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I don't know how interesting this is to anyone else, but I have a tendency to notice nonsense like this. I've seen it in a lot of other creatures, but I'm looking at the Elysian Titan right now.

The description and picture puts them as basically humanoid in shape. The description also says they are typically 70 feet tall and weigh 20 tons. 70 feet tall is 10 times taller than a rather large human! Proportionally, this means the Titan should weigh at least 1000 (10x10x10) times as much as a human, or about 200,000 lbs. Best case scenario (using the English long ton), the given weight is 44,800 lbs. Which makes Titans approximately half as dense as humans.

This actually might make sense though. To support that height, the Titan would have to be less dense, although probably far less dense than even given here. On the other hand, at 45 strength, a 100 ton Titan would a heavy load for another Titan, which seems fair, whereas at 20tons, a Titan would be able to carry another Titan as a light load.

I'm sure there are more ridiculous examples of the size/weight discrepancy, which I would love to see.


I feel like the original intent was that on occasion, a Barbarian would pass out half-dead at the end of a fight. They gain 2*level hp at the start or their rage, but lose 2*level hp when it ends.

I prefer to incorporate a bit of house-ruling on this. I let the Barbarian in my group treat the bonus hit points as temporary ones, but he also takes non-lethal damage equal to the number of those points used up at the end of his rage. This still *could* kill him, but it's not as likely.

Example: Level 12 barbarian Barbosa Abobo rages up. He gains 24 temporary hit points. The fight is short and he only takes one hit for 15. At the end of the rage he loses the remaining 9 temporary hp, and takes 15 non-lethal damage.


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Orfamay Quest wrote:

I'd actually multiply by the square of the craftsman's level, so a second level craftsman costs 4x and a fifth level costs 25x. Everything else in Pathfinder seems to run on this kind of quadratic scale (e.g., look at the cost of a cloak of protection), so it seems to fit.

Crafting in Pathfinder isn't really subject to the quadratic effect. Four level 1 crafters will get way more work done than a single level 2 crafter, or even a single level 4 crafter. While higher-level crafters do work faster, and this increase is *technically* quadratic, it's got such a large base and such a slow increase that it's effectively sublinear until you get into "you shouldn't be a hireling" levels.

As stated before, a trained level 1 crafter would have about a +10 to their check. 1 rank + 3 class + 1 Int bonus + 3 skill focus + 2 tools = +10. (16 Intelligence is unrealistic. 12 is fine.) Until level 10, this bonus only increases by +1 per level, perhaps +2 or +3 in a level due to attribute increase or skill feat, but generally +1.

Now the crafting rate is (craft roll) x (craft DC) in silver pieces per week. Taking 10 for our level 1 crafter lets us craft DC 20 items at a rate of 40gp per week and a base material cost of 13.33gp. 26.66gp profit. (Why is this guy hiring out at only 2gp a week?)

Let's give our level 5 guy a +15 and bump the DC up by 5 to increase crafting speed. He's putting out 62.5gp per week at a cost in base material of 20.83gp. 41.66gp profit. (He's running a right good scam if he's getting 50gp per week for this!)

The major difference between these two blokes is that the level 5 chap can consistently turn out items that have a base DC 25 to craft. However, by RAW, you're better off just buying them directly unless he's working for 40gp a week or less. Probably much less.


I believe Kintrik is correct about Pounce. The only questionable part is whether or not the undead retains Grab. It is self-described as a Special Attack, but doesn't usually appear in that list on a monster's description. I suspect though, that the section isn't meant to be exhaustive, merely listing Special Attacks aren't automatically activated in a basic attack. I also think I've seen creatures where Grab *is* listed under Special Attacks.


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As far as I'm aware, extracts can only be cast on the Alchemist/Investigator who creates them, or if infused, on another creature who drinks it.

With that in mind, 9 out of the 12 spells that Arcane Anthology adds to the Alchemist spell list are unusable by Alchemists or Investigators. This is especially annoying, because a lot of the spells seem to have been designed with those classes in mind.

They are:
Fool's Gold (targets gold)
Tears To Wine (targets a liquid)
Full Pouch (targets an alchemical object)
Liquefy (targets an object)
Rags to Riches (targets objects)
Dissolution (targets a tiny object)
Rune of Ruin (targets a magical object. Side question: why is a self-portrait the material component of this spell?)
Transmute Golem (targets a golem, although I suppose it might work a golem that can drink?)

These are the three that DO work:
Human Potential
Grand Destiny
Mask From Divination (Although, the material component of this spell (a mask) is an integral part of the spells casting and function, which may conflict with the whole "no material components" aspect of the Alchemist)
Legendary Proportions

Did I miss some errata somewhere that lets formulae function as oils? Is that a discovery perhaps?