| Post/Author/DateTime | Post |
|---|---|
| GruunTheLegend11-02-07, 12:40 PM | ok...so I have a minotaur character and im in the processes of the minotaur class (lvl 4) and i was wondering about my horns. I want to enchant them so that they are flaming and thundering, but my DM is saying i have to have a wizard cast the spell and then cast the permanente spell. now im ok with all of that but he says i have to cast it on both horns which doesn't make sense to me are my horns one weapon or two? |
| Salla11-02-07, 01:09 PM | Well, by the RAW, you can't do this at all, so you're coming out ahead. :) Since the gore is one attack roll, I'd consider the horns to be a single 'weapon' and only need to be enhanced once. |
| imakuni6711-02-07, 01:19 PM | Yup the horns are one weapon (Gore). Like a puncture wound, not Al Gore. |
| Crimson_Concerto11-03-07, 02:49 PM | First of all, "Gore" is a single natural attack, so it doesn't matter how many horns are involved. You don't make people enchant every point of the shuriken separately. Second of all, Permanency doesn't work like that. There are only a very few things that can be made permanent, and almost none of the spells you need to create the enchantment effects you desire are on that list. Third of all, you don't craft magic arms with Permanency anyways, so it doesn't matter. That makes no sense. What you would need is: 1) The Craft Magic Arms and Armor feat (which explains all of the rest of this). 2) The prerequisite spells for the effect (in the case of "flaming," the prerequisite spell is flame blade, flame strike, or fireball, for example) 3) TIME (one day for every 1,000 gp in the market price) 4) GP (one half of the result's market price) 5) XP (1/25 of the result's market price) Finally, you can't use the Craft Magic Arms and Armor feat to work with natural weapons, because only masterwork weapons can be thus enchanted, and with a few exceptions (Minotaur's Gore attack NOT being one of them), natural weapons are not masterwork and cannot be made masterwork. What YOU need is a Wondrous Item from Savage Species called the Necklace of Natural Attacks. Look that up and either buy that or have your Wizard craft it. All that being said, your DM has either NO idea how crafting magic items work, or he's ignoring all this and house ruling anyways. However, his house ruling appears to be much less expensive and time-consuming than the RAW way to do it, so I probably wouldn't complain if I were you. :P |
| VorpalBunny11-03-07, 03:14 PM | Or Be a Kensai. You'd be able to enchant your natural attacks at the expense of your own XP. VB |
| Ace_of_time11-04-07, 08:22 PM | You could just treat it as a skin graft type thing? Think it's in eberron book but don't remember which one. Or make a Horn ring that would cause flaming when active. You could get one for each horn put flaming on one and frost on the other, or just put energy aura and switch when ever you want to. |
| Empirate11-05-07, 10:01 AM | Definitely look into the Thayan Gladiator PrC in Champions of Ruin. Those guys are monstrous characters who choose one of their natural attacks to gain more damage, better critical, and special powers. Flaming Ghost Touch Wounding +2 Horns with 19-20/x3 critical are most definitely not out. |