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Pathfinder Way to Count Natural Attacks as Unarmed Strike

Pathfinder: Wrath of the Righteous- Natural Attack Guide

Pathfinder: Wrath of the Righteous- Natural Attack Guide

In Pathfinder: Wrath of the Righteous it is possible to attack enemies without using the main weapon (sword, staff, etc.) and this does not apply to magic spells. In this guide, we will talk about natural attacks and how they work in the game, and most importantly, who owns them.

Pathfinder: Wrath of the Righteous - Natural Attack Guide

Not most characters have unique attacks, and they are different for each. Some have three natural attacks at once, while others can only use one. The most interesting thing is that you will not see the natural blow in the inventory (which is quite logical), but it will be displayed in the combat panel on the character screen.

  • Note: If you find an error or inconsistency, please send information on feedback.

Natural attacks as weapons

Natural attacks are simply coded as weapons in Wrath of the Righteous, just like in Kingmaker. This means several things:

  • they do not count as unarmed attacks
  • will not work with Monk functions
  • non monastic weapon
  • have the property of Light and can be processed with weapons
  • weigh nothing at all
  • does not count as dual-weapon combat (in layman's terms).
  • can be scaled using certain class characteristics, which provide either natural weapons, or anything that fills the weapon with improvements, or by summing the number of bites / wounds.

Base attack bonus and action economics

You can make natural attacks on the number of limbs you have (front limbs instead of claws, horns, mouth). Primary attacks have a full base attack bonus (BAB), while secondary attacks have a BAB -5.

  • Bites: Usually primary (although some are secondary). Can only happen once per bite you have. Can be done with both hands.
  • Claws: Primary, produced before bites and throws. Works as an attack with two separate weapons. Not bound by offhand weapon penalties and not modified by dual-wielding combat. Crafting requires a free hand or both hands.
  • Throw: can be major or minor. Can only happen once for every blood you have available. Can be done with both hands.

Claws are like weapons in hand: you can attack with them anytime you can attack. Biting and throwing, on the other hand, requires a full-round attack action (which means don't use moves or other full-round actions). An exception to Movement Attacks and Full Rounds is the Surprise Attack feature.

Who can bite

The most common, desirable and natural attacks are bites. They can be made by the following characters:

  • Half - Orc - Razortooth Fang Trait; Secondary attack
  • Tiefling - Motherless Legacy; secondary attack
  • Kitsune - Only in the form of a kitsune; initial attack without weapons or with claws; secondary attack with a weapon
  • Wild Mutagen - From the discoveries of the alchemists and the archetype Mutagen-fighter (fighter); primary attack
  • Serpentine Bloodline - Deals poison that damages the body; primary attack
  • Barbaric / Skald Fury Power - Animal Fury; secondary attack
  • Curse of the Oracle - Scarfaced Wolf; damage increases with level, and you get Magic Fang; primary attack
  • Prestige class Dragon's Apprentice - By far the best bite attack in the game; at later levels, it adds additional energy damage depending on your dragon bloodline; Primary attack

The bites add up. You can make multiple bite attacks if you like. They refer to complementary attacks. You will not see your bites on the inventory screen, for this you need to go to the panel of your combat character and there you will find available bites.

Who can use claws

Sometimes you will want to use your claws and rip your enemies apart like a wild beast. All claw attacks are primary. Sources of claws:

  • Bloodlines of the Sorcerer - Growing Claws; limited by the number of rounds per lineage level from classes
  • Bloodlust Bloodline - Claws are only available during rage
  • Barbarian / Skald's Fury - Lesser Beast Totem
  • Druid - Rampage Elemental Archetype
  • Witch / Shaman - Claw
  • Witch - Hagbound Archetype
  • War Priest's Blessing - Animal; especially the Savage Champion archetype can designate its claws as a Sacred Weapon
  • Wild Mutagen - From the archetype of an alchemist or mutagenic fighter (fighter)

Bloodline-gifted claws are the most powerful base to use, and are offered by the most flexible classes.

With the sacred weapon of a war priest, it can produce not only claws, but also bites with throws. Wild mutagen is pretty good, but witch's claws are the weakest claw attacks in the game (1d3 damage).

  • Note: Claws in WotR are coded as equipped items, not traits. Which means the game limits you to only two claws. They are not subject to penalties and are not affected by the specifics of dual-wielding combat. This is not a monk's weapon, so you cannot use unarmed skills / abilities with it. Claws do not stack like other bites if they come from multiple sources. Their mechanics are quite simple - the strongest cubes overlap the others, and the effects do not combine.

Who can throw

Feel a little horny, don't we? Do you want to chase enemies in front of you or go through them? Then this attack is for you. Unfortunately, there are few such sources:

  • Close to the Abyss - Mythic Choice; only rank 1
  • Barbarian Fury / Skalda - Lesser Demon Totem
  • Equipment - For example, a Triple-Finned Helmet, which gives +2 1d8 Cold Iron Attack

As with bites, check your combat panel on the character screen to see the listed possible attacks. They do not appear in the inventory as equipped items.

Strength or Agility?

Strength versus agility is a choice, not a discussion.

  • Strength is perhaps the easiest choice. You gain Power Attack and Cleave, which saves you from paying the functionality penalty for weapon finesse and Slashing Grace x3 for claws / bites. However, you will likely have a lot less armor class (AC) evasion. You will still need a little dexterity. So this choice of strength is less defensive.
  • Agility is the most defensive choice. You get a high AC dodge rate as well as a high reflex. Piranha Strike is the same as Power attack, but for agility. However, this attack cannot completely replace a power strike, and you will still need it to cut. This means that you still need to pump a little strength, to be precise, up to 13 units.

If you don't want to take the Slashing Grace and spend a few levels on Rogue for training grace, then there is a good option! You will have a chance in the first act to find the Amulet of Dexterous Fists, which works as a training for grace, but for unarmed and natural weapons. Another option is to spend a valuable Mythic feat on Mythic Weapon Finesse, which also grants a dexterity bonus to rolls, but for ALL refined weapons.

  • Note: If you plan to pump a more protected character (defensive) by injecting points into agility, then be sure to pump at least 13 power by any means, since you will need a power attack and a split.

We won't go into multiclassing for the sake of determining whether strength or agility is more defensive. Since each class has certain characteristics that give additional protection, and they have nothing to do with agility or strength.

Equipment

Consider this section incomplete, especially due to the inclusion of equipment from Kingmaker, which may or may not appear in Wrath of the Righteous.

  • Amulet of Agile Fists - Found in Act 1. Grants a DEX bonus to damage rolls for unarmed and natural attacks. Stronger improvement bonuses can be found by +1, +2, etc., respectively.
  • Amulet of Mighty Fists - Simply gives + {x} enhancement bonus to attack rolls and damage rolls for unarmed attacks and natural attacks.
  • Alkaline Gloves - Item from Kingmaker. Adds 1d6 acid damage to melee / unarmed / natural attacks.
  • Manticore Claws - Item from Kingmaker. +4 enhancement bonus to strength and +2 enhancement bonus to attack and damage rolls with unarmed attacks and natural attacks.
  • Bear God Thunderclaw - Item from Kingmaker. Can be found in WotR. +4 to shock (shock), Thundering Scimitar. Applies the Summon Lightning spell on critical strikes. Adds shock (shock) and thunder to your and your companion animal's natural attacks. Increases sound and lightning damage by 1d10. Was really strong with Blue or Bronze Dragon bloodlines.

Outcome

Natural attacks scale well on most difficulties below the "Not Fair" level. They are just very rough at the beginning of the game and very difficult with no buffs in the middle and late game. So they are really not much different from any other hand-to-hand combat.

Pathfinder Way to Count Natural Attacks as Unarmed Strike

Source: https://www.okaygotcha.com/2021/09/pathfinder-wrath-of-righteous-natural.html

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