Master Astrologer

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Thanks!

-10 dex is still pretty harsh even without actually dropping dex to 0)


Do ability penalties (such as from conditions) actually reduce ability scores? And even if they don't, to what extend do they affect creatures? For example, do strength penalties apply to climb checks? Do spellcasters lose ability to cast spells if they take a high enough penalty to spellcasting stat?

There is an interesting combo of two conditions: exhausted and entangled. Together they provide a -10 dex penalty. Is a creature with 10 dex incapable of moving when both exhausted and entangled?


Cevah wrote:
The CL of the item determines the DC. If you do not have that CL, then you add +5 to the DC for the missing requirement.

I reread creation rules three times, but can't find anything that implies this.

Weirdo wrote:
That's a general requirement for making weapons that also applies to add enhancement bonuses, not a specific requirement for adding properties. I believe that that requirement refers to thigs like needing blindness/deafness for a Thundering weapon, or one of flame blade, flame strike, or fireball for a Flaming weapon.

This. But it needs confirmation.

Gisher wrote:
As Cevah pointed out, the amulet is not a weapon. It grants the Ghost Touch ability to your natural weapons/unarmed strikes but the Amulet itself does not benefit from the Ghost Touch ability. So non-corporeal creatures can't wear the Amulet.

Aww... Well, there is still a way: "When a ghost is created, it retains incorporeal “copies” of any items that it particularly valued in life (provided the originals are not in another creature's possession). The equipment works normally for the ghost..." So, if a ghost wears a ghost of a ghost touch AoMF... there will be lots of fun ^_^


avr wrote:
The defending weapon bonus is coming from the amulet; reduce it and all your natural weapon bonuses it provides will reduce in sync.

Thanks! Just to be on a safe side, is there any confirmation for that?

It also means that a ghost can wear ghost touch AoMF)


Thanks!

Cevah wrote:
Bumping in less than too hours means you need some patience. A day is much more reasonable.

Sorry. Seen once a bump within an hour, thought that was normal.

Cevah wrote:

The CL needed is the same needed as if it was a weapon. The intro to the magic crafting section tells you how to determine this. IIRC, you need to find the minimum CL needed for each effect, and find the maximum of those along with the 3*Bonus for the weapon.

Thundering indicates CL5. If it did not list this, you look at the spell (Blindness/Deafness) and the min CL to cast it. That would give you CL3 for the spell. Sometimes the listed quality's CL is different to the base spell's CL. Go with the quality's CL if available.

I think we are talking about diffferent things here. You can actually make CL 17 items at lvl 3, no problems, just meet prereqs and roll high enough dice. For each prereq not met you get +5 DC on this roll. What I'm asking is, do you get that +5 DC if you are making +2 thundering at lvl 7?

Cevah wrote:

CMA&A is listed in most if not all, so you need it.

It is actually reasonable, as the feat allows you to enhance the weapons you use. The amulet lets that weapon be your fists.

Well, it sounds a bit unfair that you can freely add +1 bonuses, but can't add special abilities, which are meant to be equivalent variations)

Cevah wrote:
as it is not dependent on your form.

But it is. You flame your hands, than you transform into a hippo, squid or a shambling mound. Your attacks change entirely, don't they?

Cevah wrote:
However, I think you would only get at most a single use of defending due to stacking issues.

"A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others." So a giant octopus with +2 defending AoMF can get +18 AC? Sounds broken)


Bump. Answers to these questions will greatly affect my game)


You can Rear a Wild Animal for awesome results. If your campaign spans for years, you can raise a Basilisk as your hunting dog and a Roc as your mount)


"A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons..."

"A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects"

"The blunderbuss fires in a 15-foot cone when firing pellets"

I don't see how a gun can fire enough pellets to hurt a swarm of bats (5000 creatures) or ants (10000 creatures). I wouldn't count it as a splash weapon, which is usually an explosive.


Here are some questions from a shapeshifter with Craft Wondrous Items feat.

1) "Creator’s caster level must be at least three times the Amulet's bonus...". Does this apply to special abilities? I mean, can you make +2 thundering amulet at lvl 7 without penalties?

2) "...any requirements of the melee weapon special abilities". Does this also mean that you need Craft Magic Arms and Armor to add special abilities? (Sounds unreasonable)

3) Can you take 10 on crafting checks?

4) "Upon command, a flaming weapon is sheathed in fire..." Does this mean that you can't use flaming AoMF while shapeshifted, since you can't activate items?

5) Do all natural attacks gain bonus independently, or they only "reflect" the bonus on the Amulet? For example, If you are using +1 defending Amulet and three natural attacks, can you make two +1 attacks and gain +1 AC, or gain +3 AC?

6) How does mighty cleaving AoMF work?

7) Is it a reasonable strategy to make a lot of different cheap +0 bane AoMFs? How long does it take to change an amulet you are wearing?

8) (To end on a funny note) Can a ghost wearing ghost touch AoMF pick up objects, be affected by armor and generally have it's hands count as both corporeal and incorporeal? ^_^


lemeres wrote:
I know that reach can do a lot with the right feats.

Thanks! I will advise this to our fighter, since he has reach already. Also pushing assault can help with positioning for pits and snares.

Also, can't you just take 5' step after attack, removing the need for lunge?

Dasrak wrote:
Goblins with stealth.

I know stealth can do wonders, I abuse it myself in 5e, but it doesn't help the rest of the party, which will continue taking hits. Unless it's a goblin party)


There are times when you can't just meet some opponents head-on; you will get trampled and squashed. A couple of golems picking on an already injured party is just an example.

Please help with some ideas for kiting or hit-and-run tactics. Spells, skills, feats - anything will do, especially if they stack with each other)

As for spellcasting, our party has a wizard and a druid, but I'm interested in all options.


Thanks!

Is Oread Gem Magic racial trait avaliable? I can't find it.

Also, can I input custom stats instead of point-buy?


Can you please give me an access code? Thanks!


Claxon wrote:
Manve wrote:
Well, with my initial point totally crushed, let's discuss this. Why can't I enchant wooden armor with Wild quality?

So, "wooden full plate" isn't actually armor without the use of ironwood. Now according to ironwood you can use wood shape or the appropriate wooden craft related skill to fashion "armor". Then you use ironwood on it.

Ironwood last one day per level, in this case 12 days.

You can craft up to 1000 gp per day worth of stuff. +1 Wild armor costs 16,000 gp. Meaning it requires 16 days to craft. Your armor then reverts to non-armor before you can finish crafting it.

First, you can alwawys reapply Ironwood before previous ends. Second, wooden armor itself is wearable even without Ironwood (according to spell Transmute Metal to Wood), but has -2 AC. So I think there is no problem applying Wild to it.


hiiamtom wrote:

I thought this has been a viable casterzilla for a while now, I know I have seen it online. I congratulate anyone figuring out how to min max Druids like this though. Pathfinder has a lot more fun combinations than 3.5, and the change to wilds gape changes how things work.

Imagine this if you changed into a deminuitive hummingbird of doom though. You get size bonus to AC (+6 DEX, +1 natural armor, +4 size bonus to AC)

I thought of that as well, but decided too keep it more realistic since in real combat you would rather use Large Elemental body then tiny birdie, wouldn't you)

For tiny birdies I have another trick though) If you use call lightning spell, then change into something really stealthy, you can chnnel full duration without being seen. Yup, lvl 5 druid delivers 30d6 lighning damage without getting a single hit in return. Truly Nature's Retribution.


Claxon wrote:

Yes it does:

Quote:
Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Now, if you use wood shape on some wood, and then use ironwood on it, you could make wooden full plate.

But this isn't permanent, and couldn't be enchanted with the Wild quality.

Well, with my initial point totally crushed, let's discuss this. Why can't I enchant wooden armor with Wild quality?


Claxon wrote:
Chess Pwn wrote:
Claxon wrote:

Without the Wild Quality on armor, you do not retain the AC bonus while wild shaped.

Also, a druid wearing metal armor loses his druid abilities.

And it's questionable about whether you would retain your monk wisdom bonus to AC since you're technically wearing armor.

It's not questionable any more, there's a FAQ that says you count as still wearing the armor always. so Wild Armor still count as wearing armor when wildshaped, so the monk's bonus wont work.

Excellent

Manve wrote:

Yup, that's why I listed wild armor and shield. At lvl 9 druid you can craft wild items yourself.

The thing about wild is that you do not wear it while wild shaped. It simply gives you AC bonus while melded in your body. You do not gain armor check or other penalties.

I did miss those items.

However, you cannot have darkwood full plate, as full plate isn't a wooden item or mostly wooden item. You would have to use Dragonhide.

And as far as your second comment, see the FAQ ChessPwn cited.

Well, you can craft Darkwood full plate. Nothing prevents you from doing that) But to make it actually work as a full plate, you need an Ironwood spell.


[Q

Chess Pwn wrote:
Claxon wrote:

Without the Wild Quality on armor, you do not retain the AC bonus while wild shaped.

Also, a druid wearing metal armor loses his druid abilities.

And it's questionable about whether you would retain your monk wisdom bonus to AC since you're technically wearing armor.

It's not questionable any more, there's a FAQ that says you count as still wearing the armor always. so Wild Armor still count as wearing armor when wildshaped, so the monk's bonus wont work.

Ah, I missed that. Sorry then)


Yup, that's why I listed wild armor and shield. At lvl 9 druid you can craft wild items yourself.

The thing about wild is that you do not wear it while wild shaped. It simply gives you AC bonus while melded in your body. You do not gain armor check or other penalties.


Looking at our fighter, enjoing his adamantine +3 full plate, I was wondering: if your goal as a player is to get as much AC as possible, how far can you get while still on relatively low level? And so, after a bit of skimming, I came up with this buld.

Race: Tengu or Undine

Class: Druid 11/Monk 1

Stats: Wis>Dex>Everything else. Assuming standart pointbuy, base 15 Wis 15 Dex. Adding racial and level bonuses, we get 18 Wis 18 Dex.

Feats: Natural Caster, Heavy Armor Proficiency, Dodge.

Armor: Wild Darkwood full plate.
Shield: Wild Darkwood large shield.
Ring: Ring of Protection +3.
Belt of Incredible Dexterity +6.
Headband of Inspired Wisdom +6. As you can see, I placed a cap of +3 enhancement bonus on items to keep with levels. Also, most of these items you can craft yourself.

Spells: Wild shape into Large Air Elemental, Barkskin, Ironwood.

Let's count!
Base AC = 10
Wild shape natural armor => +4 AC
18+6+4 Dex => +9 AC
18+6 Wis => +6 AC
Full plate => +9 AC
Shield => +2 AC
RoP => +3 AC
Barkskin => +4 AC
Dodge => +1 AC
Size => -1 AC

Total AC = 47! And 25 touch AC! And that's not a limit!

Now just try and hit me, foe! *Foe casts lightning bolt* Oh well...

EDIT: well, I was wrong. According to http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9tl1 you can't gain both monk's and wild armor bonuses.