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<blockquote data-quote="Zerith" data-source="post: 5791136" data-attributes="member: 99953"><p>Animal Sense: Nai-nek-chai are basically lycanthropes; and they get a scent and low light vision as per D&D and PF.</p><p>Note that unlike this bonus, they gain both to all forms, but in the end, this is more of a fluff thing though, and it can be modified without hurting the class itself.</p><p>Adding other sense types as Lesser aspects might be very cool though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>Movement: hmm, good idea, balance wise there is no real downside to letting player chose the primary each time, sure you can get a rather insane speed in somthing that is normally very slow, but their be weaker for it in any case :3</p><p></p><p></p><p>Damage: medium animal forms can (with massive and giant) can reach into Gargantuan damage dice without greater natural weapon.</p><p>At Gargantuan it gains:</p><p>Claws: 1d8 (1d3 at med)</p><p>Wings: 2d6 (1d4 at med)</p><p>Bite/Horn/tail: 3d6 (1d6 at med)</p><p></p><p>With greater natural weapon and improved natural attack, and beastle shift for an extra dire aspect so you can have both powerful and massive the highest you can get is 8d6: Colossal ++ damage dice. With enlarged person on top of these it can get to 12d6, with a 'full' ten levels in monk, with enlarge person, this can get boosted to 6d8! Amazing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>Monk damage scales up the unarmed damage, but allows you to replace natural weapon damage with it: their monk levels and improved natural weapon and greater natural weaon do not stack(at least to my understanding)</p><p></p><p>honestly though, a single level dip into monk is also very strong for this class: claws attacks gain two damage sizes upfront. and + Wis mod to AC when not donning armor, that is worthless in animal form anyways, and they have good wisdom :/</p><p></p><p>Back on to task though, to get into these top end damage dice the character is a huge/gargantuan animal*, if you're ever caught in any kind structure you're either hard pressed to get around or have to give up your dire form entirely: anything smart enough to move past a 5' wide pathway with a ranged weapon will laugh as it pelts a massive animal with cheepy arrows for 1d1 a pop, for an hour XD</p><p></p><p>[*Huge if the character has the powerful dire aspect, or gargantuan with the massive one. This is assuming the character is not using a hybrid shift with a massive dire aspect, in which case natural weapon damage dice are on par with a great sword, if a lesser aspect and a feat is sunk into each natural attack]</p><p></p><p>Honestly, if the damage dice size is limited, then it should be done through size, and likely the removal of the powerful dire aspect</p><p>Just my thoughts though :3</p></blockquote><p></p>
[QUOTE="Zerith, post: 5791136, member: 99953"] Animal Sense: Nai-nek-chai are basically lycanthropes; and they get a scent and low light vision as per D&D and PF. Note that unlike this bonus, they gain both to all forms, but in the end, this is more of a fluff thing though, and it can be modified without hurting the class itself. Adding other sense types as Lesser aspects might be very cool though :D Movement: hmm, good idea, balance wise there is no real downside to letting player chose the primary each time, sure you can get a rather insane speed in somthing that is normally very slow, but their be weaker for it in any case :3 Damage: medium animal forms can (with massive and giant) can reach into Gargantuan damage dice without greater natural weapon. At Gargantuan it gains: Claws: 1d8 (1d3 at med) Wings: 2d6 (1d4 at med) Bite/Horn/tail: 3d6 (1d6 at med) With greater natural weapon and improved natural attack, and beastle shift for an extra dire aspect so you can have both powerful and massive the highest you can get is 8d6: Colossal ++ damage dice. With enlarged person on top of these it can get to 12d6, with a 'full' ten levels in monk, with enlarge person, this can get boosted to 6d8! Amazing! :D Monk damage scales up the unarmed damage, but allows you to replace natural weapon damage with it: their monk levels and improved natural weapon and greater natural weaon do not stack(at least to my understanding) honestly though, a single level dip into monk is also very strong for this class: claws attacks gain two damage sizes upfront. and + Wis mod to AC when not donning armor, that is worthless in animal form anyways, and they have good wisdom :/ Back on to task though, to get into these top end damage dice the character is a huge/gargantuan animal*, if you're ever caught in any kind structure you're either hard pressed to get around or have to give up your dire form entirely: anything smart enough to move past a 5' wide pathway with a ranged weapon will laugh as it pelts a massive animal with cheepy arrows for 1d1 a pop, for an hour XD [*Huge if the character has the powerful dire aspect, or gargantuan with the massive one. This is assuming the character is not using a hybrid shift with a massive dire aspect, in which case natural weapon damage dice are on par with a great sword, if a lesser aspect and a feat is sunk into each natural attack] Honestly, if the damage dice size is limited, then it should be done through size, and likely the removal of the powerful dire aspect Just my thoughts though :3 [/QUOTE]
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