Magic: yeah, but it still feels more real if there is rhyme and reason while emulating our laws of physics :3
Eldritch Heritage: I wanted to use this feat so bad, so very very badly....
However, Cha is my character's "dump" stat (it's at 10) and it needs to be at 13 for the initial and about 17 to get into the top end stuff. two feats and 3 Points worth of stats into a stat with no other reason then for +1d6 damage, at level 14, is not that great. 2 more nat armor is arguably as good without hurting his stats :/
worst come to worst, I'll get a magic item for enchanted natural weapons that can then also give my character flaming as well :3 (without anymore natural weapons added on by other means, he will have 3, that many enchanted weapons costs 6k for +1, amulet of mighty fists is 5k, if he gets some more natural weapons, the amulet quickly becomes even more cost affective

but yeah, NOT going to enchant his natural weapons one by one :/ )
and I was asking about produce flames because he already has 1 level of fire spirit bloodline and an other give him produce flame and if it augments his natural attacks I would nab it at level level 6, for the extra +1d6+5 damage per a hit; even if it only affected one natural weapon; I plane on taking all 3 levels of it and if it gives an early advantage I want to do so sooner.
(I plane on picking one up by every 4th level or so, as to make the stat increases mean more and do so sooner. he has 3 stats at 16 already without items or animal form

)
Also, he is now using my favorite item, boots of striding and springing: Yeah, his jump score is simply crazy now given he was moving at 80' in animal form before he got them and he has the run feat :3
(now leaping 45' on a natural 2!]
Also, if M.S. gets green lite, his animal form's natural weapons get +1-5 enchantments as part of the class and can pick up +1d6 energy damage to natural weapons as well for one of the two heritage aspects. making it counter productive to enchant the natural weapons or get the amulet in the first place.
Then again, this is mainly to offset the fact that the M.S.'s animal focus lacks the physical armor of a fighter* or the stat based bonus to AC that a monk gets.
[*You can argue that one: Bardings; costs 50% more as formal armor but it's still cheaper then a armor and weapons, but the practicality of them is lessed do to them having to be donned each time animal form is assumed and then removed each time(or preferably before) human form is assumed. Note that the Melded Shapeshifting trait, as worded, only lets the animal form 'hold' things, the human form cannot meld the barding while the animal form is not being used.
two: Wilding clasp: this allows the normal AC from the armor to affect the animal form without the need of bothering with barding.
By the time the cost of 4k is not much, if their even allowed, casters are already coming to the for front.
Note that, if you plane on staying in one form or the other for prolonged periods of time, your better off with enchanted normal armor and then a masterwork barding; the enchantment bonus of the melded armor still affects the animal form, so while the barding is still as easy to sundered as normal masterwork armor (as that is what it is) its alot cheaper than the clasp and gives the same AC benefit baring the ability to swift shift forms but also keeps the enchantments safe, as the armor their bound to cannot be sundered]
Just my thoughts though, and I'll stop now before I make a giant wall of text :3