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 ^_^
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:
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:
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)
"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.
Claxon wrote:
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 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:
Well, with my initial point totally crushed, let's discuss this. Why can't I enchant wooden armor with Wild quality?
Claxon wrote:
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:
Ah, I missed that. Sorry then)
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.
Spells: Wild shape into Large Air Elemental, Barkskin, Ironwood. Let's count!
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. |