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Is it melee mode or range mode or any mode I choose?


Why doesn't Paizo design a common weapon version of Unconventional Weapon.


I think bowstaff is a great rogue weapon, but it's a common martial weapon thus I can't use unconventional weapon feat to get its proficiency.

Is there any other way?


Can these three ability be used together?


Blazons of Shared Power require one-handed weapon, and Doubling Rings require melee weapon.

If I use a two-handed firearm with reinforced stock, I haven't find a solution to share runes between them.


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Is Abysium like about the element from abyss?

Djezet is strange to me, is that word from albania? I found dje means yesterday and zet means twenty in albania, but I don't know why paizo make this word a liguid metal.

Is Horacalcum a element of time(hora calc)?

I have totally no idea of inubrix, noqual and sicatite...

Please introduce how this metal were named, thank you very much. I'm so curious.


If I get a Gunslinger multiclass archetype, do I meet the prerequisites "You must be a gunslinger" of Spellshot?


As subject, if not, is there any divine spells that allow me to make melee Strike if I don't have any type of melee attack?
Thank you very much


graystone wrote:
Garrise wrote:
Nefreet wrote:

The hard limit is equal to your Strength Mod + 10 (or Strength Mod + 5 if you don't want to be encumbered).

Up to 2 of that can be worn Tools (unless you're wearing Fine Clothing, which only allows L Bulk of Tools).

And then however much your containers can stow (such as 2 for a basic Backpack).

How about wearing potions? How much worn potions can I carry in order to draw it quickly.
your Strength Mod + 10 (or Strength Mod + 5 if you don't want to be encumbered) times 10 potions.

So it means I can "wear" all the potions instead of "stow" them in backpack, and I can draw them without spending a separate Interact to take off my backpack.


Nefreet wrote:

The hard limit is equal to your Strength Mod + 10 (or Strength Mod + 5 if you don't want to be encumbered).

Up to 2 of that can be worn Tools (unless you're wearing Fine Clothing, which only allows L Bulk of Tools).

And then however much your containers can stow (such as 2 for a basic Backpack).

How about wearing potions? How much worn potions can I carry in order to draw it quickly.


Gary Bush wrote:

So if a potion was "Worn", it would take two actions to drink.

If the potion was "Stowed", it would take three actions to drink.

Thank you, I understand how worn and stowed work.

And after removing all the container from page 286 to 292, how can I determine how many consumables I can worn?

On errata it shows I can worn 2 Bulks of tools, is this including consumables?


What's the difference between worn and stowed consumables?
Should both of them cost same actions to use? 1 Interact to draw and 1 Interact to use.
Errata distinguishs worn potion and stowed potion, but I can't find out what's different between them.


Old_Man_Robot wrote:

Let's break this down, as the feat doesn't do an amazing job of spelling out its implications.

Taking Improbable Elixirs as our starting point.

Improbable Elixirs, Core Rulebook pg. 81 wrote:
Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to create these potions as alchemical items with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools (for Quick Alchemy) or an alchemist’s lab (for the Craft activity) instead of any other required tool kits. Other than that, the formula does not change. Once you’ve chosen the potion formulas, they can’t be changed.

Now let's take a look at some of the traits that would involved here.

Magical, Core Rulebook pg. 633 wrote:
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic.
Potion, Core Rulebook pg. 635 wrote:
A potion is a magical liquid activated when you drink it.
Alchemical, Core Rulebook pg. 628 wrote:
Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren’t magical and don’t radiate a magical aura.
Elixir, Core Rulebook pg. 631 wrote:
Elixirs are alchemical liquids that are used by drinking them

Okay well, from the above we can some important distinctions.

Both Potion and Elixir are basically child-traits of their respective parents, whose only real purpose is to let you know the activation of these particular items is to drink them. Apart from some small wording differences, they are just mirrored traits.

The parents of these child traits are Alchemical and Magical. Magical items are...

Thank you very much for the explanation, I totally understand this.


Does the "potions" still have magical and potion traits?
Will the "potions" get elixir trait?


First, I must use Alchemist's tools to use Quick Alchemy. The bandolier can only let me to quick draw the tools as part of the action, but no description of how to put it back, thus after I use Quick Alchemy, I would use one of my hand to hold the tools, while the other hand to hold the alchemy item.

However, after I learn Field Discovery, I can use one Quick Alchemy action to create more than one items. The problem is which hand can I hold the second item or even the third item? Can I hold more than one items with one hand? Or is the items appear in my bag?

Finally, I have only 3 actions. If I use Quick Alchemy action to create 3 bombs, and the bombs will be useless when my next turn begin. How can I use up all these bombs? I think it's not make sense if I must get feat to perfectly use my class feature.


I've only seen that a snare is built within 5-foot square, but what's the range?

I think a character must build a snare in an adjacent square, is that right?