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    Default [3.X] Extra attacks, natural attacks, AoO

    In my melee combo guide, I thought it would be useful to have a list of ways to generate extra attacks. To be thorough and to find the most efficient methods, this should include feats, spells, natural attacks, magic items, attacks of opportunity, and anything else you can think of that generates an extra attack.

    Classes and Prestige Classes
    • Animal Lord: Varies. Complete Adventurer.
    • Barbarian: Whirling Frenzy alternate class feature. Adds 1 extra attack when you Rage. Unearthed Arcana.
    • Beast Heart Adept: Opportunist ability with your companions.
    • Bloodstorm Blade: Can make ranged attacks as melee attacks (Power Attack, all sorts of other abuse). Blade Storm ability lets you strike multiple targets with an Iron Heart Strike. Tome of Battle.
    • Bloodclaw Master: Gives you a claws limited times per day. Tome of Battle.
    • Crinti Shadow Marauder: Has the infamous Shadow Pounce ability, which lets you make a full attack every time you move using an ability with the teleport descriptor. Once you cobble together a Swift, Move, and Standard teleport actions, you can easily get 3 or more full attacks per round. Shining South pg 23.
    • Deepstone Sentinel: Has a several ways to create difficult terrain (preventing Charge, 5 ft steps) and to knock enemies Prone. Tome of Battle.
    • Demonbinder: Marilith form gives you 2 extra arms.
    • Dervish: Capstone ability lets you make double the number of attacks once per day. I'm not a fan due to the weak pre-reqs and generally sub-par class abilities, but it's a popular PrC. Complete Warrior.
    • Disciple of the Eye: Grants Flurry of Blows (even if you don't have Monk levels). Races of the Dragon.
    • Dragon Disciple: 2 levels get you a primary bite and 2 secondary claw attacks.
    • Druid: Wildshape, the source of nearly unlimited abuse! PHB.
    • Exotic Weapon Master: 1 extra attack with an Exotic Weapon. Comp Warrior.
    • Fang of Lolth: Bite and extra limbs. Also provides Sneak Attack and other goodies. Unfortunately, it's 3.0 material. Song and Silence.
    • Frenzied Berzerker: Adds one extra attack when in a Frenzy. Doesn't stack with Haste/Speed. Comp Warrior.
    • Frostrager: One-Two Punch at 2nd level. While making an unarmed attack, make one extra attack in a round at his highest BAB, but each attack made in that round takes a -2 penalty. Frostburn.
    • Geomancer: A Mystic Thurge-ish PrC. Starting at 5th level (ECL 11ish) the "Drifts" that you gain each level can add natural weapons. This includes more then one type of gore, claws, bite, sting, a wolf's ability to Trip as a Free Action, a bear's Improved Grab, an elephant's trample, and poison. So by ECL 16 you can gain 6 natural attacks, plus your normal attack routine, plus your spells (from a somewhat nerfed progression). Combine with Arcane Strike and/or Divine Power + Power Attack for awesomeness. Complete Divine pg 41.
    • Green Star Adept: Provides a natural slam attack. Complete Arcane.
    • Incarnate 4: Astral Vembraces soulmeld bound to your Hands chakra grants 2 slams. Magic of Incarnum.
    • Knight: Variety of class abilities that make it difficult for your enemy to move and/or generate attacks of opportunity. PHBII.
    • Master of Masks: Claws that count as magical for DR. Complete Scoundrel.
    • Master of Many Forms: Gives you a host of different forms for your Wildshape ability. Complete Adventurer.
    • Master Thrower: Several different Thrown Weapon Tricks can increase the number of attacks you make. Complete Warrior.
    • Master Transmogrifist: 10 levels allow you to add one form's natural attacks to anotherís. All sorts of polymorph abuse is already possible, which should be avoided. Complete Arcane.
    • Monk: Flurry of Blows provides extra attacks. PHB.
    • Lion Legionnaire Paladin substitution level: Trade Turn Undead ability for the ability to make an extra attack 3 + Cha mod times per day. Champions of Valor pg 45.
    • Rogue: Opportunist class ability can grant one additional AoO per turn. The once per round prohibition can be removed by the Savvy Rogue feat (Comp Scoundrel pg 80) though still no more then once per opponent. PHB.
    • Scorpion Heritor 10: Grants a poisonous tail attack for 1 hour per day. Sandstorm.
    • Tempest: Improves Spring Attack. Also Dance of Death once per day. Complete Adventurer.
    • Telflammar Shadowlord: Like the Crinti Shadow Marauder, the Shadowlord has the Shadow Pounce ability. Unapproachable East pg 36.
    • Totemist: One of the best ways to add natural attacks via a wide variety of soulmelds (see below). Magic of Incarnum.
    • Warmind 5: Sweeping Strike ability: Each melee attack also effects an adjacent enemy. Expanded Psionics Handbook.
    • Warshaper: Can grow extra natural attacks. Open to a lot of abuse, so talk to your DM. Complete Warrior.
    • Wildrunner: 2 levels gets you a secondary bite attack. Races of the Wild.


    Feats
    • Cleave: Extra attack after dropping an enemy. Limit 1 per round. PHB.
    • Cleave, Great: Removes limit from Cleave. (Sucks). PHB.
    • Combat Reflexes: You can take more then one AoO per turn, and can take AoO while Flat Footed. PHB.
    • Close Quarters Fighting: A Grapple against you always provokes an AoO, even if the enemy has Improved Grab or Improved Grapple. Comp Warrior pg 97.
    • Deepspawn: 2 tentacle attacks from your waist. Requires Aberration Blood, one other aberrant feat. Lords of Madness.
    • Defensive Sweep: If an opponent starts their turn adjacent to you and doesnít move this round, they provoke an AoO at the end of the turn. PHBII pg 78.
    • Defensive Throw: If the target of your Dodge feat attacks you and misses, you may make a Trip attack AoO against them. Comp Warrior pg 97.
    • Deformity (teeth): Bite attack. Deformities have a feat pre-req of Willing Deformity and Evil alignment. Heroes of Horror.
    • Deformity (clawed hands): Ambiguously worded claws. Book of Vile Darkness.
    • Double Hit: When you make an AoO, you may attack with 2 weapons. Precision damage only counts for one, but itís still useful for certain builds. Miniatures Handbook pg 25.
    • Draconic Claw: Gain a natural claw attack. Any round that you cast a Standard Action spell, you can attack with your claw as a Swift Action. Requires Draconic Heritage (which in turn requires 1 level of Sorcerer) Complete Arcane pg 77.
    • Draconic Tail: Kobold only, 1st level only, gives you a tail attack. Races of the Dragon.
    • Extra Shifter Trait: Gives you another Shifter trait. Longtooth will add a bite attack while Shifting, or Razorclaw will add 2 claws while Shifting. Eberron Campaign Setting.
    • Hold the Line: When an enemy Charges you, they provoke when they enter a square you threaten. Resolved before the Charge attack. Comp Warrior pg 100.
    • Hurling Charge: When you Charge an enemy, you get a free thrown weapon attack during your Charge and then attack with your melee weapon at the end of the Charge. Unfortunately, the text of the feat explicitly rules out the use of Pounce. But for ECL 6 or lower builds, it's still a nice way to add an extra attack. Requires Quickdraw. Miniatures Handbook pg 27.
    • Illithid Grapple: Each feat buys you one tentacle attack which can be used as a primary or secondary attack. You also gain the Improved Grab ability with your tentacles. You can take this up to four times. Requires Illithid Heritage and one other illithid feat. Complete Psionic.
    • Jaws of Death: Gives a Warforged a bite attack. Races of Eberron.
    • Karmic Strike: Take a penalty to AC. Whenever an enemy hits you, you get an AoO (resolved after their attack). Comp Warrior pg 102.
    • Mage Slayer: Casters canít cast defensively in your threatened area. Complete Arcane.
    • Multiweapon Fighting: Reduces the penalties for fighting with 3 or more hands. Monster Manual.
    • Overhead Thrust: Against an attack designed to batter you from above (Trample, Overrun, Power Dive, Dragon Crush) you get an AoO. This attacks gets a bonus to hit based on your enemyís size, and deals triple damage. (A really lenient DM might allow a Tiny player to allow this to provoke for all attacks against them. But I doubt it). Draconomicon pg 106.
    • Practiced Binder: Bind Amon to get a Ram attack. Tome of Magic.
    • Prehensile Tail: You can use your tail attack as an arm. This is the most efficient way to qualify for Multiweapon Fighting, as there are half a dozen easy ways to get a tail attack (Draconic Tail being the easiest). Serpent Kingdoms pg 147.
    • Rapidstrike and Improved Rapidstrike: Allows extra natural attacks. Very poorly worded and limited to certain creature types, so check with your DM. Draconomicon.
    • Robilarís Gambit: Take a penalty to AC. Whenever an enemy swings at you, you get an AoO (resolved after their attack). PHBII pg 82.
    • Slashing Fury: Adds an extra attack, but imposes a bit To-Hit penalty and has lousy pre-reqs. PHBII pg 82.
    • Shape Soulmeld -> Open Chakra feats: I highly suggest reading through Magic of Incarnum. Many soulmelds/chakra binds (all day buffs) grant natural weapons or other highly useful abilities, and (like the Tome of Battle) the mechanics of the system are set up in such a way that any class can access some of the powers through feats (though some of the best require 2 levels of Totemist). Magic of Incarnum.
    • Snap Kick: Whenever making an attack (be it a single attack, full round attack or strike) you gain an extra unnarmed strike. Tome of Battle.
    • Spectral Skirmisher feat: When Invisible, enemies attacking your square generate AoO. PHBII pg 83.
    • Spinning Halberd: Extra attack with a halberd. Interestingly enough, it doesn't preclude you from using TWF (a pre-req). So you can use a Halberd with armor spikes or an unarmed strike and to gain 2 extra attacks. Comp Warrior pg 114. Dragon Magazine also has a dozen different polearm related feats, including Haft Strike (DR 331) which lets you use a polearm as a double weapon.
    • Supernatural Instincts: Supernatural Abilities provoke an AoO (but do not stop them from occurring). Fiendish Codex II pg 85.
    • Supernatural Opportunist: Supernatural Abilities provoke an AoO (but do not stop them from occurring). Basically the same as Supernatural Instincts, though the wording of how each ability is used is slightly different. Tome of Magic pg 75.
    • Two Weapon Fighting tree: Reduces penalties for off hand attack. Taking the other TWF feats in the feat tree add additional attacks. PHB.
    • Xeph Celerity: You can expend a Xeph Burst (usable 3/day) as a Swift Action to gain an extra attack. Complete Psionic pg 59.



    Items and Grafts
    • Arms of the Naga: Expensive, and mentions a restriction that they can't be used for additional attacks... although there might be a way around that if you get creative. Savage Species p. 55, 56000 GP.
    • Arms of Plenty: 2 extra clawed hands. Lords of Madness.
    • Bearskin Armor: +1 Breastplate that provides 2 claw attacks and +5 ft to your natural reach for a limited number of rounds each day. Also provides a variety of other abilities. Magic Item Compendium pg 16, 14,350.
    • Buffeting Wings draconic graft: Adds a natural flight speed and 2 slam attacks, though you can't attack with weapons or use a shield the same round (though you can use other natural weapons). Very expensive, but worth looking at for a high level build since buffet attacks are pretty rare. Races of the Dragon pg 127, 100,000 gp.
    • Fanged Mask: Adds an all day magic bite attack, plus a limited use Stun attack. Magic Item Compendium pg 99.
    • Fanged Ring: Grants Improved Unarmed Strike and Improved Natural Attack (Unarmed Strike). Dragon Magic p. 101.
    • Gloves of Man: While they don't give you hands themselves, they do allow tentacles or other non-arm appendages to manipulate objects as fully-functional hands with opposable thumbs. Unfortunately, they cost almost as much as Arms of the Naga. Savage Species p. 57, 42000 GP.
    • Gloves of the Balanced Hand: Grants the Two Weapon Fighting feat. If you already have Improved Two Weapon Fighting, it grants an additional attack as if you had Improved Two Weapon Fighting. Magic Item Compendium pg 105, 8,000 gp.
    • Horned Helm: Grants a magical Gore attack. Magic Item Compendium pg 112, 8,000 gp.
    • Net: Escaping from a net provokes an attack of opportunity. Use one on an enemy, and be sure he is also standing in your threatened range. You're essentially getting a free attack and debuff. You're getting extra attacks if an ally is also threatening him. Don't bother with spending a feat on Exotic Weapon Proficiency, as it's a touch attack to use. PHB.
    • Phylactery of Change: Somewhat affordable all-day polymorph. It can only go up to 7HD, but that easily covers most of the low-level multi-armed creatures. A&EG p. 135, 11200 GP.
    • Serpent Armor: +1 leather armor that grants you the Combat Reflexes feat. Magic Item Compendium pg 21, 12,160.
    • Spare Hand: Extra arm that can only hold things. Magic of Eberron.
    • Speed weapon enhancement: 1 extra attack when you make a full attack. Doesnít stack with other Speed/Haste effects. DMG.
    • Third Arm: This magic item can hold things, and can attack if you power it with an Artificer infusion. There's a more expensive version that has two additional arms instead of just one. Magic of Eberron.
    • Tigerskin Armor: +1 Mithral shirt that provides 2 claw attacks and +5 ft to your natural reach for a limited number of rounds each day. Also provides a variety of other abilities. Magic Item Compendium pg 22, 17,100 gp.


    Maneuvers/Powers/Spells
    • Alter Self: By starting out with an aberration, monstrous humanoid or outsider race (Elan, Neraph, or Anthropomorphic <blah> can be LA +0), you can alter into a Tako, Thri-Kreen, Diopsid, or some other multi-armed creature. Magical beasts such as Girallons are a little tougher. PHB.
    • Bite of the Wolf: Manifest a primary or secondary bite attack. Psionic Power.
    • Bite of the Were-whatever: Variety of spells (werewolf, wererat, werebear) that grant a bite and/or claw attacks, and nifty stat bonuses. Spell Compendium.
    • Charge of the Triceratops: Grow a primary or secondary gore attack. Spell Compendium.
    • Claws of the Beast: Claws with damage that scale with size and manifester level. Google the "King of Smack" and you'll see how easily it can be abused. The one down side is that Claws of the Beast explicitly cannot be combined with other attacks.
    • Dancing Mongoose: Gain one additional attack with each weapon you wield (max 2). Tiger Claw boost. Tome of Battle pg 86.
    • Evard's Menacing Tentacle's: 2 tentacles grow from shoulders. PHB II.
    • Extend Tentacles: +5 ft. reach to all tentacles. Spell Compendium.
    • Fearsome Grapple: Grow 4 tentacles that can only be used for grappling. Spell Compendium.
    • Flashing Sun: Adds an additional attack as part of a full attack. Desert Wind strike. Tome of Battle pg. 54.
    • Flaying Tendrils: Grow 4 mind flayer tentacles. Complete Mage.
    • Form of Doom: Adds 4 tentacle attacks.
    • Girallon's Blessing: Grow 2 extra arms. Spell Compendium.
    • Girallon Windmill Fleshrip: Adds extra damage (up to 20d6) based on the number of attacks you make. Also, I just thoroughly enjoy writing and saying Girallon Windmill Fleshrip. Tiger Claw boost. Tome of Battle pg 87.
    • Gutsnake: Grow a snake tentacle. Spell Compendium.
    • Haste: 1 extra attack when you make a full attack. Doesnít stack with other Speed/Haste effects. PHB.
    • Polymorph: Turn into something with lots of attacks. PHB.
    • Polymorph Any Object: Like Polymorph, but can be permanent if you're roughly the same size and type as the new form. PHB.
    • Raging Mongoose: Gain 2 extra attacks with each weapon you wield (max 4 extra attacks). Tiger Claw boost. Tome of Battle pg 89.
    • Time Stands Still: You get two full attacks as a full round action. Diamond Mind Strike. Tome of Battle pg 66.
    • Thicket of Blades stance. Enemies provoke AoO for any movement. It specifically cites 5 ft steps and Withdraw Actions. Itís silent about whether or not it provokes as if your enemy Tumbles through your threatened area. Devoted Spirit, Tome of Battle[/URL].
    • Triple Strike (Wiz 5): Spell that grants two extra attacks on a full attack, in addition to Keen and Flaming Burst effects, to multiple targets. Only lasts one round, but it should be a freaking awesome round for your party, especially if you've spent some time Summoning beforehand. Lost Empires of Faerun 33.



    Soulmelds:
    • Ankheg Breastplate (bound to Totem chakra): Gain a Bite attack. Each point of essentia invested in it adds 1d4 Acid damage. Note that binding a soulmeld to your Totem chakra requires 2 levels of Totemist. Most other chakra slots can be accessed through feats. Magic of Incarnum pg 57.
    • Astral Vembraces (bound to Hands): 2 slam attacks. Noteworthy in that it's an Incarnate or Soulborn soulmelds, whereas every other soulmeld that grants extra attacks is Totemist. Online.
    • Behir Gorget (bound to Totem chakra): Gain a Bite attack. Each point of essentia invested in it adds 1d4 Electricity damage. Magic of Incarnum pg 60.
    • Blood Talons (bound to Totem chakra): Gain 2 claw attacks. Each point of essentia invested in it adds a +1 enhancement bonus to hit with the claws. Magic of Incarnum pg 61.
    • Brass Mane (bound to Totem chakra): Gain a bite attack. Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with your bite. Magic of Incarnum pg 62.
    • Claws of the Wyrm: Gain 2 claw attacks. Noteworthy in that it doesnít need to be bound to a chakra slot in order to gain the extra attacks. Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with the claws. Dragon Magic.
    • Chaos Roc's Span: Gain 2 wing buffet attacks. Noteworthy in that it doesnít need to be bound to a chakra slot in order to gain the extra attacks, and that wing attacks are rare. They deal non-lethal damage unless bound to your Shoulders, which also adds a potent Save or Daze effect. Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with your wings. Dragon Magazine 350 pg 87.
    • Displacer Mantle (bound to Totem chakra): As a full round action you can make 2 tentacle attacks. They have +5 reach and a +1 bonus to damage per point of essentia invested in them. But because it's a full round action and not an attack action, you can't combine it with other attacks. And you explicitly cannot make attacks of opportunity with them. I'd skip it entirely. Tome of Magic pg 64.
    • Dragon Tail: Gain a tail attack. Noteworthy in that it doesnít need to be bound to a chakra slot in order to gain the extra attack. Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with the tail. Dragon Magic.
    • Dragonfire Mask (bound to Totem chakra): Gain a Swift Action Frightful Presence, with a duration dependent upon the amount of essentia invested in it. Dragon Magic.
    • Fearsome Mask (bound to Brow chakra): Gives you a Gaze attack. Enemies must Save or be Shaken. It explicitly functions as a normal Gaze attack, which means that it functions continuously and that enemies must Save against it every round. Unlike other Gaze attacks, it does not effect allies. And unlike most other Fear effects, enemies who successfully Save against it one round are not immune to it for 24 hours. And the soulmeld itself provides an Insight bonus to Intimidate, which can be used to Demoralize. And keep in mind that Fear effects stack with other Fear effects (though no effect ever stacks with itself), so if you layer on any other Fear effect, weak minded enemies will soon be running away from you (and provoking attacks of opportunity). Magic of Incarnum pg 66.
    • Flame Cincture (bound to Waist chakra): Provides Resistance to Fire based 10 + 5 points per essentia invested in it, and on the round after you absorb any Fire damage you can release it as an attack as a Swift Action. Wade into combat, have a friend dump a Fireball into the middle of melee, and then deal the damage again to a surviving enemy. Or better yet, have him cast a Wall of Fire. Magic of Incarnum pg 67.
    • Girallon Arms (bound to Arms chakra): Gain the Rend ability for your pre-existing claw attack. Magic of Incarnum pg 68.
    • Girallon Arms (bound to Totem chakra): Gain 4 (!) claw attacks. Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with the claws. Magic of Incarnum pg 68.
    • Gorgon Mask (bound to Totem chakra): Gain a Trample attack. Magic of Incarnum pg 69.
    • Heart of Fire (bound to Waist chakra): Whenever someone hits you with a Grapple, unarmed strike, or natural weapon, they take 1d6 points of Fire damage for every point of essentia invested in this soulmeld. This can be absolutely devastating against a monster making a full attack against you, especially if you also have some sort of Karmic Strike combo working for you. Manufactured weapons also take this damage (though it's divided by 50%, since it's Fire damage, and you have to worry about Hardness) essentially giving you free Sunder attacks as well. Magic of Incarnum pg 70.
    • Kruthik Claws (bound to Totem chakra): Gain 2 claw attacks. Each point of essentia invested in it adds 1d4 Acid damage. Magic of Incarnum pg 74.
    • Lamia Belt (bound to Totem chakra): Gain 2 claw attacks. Unlike most other claw attacks, the Lamia belt does not require you to give up holding a manufactured weapon in order to use it. Magic of Incarnum pg 74.
    • Landshark Boots (bound to Totem chakra): Claws grow out of your hands and feat. Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with the claws. You can attack with the claws in your hands like normal claws. You also gain a limited (and oddly worded Standard Action) Pounce ability which lets you attack with all four claws. Magic of Incarnum pg 76.
    • Mantle of Flame: Anyone striking you (except for enemies using a manufactured reach weapon standing more then 5 ft away) take 1d6 Fire damage plus an additional +1d6 for each point of essentia invested in it. This soulmeld is noteworthy in that it doesn't need to be bound to a chakra slot in order to be useful in combat, and that it stacks with the Heart of Fire soulmeld, although they interact oddly (Heart of Fire won't effect everyone that Mantle of Flame effects, and vice verses). Magic of Incarnum pg 78.
    • Necrocarnum Shroud (bound to Waist chakra): Creates an aura that provides you with a minor bonus. At the beginning of your turn, anyone within the aura must Save or become Shaken. Noteworthy in that enemies who pass the Save aren't immune for 24 hours. Magic of Incarnum pg 30.
    • Necrocarnum Vestments (bound to Waist chakra): Any living creature adjacent to you takes 1d6 Cold damage at the end of your turn. Magic of Incarnum pg 30.
    • Phase Cloak (bound to Totem chakra): Gain a bite attack that also deals Poison damage. Each point of essentia invested in it adds a +1 enhancement bonus to hit with the bite. Magic of Incarnum pg 82.
    • Rage Claws (bound to Totem Chakra): Gain 2 claw attacks. Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with the claws. Also, you don't take the standard -4 penalty to hit while Grappled when attacking with Rage Claws. Magic of Incarnum pg 84.
    • Shedu Crown (bound to Totem Chakra): Gain a Trample attack. Magic of Incarnum pg 85.
    • Sphinx Claws (bound to Totem Chakra): Gain 2 claw attacks. Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with the claws, plus a +1 bonus to Strength checks (such as Trip or Bull Rush). Magic of Incarnum pg 38.
    • Threefold Mask of the Chimera (bound to Totem Chakra): Gain 3 bite attacks. But there's an odd mechanic for how you use them, so on a normal full attack action, you're only gaining 1 bite. Magic of Incarnum pg 90.
    • Unicorn Horn (bound to Totem chakra): Gain a Gore attack. Unicorn Power! Each point of essentia invested in it adds a +1 enhancement bonus to hit and damage with the horn. Also, this soulmeld increases your Wild Empathy ability, which is an extremely useful and underused ability (as it can be used on magial beasts). Magic of Incarnum pg 91.
    • Winter Mask (bound to Totem chakra): Gain a bite attack. Each point of essentia invested in it adds 1d4 Cold damage. Magic of Incarnum pg 93.


    Races/Templates
    • Anthropomorphic Giant Octopus: Giant version has 6 tentacles (and 2 legs). No LA (oddly), but 2 racial HD. Or you can go with the Anthropomorphic Giant Squid gets 8 tentacle attacks (starts with 10, two become legs) and is Large size, for 3 template HD and +1 LA. Also, I have yet to meet a DM who would allow this outside of a joke campaign. Savage Species pg. 216.
    • Darfellan: Natural bite. +0 LA. Stormwrack.
    • Diopsid: A dumber/slower Thri-Kreen. It has some wonky 3.0ish/TWFish rules for the extra arms, but works quite well if you want to dual-wield a pair of two-handed weapons. +1 LA. Dragon Compendium.
    • Draconic Template: Claws. +1 LA. Races of the Dragon.
    • Entomanothrope: Varied natural attacks from base vermin. +2 LA.
    • Feral: 2 claw attacks, Rake, and Rend. +1 LA. Savage Species.
    • Half-Dragon: Primary or secondary claws according to the SRD, and secondary bite. +2 LA if you just want the natural attacks, +3 for full Half-Dragon-hood.
    • Half-Far Spawn: 2 tentacles. +4 LA. Lords of Madness.
    • Half-Fiend: Primary or secondary claws according to the SRD, and secondary bite. +1 LA for claws, +2 for claws and bite, +4 for full Half-Fiend-hood.
    • Kobold variant: 2 primary claws and 1 secondary bite. Online only.
    • Krynn Minotaur: Have a gore attack dealing 1d6 damage + Str mod (or 0.5 Str mod as secondary) or 2d6 + 1.5 Str mod on a Charge. Dragonlance Campaign Setting p 43.
    • Lich: Secondary paralyzing touch attack. +1 LA for touch attack, that improves the attack with template progression. +4 LA for full Lich-dom.
    • Lizardfolk: 2 claws and a bite plus other nifty bonuses. +1 LA and 2 racial hit dice though, so it's not a great choice. MM.
    • Marilith: While 16 HD places this even outside of Polymorph range, the Demonbinder PrC (see above) can get you something similar. MM p. 44.
    • Minotaur: Gore. 1 level of the Minotaur monster class to get the gore attack, which improves as you progress in that class, up to level 7.
    • Multiheaded: Scales with HD. Notable for being one of the few ways to get multiple bite attacks. +2 LA. Savage Species.
    • Shifters: Varies. +0 LA. Races of Eberron.
    • Skarn: Adds 1 Spine attack (bones that grow out of your arms) as a natural weapon. You can't attack with a Spine attack and a weapon in the arm your Spine attack is coming from in the same round. Good race for Monks and Totemists. You can use TWF with your Spine if you take levels of the Spinemeld Warrior prestige class, but it's a sucky PrC. Magic of Incarnum.
    • Tako: 4HD aberration. While its arms don't do any damage, it can wield up to 7 weapons without a penalty. I'm not sure if the errata/update included LA values, but if you start out as an Elan (+0 LA aberration), you can Alter Self into this form at a low level. Oriental Adventures p. 193.
    • Thri-Kreen. 4 arms and bite. +2 LA and 2 monstrous humanoid hit dice for Psionic version from Expanded Psionics Handbook. +1 LA plus 2 monstrous humanoid hit dice for the non-psionic version from Shining South pg 16. Given the ridiculous number of perks that they get, I'd say that this is one of the few LA/HD races that I would endorse taking, especially for a mid-low level build.
    • Voidmind: 1 tentacle from head. +3 LA. Monster Manual 3.
    • Warforged: Slam attack. Races of Eberron.
    • Werebear: Looking at the MM and SRD, it seems as if the Werebear, like a Half-Dragon or Half-Fiend, has primary or secondary claw attacks and a secondary bite, even though other Were creatures can only use their claws as primary attacks. Wierd. All were-creatures are +2/+3 (infected/natural) LA plus animal hit dice, with the option of weird template class progression.
    • Wereboar or Dire Wearboar: Primary claw and secondary gore attack.
    • Wererat: Secondary bite with disease.
    • Weretiger: 2 primary claws and secondary bite.
    • Werewolf: 2 primary claws and secondary bite.
    • Xill: 4 claws, multiple arms, and Improved Grab. Sadly, they have 5 Outsider HD and +4 LA.


    In addition, special attacks such as Bull Rush, Disarm, and Trip often generate AoO. Those are covered in my melee guide.

    Anything that gives you additional actions (such as Celerity) also gives you potential additional attacks. Those are covered in the Pounce or Free Movement thread. And as a general piece of advice, I'd say that every melee build that has more then one attack needs some method of making a full attack every round.

    Also, be mindful that some of the methods of getting extra attacks also apply penalties to hit. Stacking too many of them will lead to a lot of missed attacks.

    Please post any additions and or comments. I'm also interested to hear what people think is a reasonable number of attacks per round, assuming that you're a moderately optimized melee build playing in a moderately optimized party (people who know what they're doing, but without explicit power gaming).
    Last edited by Person_Man; 2012-09-27 at 04:11 PM.

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    Ettin in the Playground
     
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    It's probably worth noting that the Thri-kreen presented in the Shining South (I think) are psionic-less and LA +1, instead of +2 like their XPH brethren.
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    You are missing Exotic Weapon Master (CWarrior) ECL7 which gives Flurry of Strikes. Use it with a Spiked Chain or while using 1 end of a double weapon 2handed for 2:1 PA synergy!

    Also, under races, Skarn gives you 2 natural spine attacks, but you can't be holding weapons. Perfect for Totemists though, since they don't hold their weapons.
    Last edited by Keld Denar; 2009-10-06 at 11:42 AM.
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Frenzied Berzerker from Complete Warrior gets an extra attack when in a Frenzy, though it doesn't stack with Haste.

    Slashing Flurry from PHB2 gives you an extra attack, though it comes with a hefty attack roll penalty.

    Flashing Sun, Girallon Windmill Fleshrip, Dancing Mongoose, Raging Mongoose, and Time Stands Still from Tome of Battle give extra attacks and are compatible with full attacks. There are several more multiple attack maneuvers that do not involve full attacks, but those are generally less useful for getting lots of attacks because it's harder to stack effects with them.
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Spinning Halberd and Haft Strike get you extra attacks with halberds and polearms (which includes halberds)
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Quote Originally Posted by Keld Denar View Post
    You are missing Exotic Weapon Master (CWarrior) ECL7 which gives Flurry of Strikes. Use it with a Spiked Chain or while using 1 end of a double weapon 2handed for 2:1 PA synergy!

    Also, under races, Skarn gives you 2 natural spine attacks, but you can't be holding weapons. Perfect for Totemists though, since they don't hold their weapons.
    Skarn only gives 2 natural weapons if you take levels in Spinemeld Warrior. Otherwise it's just 1 spine attack. Spinemeld Warrior allows you to TWFing with your Spines alone.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Updated. Thanks.

    Anything else I missed? I know that there are a ton of grafts I haven't cataloged yet. Is anyone familiar with them?

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Quote Originally Posted by Keld Denar View Post
    You are missing Exotic Weapon Master (CWarrior) ECL7 which gives Flurry of Strikes. Use it with a Spiked Chain or while using 1 end of a double weapon 2handed for 2:1 PA synergy!
    Couple with Cavestalker (DotU) for wielding TWO SPIKED CHAINS AT ONCE and flurrying with both.

    Couple with Thri-Kreen for wielding FOUR FLURRYING SPIKED CHAINS SIMULTANEOUSLY.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    The Practiced Binder feat allows you to bind Amon and get his ram attack (1d6 + 1.5 x STR bonus).

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    The feat Draconic Claws (at least, I THINK that's the name) from Complete Arcane grants you claws and lets you attack with them as a swift action whenever you cast a spell as a standard action. Very hard to combine that with a proper full attack, sure, but it does exist.
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Quote Originally Posted by Fax Celestis View Post
    Couple with Cavestalker (DotU) for wielding TWO SPIKED CHAINS AT ONCE and flurrying with both.

    Couple with Thri-Kreen for wielding FOUR FLURRYING SPIKED CHAINS SIMULTANEOUSLY.
    Actually, you can just use Spinning Swords from Secrets of Sarlona, pg 136. Basically a Spiked Chain that you can only use with one hand. Or if you're mounted, you can use lances one handed (though you'd have to deal with the donut hole problem).

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    I'm going to cut and paste most of this from another bard/multiple-hand thread from a while back, but I think it's mostly still relevant.

    Anthropomorphic Giant Octopus (Savage Species p. 216). You want the Giant version because the normal octopus doesn't have individual attacks for each tentacle, just an arm and bite attack. The Giant Octopus also doesn't have +1 LA for some reason... but it does have 2 template HD, which you have to take. As has been mentioned already, two of your tentacles become legs, so you get 6 tentacle attacks. If you have to have 8 tentacles, the Anthropomorphic Giant Squid gets 8 tentacle attacks (starts with 10, two become legs) and is large size, for 3 template HD and +1 LA.

    Diopsid in the Dragon Compendium, no racial HD but +1 LA (insectoid, but dumber/slower than a Thri-Kreen). It has some wonky 3.0ish/TWFish rules for the extra arms, but works quite well if you want to dual-wield a pair of two-handed weapons.

    Marilith (MM p. 44). While 16 HD places this even outside of Polymorph range, there's a particular PrC (see Demonbinder, mentioned above) that can get you something similar.

    Tako (Oriental Adventures p. 193). 4HD aberration. While its arms don't do any damage, it can wield up to 7 weapons without a penalty. I'm not sure if the errata/update included LA values, but if you start out as an Elan (+0 LA aberration), you can Alter Self into this form at a low level.

    Other methods to gain additional appendages:

    Alter Self (PHB). By starting out with an aberration, monstrous humanoid or outsider race (Elan, Neraph, or Anthropomorphic <blah> can be LA +0), you can alter into a Tako, Thri-Kreen, Diopsid, or some other multi-armed creature. Magical beasts such as Girallons are a little tougher. A bard can cast this at 1st level by taking Precocious Apprentice.

    Arms of the Naga (Savage Species p. 55, 56000 GP). Expensive, and mentions a restriction that they can't be used for additional attacks... although there might be a way around that if you get creative.

    Gloves of Man (Savage Species p. 57, 42000 GP). While they don't give you hands themselves, they do allow tentacles or other non-arm appendages to manipulate objects as fully-functional hands with opposable thumbs. Unfortunately, they cost almost as much as Arms of the Naga.

    Phylactery of Change (A&EG p. 135, 11200 GP). Somewhat affordable all-day polymorph. It can only go up to 7HD, but that easily covers most of the low-level multi-armed creatures.

    Polymorph Any Object, scroll or friendly/paid spellcaster. Can be permanent if you're roughly the same size and type as the new form. A scroll of PAO only costs 1200 GP.

    Wildshape/Master of Many Forms (Complete Adventurer). Offers more interesting creature types, such as monstrous humanoids and aberrations. The real gem is hydra or cryohydra, which gets an insane number of attacks that can be doubled if you cut off all your heads beforehand, and it can attack with them all on just a standard action.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Third Arm item from Magic of Eberron can hold things, and can attack if you power it with an Artificer infusion. There's a more expensive version that has two additional arms instead of just one.

    Same book has an elemental graft that gives a gaze attack for like 14k, which is pretty nuts too.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    As I recall, the Hunger domain gives a natural bite attack. There may be other domains with similar abilities, I can't remember for sure.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    The Tempest PrC from Complete Adventurer allows a character to attack once with both weapons when using spring attack, and reduces the penalties for TWF by 2.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Quote Originally Posted by Person_Man
    The one down side is that Claws of the Beast explicitly cannot be combined with other attacks.
    can't it be combined with other natural attacks, such as, say, Bite of the Wolf?
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    There's a few items in the MIC:
    • Bearskin Armor (claws)
    • Fanged Mask (bite attack)
    • Gloves of the Balanced Hand (TWF or ITWF)
    • Horned Helm (gore)
    • Tigerskin Armor (claws)

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Quote Originally Posted by SydneyLosstarot View Post
    can't it be combined with other natural attacks, such as, say, Bite of the Wolf?
    I think so, by way of a little trickery with how you order the attacks. Claws of the Beast says "if you use a manufactured weapon or another natural weapon, you may not attack with Claws this round." Which is very different from "if you attack with Claws you may not use another natural weapon." So you attack with Claws, and then you add on any other natural weapons you have as secondary. Which triggers the Claws-exclusion thing, but that's ok, since you already used them. I think the only actual adverse result of this is that you can't use the Claws to make any Attacks of Opportunity you may get before your next turn.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Warforged can get a Bite attack with Jaws of Death, which can be combined with their Slam for 2 natural attacks at level 1.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    I've been pondering a natural attack build lately, you've got most things I found, and a lot I didn't.

    Buffeting Wings (draconic graft) gives a pair of wing attacks, which are otherwise hard to come by.

    The Geomancer from Complete Divine can get a lot of different attacks. Antlers, talons, rake, bite, stinger, unicorn horn, etc.

    Green Star Adept gets a slam, but, well, yeah.

    PS: I think Draconic Tail only requires being dragonblooded, not kobold. And is also available as a graft.
    Last edited by Gossipmonger; 2009-10-12 at 08:03 AM.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Lizardfolk are LA+1 and two RHD, grants two main claw attacks and a secondary bite attack, along with a bunch of other goodies. One of the more interesting races I think, if you are going to play a monstrous race with la and rhd and all that..
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Shape Soulmeld: Claws of the Wyrm or Dragon Tail grant a natural weapon (can't be used with other weapons or natural attacks due to wording). Claws of the Wyrm are really good for Scouts, as it's a Standard action to make 2 claw attacks (mini-Pounce).

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Quote Originally Posted by Sinfire Titan View Post
    Shape Soulmeld: Claws of the Wyrm or Dragon Tail grant a natural weapon (can't be used with other weapons or natural attacks due to wording). Claws of the Wyrm are really good for Scouts, as it's a Standard action to make 2 claw attacks (mini-Pounce).
    They are also one of the few soulmelds that grants natural attacks *without* being bound to a totem chakra, so non-Totemists can take advantage of them. However... I'm not sure they are explicitly identified as natural weapons. Ok, the claws are somewhat clearly natural, but the tail attack has some other restrictions (doesn't threaten, no AoOs, no grappling) that doesn't sound like a natural weapon.

    And neither of these soulmelds explicitly says they can be used as secondary attacks. The claws would probably work as secondary attacks, but the tail has a lot of other restrictions on when it can be used.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Major updates. Added everything from the comments (Thanks!) and did a full audit of the Magic of Incarnum, adding a dozen different ways to get natural attacks. Although most of us know this, it's worth re-iterating that one of the best ways to to add 2+ natural attacks is to take a 2 levels of Totemist. This is particularly powerful for low-mid level builds. Things like Barbarian 1/Totemist 2 or Psychic Warrior 2/Totemist 2 can easily get 4+ attacks per round.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    You missed out the Dervish. It has a capstone ability which doubles the number of attacks it makes during a Dervish Dance. At Epic levels, combine with Thri-Keen, Perfect Multiweapon Fighting, Speed/Haste, and Slashing Flurry for 48 attacks in a single round. The only disadvantage is that you need a large boost to your move speed to be able to claim these attacks (You need to move 5 feet between every 2 attacks).
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    The Triple Strike spell in Lost Empires of Faerun grants two extra attacks on a full attack, in addition to Keen and Flaming Burst effects, to multiple targets.

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    For Race with natural weapon their's the Krynn minotaur from the dragonlance campaign setting (p43) they have a gore attack dealing 1d6 damage + Str mod (or 0.5 Str mod as secondary) or 2d6 + 1.5 Str mod on a charge.
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Fiendish Codex II: Supernatural Instincts "Creature using a supernatural ability provokes attack of opportunity from you". CR as prereq. Better than the one in ToM, IMHO. Or use in combo to strike 2-12 times for opportunity, depending from the cheese.
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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    Quote Originally Posted by aethernox View Post
    The Triple Strike spell in Lost Empires of Faerun grants two extra attacks on a full attack, in addition to Keen and Flaming Burst effects, to multiple targets.
    Wow, unbalanced much. What class/level is that? Do you have a pg #?

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    Default Re: [3.X] Extra attacks, natural attacks, AoO

    # Phase Cloak (bound to Totem chakra): Gain a bite attack that also deals Poison damage. Each point of Essentia invested in it adds a +1 enhancement bonus to hit with the bite. Magic of Incarnum pg 82.
    # Rage Claws (bound to Totem Chakra): Gain 2 claw attacks. Each point of Essentia invested in it adds a +1 enhancement bonus to hit and damage with the claws. Also, you don't take the standard -4 penalty to hit while Grappled when attacking with Rage Claws. Magic of Incarnum pg 84.

    Both of these have excellent abilities too. The Phase Cloak's Ethereal Movement ability combines nicely with the Manticore Belt's Totem+Waist bind effects (Flyby Attack+Massive number of ranged attacks), and the Rage Claws grant a Greater Diehard effect that doesn't penalize your actions or deal damage to you every time you act.


    For the Manticore Belt/Phase Cloak combo, you use Flyby Attack, shot before moving 5ft, then take your movement on the Ethereal Plane. At the beginning of your next turn, you pop back into reality and can do it again. Only Force effect and other Ethereal creatures can affect you. Also, the soulmeld has a 10% chance every round of forcing a random encounter at the party, which means it creates XP if the party is equipped to deal with Ethereal enemies.

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