use, even getting Scent with one of the stances.

PF Alchemists can use Mutagens to increase their physical prowess, though I admittedly have little knowledge of the subject, and I'm not sure how that would work for your purposes.

Curmudgeon
2012-07-01, 01:10 AM
So what I'm looking for is someone that has or can grow claws and sharp teeth (ie claw and bite attacks) without turning into another creature or changing his shape or appearance to much.
I'd check out the Shifter race in Eberron Campaign Setting, pages 18-20. Pick the Razorclaws feature and when you shift you'll simply sprout claws. Or pick the Longtooth feature and when you shift you'll grow fangs. Various Shifter feats will improve those: Great Bite boosts Longtooth, Great Rend improves Razorclaws, and Extra Shifter Trait lets you pick both Razorclaws and Longtooth, exactly matching your requirements.

Scarlet-Devil
2012-07-01, 01:10 AM
This might not be the best option for a few reasons, but if the character is totally nuts then 'willing deformity: claws' (or whatever it's called) from BoVD might be a cool option. It's a feat that means the character mutilated his own hands, cutting his fingers into sharp, bony points.

Annos
2012-07-01, 01:14 AM
This might not be the best option for a few reasons, but if the character is totally nuts then 'willing deformity: claws' (or whatever it's called) from BoVD might be a cool option. It's a feat that means the character mutilated his own hands, cutting his fingers into sharp, bony points.

Considering your avatar, thats pretty dark :smalleek:

Flickerdart
2012-07-01, 01:16 AM
There are two PrCs you may want to look into if you want your character to be more of an "at all costs" sort of fellow. Fleshwarper (graft specialist arcanist) and Impure Prince (spellcaster with symbionts) are less savoury than your average Totemist, but that might be just what you're looking for.

Scarlet-Devil
2012-07-01, 01:19 AM
Considering your avatar, thats pretty dark :smalleek:

Sorry :smallamused:, just trying to be helpful :smallsmile:.

Theroc
2012-07-01, 03:41 AM
I'd second the Evolutionist if homebrew is permitted. It involves growing your own natural weapons and various enhancements to those(if that's what you want.)

If not, Totemist is a pretty darn good alternative.

ThiagoMartell
2012-07-01, 05:21 AM
Whatever you choose for your base class, be sure to go into Thayan Gladiator later

Tim Proctor
2012-07-01, 10:00 AM
Here is a character lvl 12 that I had used in a campaign that was exactly like that, he worshiped the evil god of nature the tooth, claw and tail part (basically like Apocalypse). He basically stays in humanoid forms with a lot of natural attacks, high AC, etc. He is basically influenced by Vorniclex and Sinister.

Nathan Essex
Human, Male CR 13, CE;
Druid 5, Warshaper 5, Master of Many Forms 3
HD 13d8+39, HP: 104
Init +2;
Spd 40 ft;
AC 9+4(13) Flatfooted (13) Touch (9);
BAB +8/3;
SV Fort +14, Ref +6, Will +7;
Str 8(-1), Dex 8(-1), Con 16(+3), Int 18(+4), Wis 18(+4), Cha 8(-1).

Skills and Feats:
Balance 16-1(15), Concentration 16+3(19), Diplomacy 8-1(9), Disguise 16-1 (15), Hide 16-1 (15), Jump 16-1 (15), Knowledge (nature) 16+4 (20), Listen 16+2+4 (22), Spellcraft 16+4 (20), Spot 16+2 +4(22), Survival 16+4 (20), and Swim 16-1 (15).

Druidic Avenger Variant: Fast Movement, Rage 2/day, Wild Empathy at -4. Nature Sense, Woodland Stride, Trackless Step, Resist Natures Lure, Wild Shape 6/day for 14 hours per, Morphic Immunity (no precision dmg). Morphic Weapons as a move action can create natural weapons, if that creature already has natural weapons +1 size category. Morphic Body +4 str, +4 Con. Morphic Healing: fast healing 2 + full found concentration (dc sustained dmg) heal 10. Multimorph can change morphed shape at will as a swift action. Improved Wild Shape – Humanoid, Giant, Monstrous Humanoid, Large. Shifter’s Speech. Endurance. Alertness. Improved Initiative. Steadfast Determination. Mad Foam Rager once per rage can delay an attack or spell for 1 round. Multiattack.

Essex has been permanently enhanced by the following as magical abilities, Darkvision, Greater Magic Fang, Resistance.

Equipment:
Mantle of the Beast, can wild shape as a swift action, +1 attack damage bonus counts while in wild shape.
Armor of the Beast, +1 studded leather, +1 wild shape per day, +1 druid level for determining wild shape, bonus counts while in wild shape.
Ring of the Beast, Summon Nature’s Ally as if the spell level higher
Druid’s Vestment +1 wild shape


Standard Routine: Essex is very rarely in human form except for 6 seconds every 14 hours; he is usually in were bear: human form, while looking like himself. If he feels threatened, he will change into a combat form and start creating natural weapons, he will enhance the natural weapons first and then build tentacles each round he can. He will change to the form that seems to be the most effective on combat, usually Pouncing onto the softest looking target as the Dire Lion and then into War Troll unless they are using acid. If he believes he will lose the battle or it is not worth his effort then he will transform into a Legendary Eagle and flee.

Spells:
0: Detect Magic x2, Create Water x2, Read Magic x2, Guidance
1: Summon Nature’s Ally I x3 (counts as Ally II), Goodberry, Cure Light Wounds
2: Bull’s Strength, Cats Grace, Summon Natures Ally II (counts as III)
3: Thorn Skin, Sleet Storm

Werebear; Human:
Medium Humanoid
Init: +4
Speed: 40 ft
AC: 14
BAB: 8/3 Grapple: +11
Full Attack: All weapons and primary tail with second attack at -5
Metamorphic Weapons 1 per movement action.
1. Tail: +11 1d8+4, +6 1d8+4
2. Bite: +9 1d6+2
3. Claws: +9 1d4+2 (up to 2)
4. Gore: +9 1d8+2
5. Tentacles 1d4+2 (up to 8)
Reach: 10ft
Additional Abilities: Scent
SV Fort +13, Ref +7, Will +7;

Legendary Eagle:
Small Animal
Init: +14
Speed: 20 ft / Fly 100ft
AC: 29 Touch: 21 Flat-Footed 19
BAB: 8/3 Grapple: +11
Full Attack: 2 Claws +12 1d6+4, Bite +10 1d8+2
Metamorphic Weapons 1 per movement action
1. Claws: +12 1d8+5 (up to 2)
2. Bite: +10 2d6+3
3. Tail: +10 1d6+3
4. Gore: +10 1d4+3
5. Tentacles 1d3+3 (up to 8)
Reach: 10ft
SV Fort +16, Ref +17, Will +8;
Str 19, Dex 30, Con 21

Dire Lion:
Large Animal
Init: +6
Speed: 50 ft
AC: 20 (10+5+4+2-1) Touch: 11 Flat-Footed: 18
BAB: 8/3 Grapple: +17
Full Attack: 2 Claws +17 1d6+9, Bite +15 1d8+5
Metamorphic Weapons 1 per Move Action
1. Claws: +15 1d8+9 (up to 4)
2. Bite: +17 2d6+5
3. Gore: +15 1d8+5
4. Tail: +15 1d8+5
5. Tentacles: +15 1d6+5 (up to 8)
Reach: 15ft
Additional Abilities: Pounce, Rake (2 claw attacks at -4), Improved Grab
SV Fort +15, Ref +14, Will +8;
Str 29 Dex 15 Con 21

War Troll
Large Monstrous Humanoid
Init: +7
Speed 40ft
AC 31 (10+5+3+14-1) Touch: 12 Flat Footed: 27; DR 5/Adamantine, Regeneration 8, Spell Resistance 20
BAB: 8/3 Grapple: +24
Full Attack: 2 Claws +21 1d8+13, Bite +19 1d6+7
Metamorphic Weapons 1 per Move Action
1. Claws: +21 2d6+13 (up to 2)
2. Bite: +19 2d6+7
3. Gore: +19 1d8+7
4. Tail: +19 1d8+7
5. Tentacles: +19 1d6+7 (up to 8)
Reach: 15ft
Additional Abilities: Dazing Blow (when his with a weapon or claw attack DC 25 fort of be dazed), Regeneration 9, Damage Reduction 5/adamantine, Scent, Spell Resistance 20, Natural Armor 14.
SV Fort +22, Ref +10, Will +14;
Str 35, Dex 16, Con 33

pffh
2012-07-01, 12:34 PM
I'll have to take a look at the totemist and yeah that evolutionist sounds perfect but I doubt the DM will allow homebrew.



This might not be the best option for a few reasons, but if the character is totally nuts then 'willing deformity: claws' (or whatever it's called) from BoVD might be a cool option. It's a feat that means the character mutilated his own hands, cutting his fingers into sharp, bony points.

That sounds interesting is there also an option for a bite attack?


There are two PrCs you may want to look into if you want your character to be more of an "at all costs" sort of fellow. Fleshwarper (graft specialist arcanist) and Impure Prince (spellcaster with symbionts) are less savoury than your average Totemist, but that might be just what you're looking for.

Are those more melee or spellcaster focused? I'd like to keep the spellcasting to a minimum and at worst a gish.

@Tim Proctor: I appreciate the build but it's a little to shapeshifty for my taste. He wants to improve his own body not turn into something else.

Flickerdart
2012-07-01, 01:07 PM
Are those more melee or spellcaster focused? I'd like to keep the spellcasting to a minimum and at worst a gish.
Fleshwarper doesn't really help you with combat by itself, but the grafts it unlocks (every odd level except 1st, usually they're restricted as craftable only by their race) are pretty sweet. Let's take a look:

Fiendish
Clawed Arm graft: Grants +4 untyped STR and a claw attack.
Feathered Wings: Extraordinary flight for dirt cheap!
Fiendish Jaw: Bite attack!
Long Arm: Natural attack with +5ft reach.
Stinging Tail: Poisoned tail attack!
Strong Leg: Dirt cheap +2 inherent CON bonus.

Maug
Spike Stones: +1d4 to natural attacks.

Illithid
Goring Horn: A gore attack.
Raking Tentacles: Natural attack with reach that trips like a spiked chain.
Rending Claw: x3 crit multiplier claw

Sithilar
Sithilar Bones: +2 Con
Sithilar Muscles: +2 Str
Sithilar Tendons: +2 Dex

Undead
Enervating Arm: +4 Inherent bonus to Str
Mummified Hand: Slam attack.
Morhg's Tongue: Tongue...attack?
Skeletal Hand: Extra natural attack.



The Impure Prince can be used to stack a bunch of symbionts, such as:
Clawed Gauntlet: Claw attack!
Gutworm: Con bonus and rage!
Psionic Sinew: Strength and AC bonuses.
Tentacle Whip: Whip attacks on its own or as directed by you.
Tongueworm: A sting attack.
You don't strictly need levels in Impure Prince, but it can be used to acquire symbionts cheaply and quickly. Otherwise, they would only be available as treasure on the DM's whim.

Sourced from here (http://www.giantitp.com/forums/showthread.php?t=190350) and here (http://brilliantgameologists.com/boards/index.php?topic=12154.0).

Tvtyrant
2012-07-01, 02:42 PM
Another way to do a grafter is to grab levels in Chameleon for the floating feat, which you can use to alter your character.

Necroticplague
2012-07-01, 03:05 PM
That sounds interesting is there also an option for a bite attack?


Willing Deformity:Mouth. Gain a 1d4 bite attack, you've filled down your teeth to sharp points.

hoverfrog
2012-07-01, 03:51 PM
What about the Shifter race from Eberron?

Curmudgeon
2012-07-01, 04:21 PM
I'd check out the Shifter race in Eberron Campaign Setting, pages 18-20. ...

What about the Shifter race from Eberron?
Gee, I wonder why I didn't think of that? :smallconfused:

pffh
2012-07-01, 08:35 PM
Fleshwarper doesn't really help you with combat by itself, but the grafts it unlocks (every odd level except 1st, usually they're restricted as craftable only by their race) are pretty sweet. Let's take a look:

Fiendish
Clawed Arm graft: Grants +4 untyped STR and a claw attack.
Feathered Wings: Extraordinary flight for dirt cheap!
Fiendish Jaw: Bite attack!
Long Arm: Natural attack with +5ft reach.
Stinging Tail: Poisoned tail attack!
Strong Leg: Dirt cheap +2 inherent CON bonus.

Maug
Spike Stones: +1d4 to natural attacks.

Illithid
Goring Horn: A gore attack.
Raking Tentacles: Natural attack with reach that trips like a spiked chain.
Rending Claw: x3 crit multiplier claw

Sithilar
Sithilar Bones: +2 Con
Sithilar Muscles: +2 Str
Sithilar Tendons: +2 Dex

Undead
Enervating Arm: +4 Inherent bonus to Str
Mummified Hand: Slam attack.
Morhg's Tongue: Tongue...attack?
Skeletal Hand: Extra natural attack.



The Impure Prince can be used to stack a bunch of symbionts, such as:
Clawed Gauntlet: Claw attack!
Gutworm: Con bonus and rage!
Psionic Sinew: Strength and AC bonuses.
Tentacle Whip: Whip attacks on its own or as directed by you.
Tongueworm: A sting attack.
You don't strictly need levels in Impure Prince, but it can be used to acquire symbionts cheaply and quickly. Otherwise, they would only be available as treasure on the DM's whim.

Sourced from here (http://www.giantitp.com/forums/showthread.php?t=190350) and here (http://brilliantgameologists.com/boards/index.php?topic=12154.0).

These sound quite interesting. Any idea in what books I might find them and supplements for them?


Gee, I wonder why I didn't think of that? :smallconfused:

Since it's already a part of the race I do not feel like it would fit with the character concept of improving his body beyond others. But if all else fails I might see if my DM will let me refluff it.


Willing Deformity:Mouth. Gain a 1d4 bite attack, you've filled down your teeth to sharp points.

These are just lovely.

hoverfrog
2012-07-02, 03:26 AM
Since it's already a part of the race I do not feel like it would fit with the character concept of improving his body beyond others. But if all else fails I might see if my DM will let me refluff it.There's always the Weretouched master prestige class in the Eberron Setting, combined with the Shifter substitution classes for ranger it isn't a bad fit for what you want. You could also combine it with Warshaper and Kensai. It's a matter of improving on what the race already offers.

Alternatively a Changleing Barbarian\Warshaper which would literally allow you to improve your body. Though you didn't want a shapechanger so that might be going too far.

Flickerdart
2012-07-02, 08:24 AM
These sound quite interesting. Any idea in what books I might find them and supplements for them?
Fleshwarper is Lords of Madness, Impure Prince is Magic of Eberron. Fiend Folio has most of the grafts and some symbionts, but the first link in that post has sources for everything individually, so you'll want to check that out.

Pilo
2012-07-02, 08:32 AM
If pathfinder may be allowed, you can look at Synthesist (a Summoner archetype).
A Fey'ry altering self into Phaerlock.