Nimblewright, finally a level adjustment!


log in or register to remove this ad

Enchanting natural weapons

You can't place magical weapon properties directly onto natural weapons. That would be like a monk getting his fist made into a +1 Flaming Fist. In the case of the monk, you buy fist wraps. In the case of the fighter, you buy a sword. In the case of the monster with natural weapons, you buy yourself a copy of Savage Species and flip to page 58: Necklace of Natural Weapons.

It takes up the magic item neck slot, but you can actually have the enhancement bonuses applied to multiple natural weapons for a base cost of 600 gp plus the enhancement bonus. You can then multiply the cost by the number of natural weapons affected, so in the case of the nimblewright, 2 rapier-hands at +1 each would be 5,200 gp.

Yes the book says to multiply the entire cost, including the cost of the necklace itself. For semantics I would say that the necklace holds a number of matching engraved beads equal to the number of natural weapons affected. So two claws, a bite, and a tail would be four beads.
 

Macar said:
You can't place magical weapon properties directly onto natural weapons. That would be like a monk getting his fist made into a +1 Flaming Fist. In the case of the monk, you buy fist wraps.
Fist wraps? You're playing 3.0e, aren't you?

In 3.5e, we buy amulets of might fists.

Cheers, -- N
 

Woah...I keep hearing about this Nimblewright and how a lot of players are really into them.

Unfortunately, I didn't see anything particularly compelling in the MM2 that made me eager to jump on the wagon.

Will someone who shares in the Nimblewright love please fill me in on why so many people are into them?

Were they in a book that made them sound really cool?

Do they have a certain perk that makes them really nifty?

I'm at a loss here.
 

It's an intelligent construct that can disguise itself as a living humanoid using its spell-like abilities. They function as bodyguards, infiltrators, and spies. As constructs go, they are very "human", making them very unique (prior to the coming of the warforged, of course).
 

They also threaten crits on a 13 (I think) and have an EX called tripping thrust.

Absolute fun when you get improved trip and the crit feats. A nimblewright warrior has alot of utility and some nifty stuff. Unfortunately the +6 LA is pretty steep.
 

Macar said:
You can't place magical weapon properties directly onto natural weapons. That would be like a monk getting his fist made into a +1 Flaming Fist. In the case of the monk, you buy fist wraps. In the case of the fighter, you buy a sword. In the case of the monster with natural weapons, you buy yourself a copy of Savage Species and flip to page 58: Necklace of Natural Weapons.

Hmmm....

IIRC, the only thing in the rules that prevents a monk from enhancing their fists is the requirement that all magic weapons be masterwork weapons. Unarmed strike is a weapon, after all. Listed in the equipment section and everything. A construct could, theoretically, actually have their hands (or rapiers, or whatever) removed and made to masterwork quality, and then get them enhanced, no? Of course, switching this arguement from unarmed strikes to natural weapons requires the assumption that natural weapons count as weapons.
 

Remove ads

Top