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No posts. Organized Play character for jcheung.




Would the ability 'Break Curse' fit 'Fortunate Relief' well enough that you would be able to roll twice?

I can see this going multiple ways.

Yes, 'Break Curse' is a healing effect with a counteract check. (RAI?)

Yes, 'Break Curse' is a spell like ability healing effect with a counteract check. (RAW? but i guess SLAs don't have a rules entry in 2e)

No, 'Break Curse' is not a spell. (RAW)

Break Curse

Spoiler:
traits: Concentrate, Exploration, General, Healing, Skill
You spend 8 hours praying or performing occult rites over the target, weakening a curse’s power over them. Attempt to counteract (page 431) the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.

Fortunate Relief
Spoiler:
Your god favors your attempts to remove afflictions and conditions. When you cast a healing spell that attempts to counteract (page 431) an effect, you can roll the counteract check twice and take the higher value.

I would be interested to see some more viewpoints on this matter.


Revealing Mist

Spoiler:
Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first.

Spent several minutes debating this in a session last night. Which of these viewpoints seem more correct, or can you offer another viewpoint?

- Creates a cloud of mist in a 15 ft cone that persists for 1 minute, revealing anything within the cloud. The mist then sticks to any invisible creatures and makes them concealed for a minute.

- Creates a cloud of mist in a 15 ft cone that persists for 1 minute, revealing anything that is within the cloud. The creatures return to invisibility on leaving the mist.

- Creates a cloud of mist in a 15 ft cone, sticking to creatures within the mist and revealing them for a minute.

We looked at some similar anti-invisibility stuff and couldn't come to a conclusion based on them.
See Invisibility/Dispel- Not Applicable.
Faerie Fire- Instantaneous, invisible>concealed for 5 minutes on affected creature.
Glitterdust- Instantaneous, invisible>concealed for duration on affected creature.
Powder- Instantaneous, invisible>concealed for duration on affected creature.
Revealing Stab- invisible> effectively concealed while weapon is target


Poracha Fulu

Spoiler:
Folklore from near the Forest of Spirits tells of the origin of the poracha fulu. Once, a traveler saved an eight-legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast-acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus, which counts as one talisman. Each time you take persistent damage, one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that persistent damage.

I can kind of read it two ways, and was wondering which one is more correct.

My first reading of it was that each Fulu was a set of 9.

My third reading made me wonder if it was actually just an ability to stack multiples of these Fulus up to 9 times, while counting as a single talisman.

Asking another person, their first thought was stack but could see it being a set of nine as well.

Any insights would be appreciated.


The Incorporeal trait states

Quote:
Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.

but says nothing about the inverse.

Is this possible?

What if the creature who's space it wants to occupy is paralyzed? Does that affect anything? I know in 1E helpless creatures didn't provide an obstruction to incorporeal creatures ending their turn there.

If incorporeal creatures are able to end in a corporeal creature's square, what happens during the corporeal creature's end of turn (the room is perfectly sized for the party, there's not much height to the ceiling, and the doors at either end of the room have been secured)? Does it clip repeatedly with the ghost and then rocket off into the next plane?


The specific creature triggering this question is the Froghemoth.

Can you constrict a creature which has been swallowed whole?

Swallow Whole

Spoiler:
(attack) The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can’t use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature’s Reflex DC. If it succeeds, it swallows the creature. The monster’s mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can’t attack creatures it has swallowed.

A swallowed creature is grabbed, is slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it’s swallowed. If the victim Escapes this ability’s grabbed condition, it exits through the monster’s mouth. This frees any other creature grabbed in the monster’s mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster’s space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Greater Constrict

Spoiler:
The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Option 1) Greater constrict can not affect those swallowed with greater constrict because it can not attack those who are swallowed.

Option 2) Greater Constrict is not an attack, and thus can be used.

Option 3) The creature is grabbed, and thus can be affected.

Option 4) A combination of 2 and 3


Hello,

I had a disagreement regarding the interaction of the spell heal and living creatures that have the negative healing trait (specific example would be the Dread Wisp)

Heal text:

Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

1 action: (somatic) The spell has a range of touch.
2 action: (somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 action: (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
----

Negative Healing text:

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
----

How I had thought it worked was that healing a creature with negative healing would damage it (with a basic fort save), because it would be hit by positive energy which triggers negative healing.

On the other side of the coin...
By the strictest reading of rules as written reading of the spell heal can only heal willing living creatures and only damage undead.

This means two things.
First, as an unwilling living creature, a Dread Wisp will not be healed (and hence harmed through negative healing).
Second, because it is not undead, it is unaffected by the portion of the spell that affects undead.

Can I get some opinions from other people so I can see how you would treat this interaction?

Maybe even get a clarification of what the RAI is from one of the big guys?
Should Dread Wisps also have the undead tag like their Corpselight brethren?
Should they be treated like Dhampirs since "Despite being living creatures, dhampirs respond to positive and negative energy as if they were undead"?


I was wondering if someone would be able to help me figure out why of all the force damage spells, only magic missile can damage a wisp-class creature? (excluding corpselight)

For one example, Force Bolt (wizard focus) is basically a single magic missile but can't damage wisp-class creatures.

Then there's the 12 other spells/focus spells that deal force damage-what can magic missile do that those types of force damage can't do?

The rest of the immunities make sense to me, but magic missile bypassing the immunity list confuses the stuffing out of me.


https://2e.aonprd.com/Monsters.aspx?ID=305

Quote:
Great Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy guardian’s despair aura. They can’t naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 26 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.

My inquiry has three parts here. First, does the 24 hour immunity apply only to the paralyze, or to the entire aura?

Second, if the immunity applies only to the paralyze, is there any save to the fear or is that just a gimmie for the pharaoh? I ask because each other fear causing aura I've encountered (plus 1e mummy) provided a save of some sort for the fear portion.

Third, does the immunity apply only to the one source, or immunity to the ability, regardless of the source?

Please also let me know how you interpret it RAW, as well as RAI.


15 people marked this as FAQ candidate. 1 person marked this as a favorite.
Character Operations Manual page 87 wrote:

Constellation Blast PHOTON REVELATION

D When you’re fully photon-attuned, as a standard action, you
can create a momentary chain of bursting energy that burns
through the terrain. When you use this ability, you create
three 10-foot-radius bursts within 60 feet of you, each of
which cannot overlap and must be centered no more than
15 feet from the center of one other radius
. You deal 5d6 fire
damage, plus 1d6 for every 2 solarian levels you have beyond
9th, to each creature in each radius. An affected creature can
attempt a Reflex save to take half damage. At 17th level, you
can create three, four, or five bursts when using this ability.

The wording here is difficult to read, at best.

At first glance, myself and several other people immediately thought "this is literally impossible, you can't have two 10ft radius blasts centered within 15 feet without overlap"
The only way to make it work is by really reading and rereading it, and potentially mangling the stuffing out of it by applying the 15 ft outer limit to half the radius, or 5 feet away from the center of a burst, effectively 20 feet away... which also make the lower limit, 20 feet away from the center of the burst due to no overlap. Basically, jump through hoops to even make it work.

Which brings me to...
Is this ability intended to fix the center of a blast 20 feet from the center of another blast, or is there supposed to be some leeway?
Is it supposed to instead be diameter rather than radius?

Apologies if i've rambled a bit.


1 person marked this as FAQ candidate.

so, as base with no upgrades, most computers can run for 24 hours off internal batteries.
i can't seem to find the following information though.

~maximum capacity
~method of charging
~cost of charging (if not by holding a battery to it)
~whether or not you can charge it with a battery

i want to know this in case my party ends up stranded somewhere with no access to a charging station for an extended period, but needs a computer. unless that doesn't happen in SF.

yes, i know about self charging, same questions apply for being stranded for over 8 days :P


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Would this give me two single armor slots, or would this give me a merged two armor slot?

Quote:
Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, ...
Quote:
Your drone gains an armor upgrade slot for an armor upgrade. If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade’s requirements...
Quote:
Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Quote:
Each suit of armor contains a certain number of upgrade slots. This represents the maximum number of times the armor can be modified while still functioning.

so would my body count as one piece of armor, and the exocortex count as another, or would both combined be considered a part of my body?


Had a mass argument discussion with several people in a community I'm in about this, an we couldn't come to an agreement. I'd like some feedback here if possible, to bring back with me if this pops up again. Skip to the bottom for points that require clarification.

Point of conflict:

Spoiler:

http://www.d20pfsrd.com/classes/core-classes/druid

Druidic Herbalism Nature Bond Variant (Optional)

Source PPC:HH

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

The following is a summary of my opinions on the matter. A much shorter summary of my opposition will follow.

Starting with the third paragraph, these points:

Spoiler:
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

mean to me, that;

Spoiler:

http://www.d20pfsrd.com/magic-items#TOC-Magic-Item-Creation

To create magic items, spellcasters use special feats which allow them to invest time and money in an item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

...

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

applies to this class feature.

Note: potion and herbal concoctions of lvl 1-3 shall be used interchangeably in the magical item creation paragraph.

Paragraph four:

Spoiler:

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

modifies the magical item creation rules in that only:

Spoiler:

Regardless of the time needed for construction, a caster can create no more than one magic item per day.

is altered to:

Spoiler:

A druid with Druidic Herbalism Nature Bond class feature can create a number of free herbal concoctions per day equal to her Wisdom modifier, plus any additional concoctions she wants to craft.

Simultaneously, paragraph six:

Spoiler:

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

has the first sentence modify the crafting cost of a potion from .5(spell level*CL*50) to 0.5(0.5(spell level*CL*50)), while the second sentence modifies the magical item creation rules from:

Spoiler:

Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item.

to

Spoiler:

Potions and scrolls are an exception to this rule; a druid with Druidic Herbalism Nature Bond class feature can take as little as 1 hour to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 4 hours to create, just like any other magic item.

additionally, the last paragraph:

Spoiler:

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

further alters the section that paragraph 4, sentence 2 alters to:

Spoiler:

Potions and scrolls are an exception to this rule; a druid level 4 with Druidic Herbalism Nature Bond class feature can take as little as 1 hour to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 4 hours to create, just like any other magic item. A druid level 7 with Druidic Herbalism Nature Bond class feature can create an herbal concoction in 1 minute.

The final alteration to the magical item crafting rules for the purposes of this class feature looks like:

Spoiler:

To create magic items, spellcasters use special feats which allow them to invest time and money in an item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

...

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; a druid level 4 with Druidic Herbalism Nature Bond class feature can take as little as 1 hour to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 4 hours to create, just like any other magic item. A druid level 7 with Druidic Herbalism Nature Bond class feature can create an herbal concoction in 1 minute. The character must spend the gold at the beginning of the construction process. A druid with Druidic Herbalism Nature Bond class feature can create a number of free herbal concoctions per day equal to her Wisdom modifier, plus any additional concoctions she wants to craft. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

A special concoction will also follow the rules of an alchemist infused extract

Spoiler:

https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-- -alchemist-discoveries/infusion/

Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

as well as the rules for crafting a magical item that is not a potion, market price being determined by the potion price formula.

Finally, how material components are handled, costly or otherwise:

Spoiler:

http://www.d20pfsrd.com/magic-items#TOC-Creating-Potions

Material components are consumed when he begins working, but a focus is not. (a focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster’s currently prepared spells, just as if it had been cast.)

The following assumes the above is true.

1) A free or additional herbal concoction consumes time and spells as per brew potion.
2) A level 1-3 requires a minimum of 2 hours to craft each without rushing, with each day being a maximum of 8 hours of work
3) Therefore, a level 1-3 druid with 20+ wis has 5+ free concoctions available, but may only create 4 a day without rushing.
4) A skill check must be performed for any herbal concoction, being either spellcraft or craft (alchemy)
5) Material component costs are added to the market price and crafting cost of free and additional herbal concoctions
6) Because material components are consumed when starting, you must have the components before you start even a free concoction (clarification required)
7) For special concoctions, as per an extract with infusion, material components are consumed upon consuming the extract, similar to a wizard casting a spell. No free wish for you.
8) A special concoction, as per an extract with infusion, lasts 24 hours and only affects the consumer.
9) A special concoction can also be free concoction.

Opposition view:

This single sentence

Spoiler:

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier.

Invalidates all above points for free concoctions, because:
1) You must be able to get as many free concoctions as their wisdom modifier, because "A druid can create"
2) This invalidates the time requirements entirely for free concoctions
3) A free concoction has no cost, because it is "free"
4) Cost includes time, material components, base potion price
5) This invalidates paragraph 3 of the druid class feature, and the remainder of the magic item creation rules for free concoctions
6) Got to other potential opposition arguments, such as skill checks...

Clarification required:
1) Which interpretation, or parts thereof are correct?
2) Because material components are consumed when starting, do you need to have the components before you start even a free concoction? In other words, do you have to pay costly material component costs for free concoctions? I noticed that you can also do....

Spoiler:
Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
, do those count as costly material components as well?

Thank you for following this far. I await your answers. Please correct any rules that I have misquoted, or misinterpreted.
This should be viewed entirely RAW, with no (or minimal) RAI interpretations.