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NorrKnekten wrote:

For the snarecrafter, And all temporary items from archetypes, it's until daily prep unless otherwise stated.

Player Core 2 pg. 174 Archetypes/Temporary Items wrote:

Several archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger.

Temporary items are clearly not up to the same quality as other items, so they typically can’t be sold. If an ability doesn’t list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn’t already (unless it’s a permanent effect).

But that doesn't cover other sources, But there was a PFS note stating that such items lasted for 24 hours or until daily preparations, Whichever came first.

Thanks that is exactly the written rules answer I've been looking for.


P.S.
If using rules of daily preparations to "prepared" snares:

Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.

They probably are an ability that can be used only a certain number of times per day? Not really clear.


Hello.
I've been looking into the snares provided by Snare Genius kobold feat.
The question is - after daily preparations, in what state snares exist and by what rules they abide?
All snare giving feats have same wording:

If the snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead.
*Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment (increasing to four snares if you're a master in Crafting and five if you're legendary). Snares prepared in this way don't cost you any resources to Craft.* (<This part)
When a creature critically fails its saving throw against and takes damage from the initial effect of a snare you Crafted and deployed, that creature is off-guard until the end of its next turn.

Unlike alchemical items, crafted with advanced alchemy or quick alchemy, which states "These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.", "free" snares don't get such clarification.

I considered that RAW during daily preparations you *create* a number of snare items and put them in your inventory. I think there was a clarification in archtype that snares, prepared that was could not be sold, so they should have full weight and price of zero.
ANd you can stockpile such snares every day, during daily preparations.

Then, I asked people around and they pointed me to this rule:

A snare is built within a single 5-foot square. Only one snare can occupy a single 5-foot square at a time. Once constructed, it can't be moved without destroying (and often triggering) the snare.
*Snares usually last until they're triggered, though at the GM's discretion, certain snares might become inert after extended periods of time (such as months or years). Snares made for quick deployment, such as those from the Snarecrafter archetype, are less durable and become inert after 24 hours.*

You must have the Snare Crafting feat as well as be wielding or wearing a snare toolkit to create snares. You can spend 1 minute to Craft a snare by expending an amount of money equal to the snare's listed Price. This expenditure represents the use of raw materials that are included in your snare toolkit. If you want to Craft a snare at a discount, you must spend downtime as described in the Craft activity. Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry. Despite having the consumable trait, you make only one snare when you spend the minute to Craft a snare.

So, people insisted that free snares RAW will last for 24 hours. I agree, that RAI it shouldn't work like I assumed in the first place, but I argued that the rule pointed to me explicitly regulates the time snare will be functional *AFTER* it is deployed with a crafting check. My point was, that it says that bear trap crafted or bought in market will stay armed until it rusts, and Rangers less durable bear trap will break after 24 hours of being deployed.
It resulted a long and heated conversation, and I kindly ask to clarify if I was right or wrong in thinking that context of the paragraph matters.

Then, I looked into forums history, reading bizzare topics about snares that seemingly were written before some errata clarified a lot of stuff, like placeing 4 snares in 1 tile.
In conclusion, after reading a number of threads, I think that *you can prepare x snares... Snares prepared in this way don't cost you any resources to Craft* equals collexting from surroundings materials for exact snares you listed in your daily preparations that reside in your "magical snaresetters kit", having no extra weight, but not existing as an item in inventory as well, since you don't "Craft" them to be deployed with a craft check later, you "prepare" them.
The question about supplies being changed each day if unused, or being stockpiled still kidna exists.

Please, if possible, point me to the written rules regulating this question.
Or maybe we should agree that free snares do need additional clarification in errata?


Thank you all for the clarification.
@Nelzy has a valid point, and I, personally, use Archives of Nethys as a "touchstone", and there items from TV and TXCG are categoried under "Alchemical Foods", and items from Bazaar are under "Alchemical tools", that's where it originated from.
I hope that Errata can clarify this issue without too much effort.
@Baarogue @Trip.H At least now I can refer to this thread when discussing the matter with PFS GMs, thanks.


Hello.
I'm currently playing as an alchemist in PFS, and am looking at alchemical items Grand Bazaar provides.
I'm hesitant about buying the source material, because of two reasons:
Almost all items there are uncommon, without any regional requirement. It feels like it could be changed to Absalom regional requirement, or some items might be lowered in rarity.
Some obvious food related items, like Brewer's Regret, Dragon's Blood Pudding, Fire and Iceberg, Impossible Cake ect. are considered alchemical tools rather then alchemical food RAW. That excludes synergy with some feats that allow additives for alchemical foods.
Should we expect a remaster, or at least get an errata about foods being foods?