Changeling Claws

SnowleopardVK

First Post
I want to make a Changeling that uses her claws for combat, but 1d4 is pretty lame. Are there any good ways to boost that up a bit, especially at lower levels?

The only one I see right now is Rending Claws from the APG, but that needs a +6 BAB so it's not available as early as I'd like.

And I'd like to point out that I'm looking for ways to improve Changeling claws, NOT for better alternatives to them. I know that there are better alternatives. I'd rather use the claw concept, because I think it'll be fun.
 

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level 2 barbarian, Lesser beast totem: 2 claws, 1d6 if medium

(and then at level 10 barbarian, you can get greater beast totem, if you get medium at 6 or 8. Changes claws to 1d8)
 


1st level's gonna be reeeeeeeally dangerous... -_-

Well at least the group has two others to function as primary and secondary melee fighters. I've equipped her with a shortbow in addition to the claws, putting her at the middle of effectiveness on the team in both ranged and melee combat. Not the best, but not the worst at anything. She shines in skill points though (as rogues tend to).
 

I suggest using an archetype to feel less generic and have some sort of niche. I like Thug and Rake, both make good intimidator rogues. UC has a more social / bluffer archetype that gives you early access to what's normally an advanced rogue talent. IMO it's not a very strong advanced rogue talent, but it's still pretty nice to have at level 3 ("rumor monger" I think the talent's called).
 

Meh, too late. I already started, and I don't feel like approaching the DM with a "hey can I make some changes to my character" this early in.

If you look in story hour you'll see the results of our adventure's first encounter. Namely me landing one good hit before getting smacked down to negative HP, nearly dying, and just barely being saved by the rest of the party.

...But in the end I didn't end up dead, so it's all good right? Right?
 

Since you're focusing on natural claw attacks, consider Monk1# so you can enchant your claws and attack twice each round (-2 bab; however negate penalty using weapon focus(claws) and magic fang) for 1d6/1d6; +Sneak Attack when opportunity allows.

then use Improved Natural Weapon(claws) to boost your base damage die once you have +4 bab (ie: 6th level)
 

Pathfinder actually explicitly nerfed flurry of blows to not be able to be combined with natural attacks. It's one of the many hidden nerfings monks got, like how the fast movement no longer applies to all movement modes.
 

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