Master Astrologer

Manve's page

20 posts. No reviews. No lists. No wishlists.




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?


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? ^_^


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.


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.