The Romance of the River Kingdoms

But I want to kill them with science~!

Onto a new note: I'd like to know more about the Nai-Hempashu.
Do they look just like their animal counterparts, or do they stand out?
Do they act, when acting as a power on the mortal plane, strictly as protectors or can they be wrathful as well? or do they act as something else?
Do they protect natural at large or just animals of their typ/only of their species? or do they act more like lords then wards?
Do they tend to act like their animal counterparts?

Etc.

:3
 

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Science?!

Yer in magic land now, varmint. *shotgun cock*

That said, some 'killing it with fire' is about to ensue. Annika post coming asap.
 

magic is better when it bends the laws of nature instead of ignoring them :P
Also, what do shotguns shoot? Science! B-)

Also, my character dos/will not have much to deal with things that can't be dealt with +1 natural weapons for a good while, level 6 if he picks up an early extra level in fire bloodline or level 8 if he gos fully into Master shifter (if it gets green lite)

Also, would produce flame augment natural weapons or replace them?

Also I love the word also because it's also a 4 letter word and I started 4 sentences with it! ^_^;
 

Magic means there are no laws of nature...only guidelines. :)

And you won't find shotguns in a fantasy game...unless it's science fantasy. Or steampunk. Or...okay, sometimes. But probably not this one. :)

As for putting a flame power on natural weapons, let's see.

You could get Eldritch Heritage: Draconic for the claws ability of a dragon sorceror. They upgrade with levels and eventually do energy damage based on dragon type.

I believe Pathfinder allows monk attacks to be upgraded as if they were masterwork weapons with no cost (ie - for the price of the enchantment alone). You could use that as the basis of an argument (aka - a desperate plea) to the GM for allowing natural weapons to be upgraded similarly.
 

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 :D 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 :D)

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
 
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Fuuu- ... yeah, posted twice:eek:
Ignore this one please ^_^;

[If this post turned the page for you, there is an extra long post at the bottom of the last page]
 
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[MENTION=99953]Zerith[/MENTION]: You didn't read the thread carefully enough. We DO NOT get thousands of gold to buy anything. There are no enchanters and magic is rare.
 

I thought magic was common but high end magic was rare while the setting has its own currency :/
Also, your character has 7k GP worth of enchanted items himself; your statement seems flawed:confused:
I’ll have to reread the first post to check on all this though:o

Dr.S.,
given that I’m not joining this with a Level 1 character, do I have 10.500GP to play around with (level 5 standard wealth as per pathfinder) or some other number?
 
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[MENTION=99953]Zerith[/MENTION]
Let's see:
320 - Masterwork Rapier
2 - Silver Shortbow
25 - Studded Leather armor

backpack currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig

50 Potion of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
2 sunrods (from Vashti)
1 poultice of healing (from Vashti) used after fireball
1 poultice of healing (from Vashti) used on Three Flowers
1 Acid Flask (1 lbs., 10 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid), - used on Head Hanger
Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance)

Map Case (1 gp, 1/2 lb., holds map),
Bedroll (1 sp, 1-1/4 lbs.),
Wooden Holy Symbol of ?? (1 gp),
Chalk (1 cp),
Flint & Steel (1 gp),
Tindertwig (1 gp),
4 Trail Rations (2 gp, 1 lb.),
2 Waterskins (4 gp, 4 lbs.).
Caltrops (1gp, 1lb.)
1 oil skin (1sp, 1lb.)



Let's allow all of the backpack to be full 200gp although I think i overestimate


TOTAL: 547gp...

I think you have the same misconception as Mowgli had...

items marked -- are ToDo or kinda wishlist...because Mystal was initially made for 9th level assuming normal wealth...then I got into this which started (for me) at third level...
 

Ah, well then drat, I wanted to have an extra 10' move speed :(
And Double drat, I also wanted an extra 8 strength in regards to carrying capacity, it would have been so troll to have him pulling a draft horse around against its will while running around crazy fast XD
oh well, he will still have a max load of 780 :3
But he would have had 2400 T_T

Anyways, I'll just assume I have 550GP to play around with for now then :3
 

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