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The Romance of the River Kingdoms
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<blockquote data-quote="Dr Simon" data-source="post: 5828095" data-attributes="member: 21938"><p>I wouldn't say that nai-hempashu <em>always</em> lack unusual features - I can see the possibilities of winged wolves or horned sharks; the Spirit World is unpredictable like that.</p><p></p><p>Looking back through the thread, I see that we started the new characters, Glip and Chaar, off with 1000gp worth of gear each, so go with that.</p><p></p><p>I've found in another campaign that pseudodragons can be an annoying spoiler, so no to that unless you don't mind one without the sleep poison.</p><p></p><p>I was looking at some of the other queries as well. In Arcana Evolved there is a feat, Hands as Weapons, that allows you to then go on to enchant your natural weapons with magical properties:</p><p></p><p><strong>Hands as Weapons [Ceremonial]</strong></p><p>After a ritual in which participants sear your hands with scalding water, your body can hold special magical abilities.</p><p><strong>Benefit</strong>: A character with this feat can add—or have someone else add—an enhancement bonus or a weapon special ability (such as flaming or disruption) to her unarmed attacks. She must add the bonus or abilities normally, such as by enlisting the aid of someone with the Craft Magic Arms and Armor feat, who pays the gold and XP Costs, and so on. Like weapons, these bonuses and abilities can be suppressed, but not permanently dispelled. Obviously, some weapon special abilities, such as dancing, cannot apply to your unarmed attacks.</p><p>This feat can be used to modify unarmed attacks with natural weapons such as claws or a bite attack. Characters with more than one unarmed or natural attack need not take this feat multiple times.</p><p></p><p>I'm perfectly willing to allow this for flaming claws of fury and the like.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 5828095, member: 21938"] I wouldn't say that nai-hempashu [I]always[/I] lack unusual features - I can see the possibilities of winged wolves or horned sharks; the Spirit World is unpredictable like that. Looking back through the thread, I see that we started the new characters, Glip and Chaar, off with 1000gp worth of gear each, so go with that. I've found in another campaign that pseudodragons can be an annoying spoiler, so no to that unless you don't mind one without the sleep poison. I was looking at some of the other queries as well. In Arcana Evolved there is a feat, Hands as Weapons, that allows you to then go on to enchant your natural weapons with magical properties: [B]Hands as Weapons [Ceremonial][/B] After a ritual in which participants sear your hands with scalding water, your body can hold special magical abilities. [B]Benefit[/B]: A character with this feat can add—or have someone else add—an enhancement bonus or a weapon special ability (such as flaming or disruption) to her unarmed attacks. She must add the bonus or abilities normally, such as by enlisting the aid of someone with the Craft Magic Arms and Armor feat, who pays the gold and XP Costs, and so on. Like weapons, these bonuses and abilities can be suppressed, but not permanently dispelled. Obviously, some weapon special abilities, such as dancing, cannot apply to your unarmed attacks. This feat can be used to modify unarmed attacks with natural weapons such as claws or a bite attack. Characters with more than one unarmed or natural attack need not take this feat multiple times. I'm perfectly willing to allow this for flaming claws of fury and the like. [/QUOTE]
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