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Toxic Skin wrote:
You have handled so many toxins that they have leached into your skin. Any creature that hits you with a natural attack gains the sickened condition for 1 minute unless it succeeds at a Fortitude save. Any creature that swallows you whole must succeed at a Fortitude save or gain the nauseated condition for 1 round; the creature automatically vomits you back out at the start of its next turn (this takes no action). When expelled, you land prone adjacent to the creature in a square of the creature’s choosing. Once a creature has been affected by your toxic skin, it cannot again be affected by it for 24 hours, although it could be affected by another biohacker’s toxic skin.

Does something which swallows you also gain the sickened condition in addition to the nauseated condition, or does one replace the other?


Tactical shields allow reloading while wielding them

tactical shield wrote:
A hand wielding a tactical shield can still hold another object and be used to reload weapons, but it cannot wield weapons or other shields

So maybe you can pull off your gun-from-shield with a slightly lighter shield if reloading is a concern?

Then again, most combat is over before most weapons require reloading as well.


i point you back to my previous post...

Quote:
If attached to a larger broadcasting station (such as those found aboard a Starship), the range increases to 12 miles.

you just have to work out how many hexes 12 miles is with your GM as the size of a hex is undefined in space combat. (a mile a hex sounds about right to me, personally)


yeah, you look too poor so they don't want to sell to you.


if you have a technomancer in the party, you could attempt to pool the charges together, but if the gm doesn't let you know how many charges you have, you'll have to be careful. else, could stuff them in a deep corner of your bag and don't even touch them until you run out of full charge batteries.


armor and armor upgrades are separate things. it takes 10 minutes to install an upgrade into your armor. good luck using it :D

as for weapons, it does mention that it is compatible with fuse spells. whether or not you need to use fuse seals or if you can just summon a weapon with the fusion already placed on it is another story (i would assume already on it for most since fusions are magical)


baggageboy wrote:
A comm unit requires a hand, at negligible bulk it can be clipped onto your person.

i'll say this again:

Quote:
Computers with light bulk or negligible bulk can be worn easily on the wrist or clipped to communications devices and used without having to hold them in a hand.

comm units are still computers, so that quote still applies to it. so, since you can clip your comm unit and use it with no hands, why go tier -1?


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


d'Eon wrote:


...
Miniaturized is unnecessary since it's already L bulk
...

wouldn't the upgrade on a comm unit from tier 0 to tier 1 alter the bulk from L to 1^2 (so 1) and require a miniaturization to get back down to L?

Quote:
a computer has a bulk equal to its tier squared. Computers with light bulk or negligible bulk can be worn easily on the wrist or clipped to communications devices and used without having to hold them in a hand.

on the other hand, it states that a L or - bulk computer can be clipped to a communications device-with no mention about cost xD

so would i be able to just build a computer and clip it onto my comm unit for free instead of worrying about the additional +10% increase to price from upgrading my comm unit? or does the 10% cover miniaturization down to L bulk, like d'Eon says?

and... why do you want a - bulk comm device anyways? only saves you 0.1 bulk and no other real benefit?


think recharge, only double the effect on batteries with no chance of destruction or damage (i have yet to find something that is purely charged by battery, so the safe way to use recharge confuses me)

removing them would be a bit unfair to technomancer who can use battery to power their spells though lol.


truth. the only wrenches in the loop then would be technomancers using charging jolt or recharge.


KISS would be "batteries are one time consumable items"
would make it a lot easier to track >.<


Quote:

Signal Jammer

This handheld device, originally designed by the Stewards for military uses, is used by corporations and criminals alike. Signal jammers are available at any item level from 1 to 20 and can be purchased for a price equal to 100 credits × the square of the item level of the jammer. When activated, a signal jammer interrupts broadcast signals within 4 miles. If attached to a larger broadcasting station (such as those found aboard a Starship), the range increases to 12 miles. A signal jammer blocks all communication devices from sending and receiving broadcasts. Each signal jammer is designed to affect one specific broadcasting medium (such as radio or wireless). You can attempt a Computers or Engineering check to bypass a signal jammer’s effects or to determine the location of the jammer. The DC to bypass a signal jammer is 15 + the signal jammer’s level, and attempting this check takes 1 minute.

under technological equipment


where does it allow the android one to be available through normal armor? i thought those were two absolutely separate entities...?
and where are the exocortex mods disabled if you have armor on?


The Mad Comrade wrote:


I'd missed the charging rate. Which means that there should be a credits-per-charge-rate since there is a time-per-charge calculation.

here's the problem.

Quote:
You can recharge a partially depleted battery or cell, but the price for doing so is the same as if it were fully spent.


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?


none of the starship weapons appear to list critical modifiers, and the 'combat' section (which i think is different than starship combat) states " If the total result of your attack roll meets or exceeds the target’s EAC or KAC (as appropriate for your attack), you’ve also scored a critical hit."
starships don't have EAC or KAC. so normal double damage on critical shouldn't apply. cirticals also don't matter if you strike a shield with a nat 20.

as far as getting a nat 20 on top of a crit threshold, i'm pretty sure you just blew out two random systems of theirs.


the bolded bit applies specifically to the roll and getting a 19 or 20... because the bit after the bolded part states "For any further critical damage resulting from the attack" this would be from, say, critical threshold "determine which system is affected randomly as normal"

so i think second interp since it doesn't say:

The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If your attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal.

but i do agree that it makes it a bit worthless with that interp... unless you're shooting at something that's got 600 hp with a CT of 120 and you're just praying to god that you can knock out a core or drive so you can get away. doubling chance to crit is better than nothing...


page 41, table 3-1...
android 100-200
human 100-300
kasatha 120-200
lashunta 100-150
vesk 200-300
ysoki 60-100

all the classic races you can figure out from pathfinder or something


each quad needs to have at least 3 in your example if i'm reading that right, however there is a FAQ you should read:

http://paizo.com/starfinder/faq#v5748eaic9vwv

the even distro was altered to where you see fit (i assume the 10% min still applies since 'alternatively' was removed)


two paragraphs down is improved cover, i can't find anything about shooting past a creature...

cover on the other hand, grants +4 ac and +2 ref while partial cover grants +2 ac and +1 ref... soft cover provides +4 ac.


i don't understand what you mean by taking a whole round to prep. a readied action is only a standard iirc... if you mean something like 'i spend a round preparing to beat the s*!! out of any casters' and then stop 3 casters in a 6 second period, i would call foul play...

as far as keeping your action ready, if it wasn't a spell, i don't see why you can't hold it? waste of actions though, imo


Reebo Kesh wrote:
Vanykrye wrote:
I started replying to this before I realized it was a Starfinder thread and not a Pathfinder one...and in Pathfinder a whole lot of open flame and a failed reflex save is going to ignite a few wicks. Thank goodness for advanced technology, huh?
So, in the real world, you toss a grenade into a box of grenades the only thing that will happen is the grenades get scattered intact everywhere?

no, you either end up with an explosion and little fragments of unexploded ordnance everywhere, or an explosion followed by at least one other explosion and fragments of unexploded ordnance everywhere. either way, the odds of any of the grenades surviving intact are small.

would also have to take into account what kind of grenade they are...


Drejk wrote:


Just break some bones, the pain should be stronger distraction than earthquake or hurricane.
Quote:
However, if you are taking ongoing damage (such as if you are bleeding or on fire), your spells are not disrupted in this way.

better off with the rifle butt


here's my take on it, but i really want it confirmed before actually using it...

"i ready an action to hit that specific guy with x if he starts casting a spell"

the enemy starts to cast a spell <-- this is the event trigger. the event has occurred, so my readied action goes off.

my attack, which was readied and aimed at the enemy, is released. this ends my turn and alters my init order.

the enemy continues to cast his spell <-- their action that i had set an event trigger on is not interrupted (yet)

my attack arrives and scratches them for 1 point of damage.

they flinch while casting, unable to concentrate on the task at hand, so their spell goes up in a flashy waste harming nobody. enemy turn ends.

am i interpreting this stuff correctly? if not, what am i missing?


i did manage to miss that bit. i had something really long written up to try to fight that, but it sounded stupid on reading it back...
my token attempt will be this: it says you can replace them, but not remove them '_'

Quote:

AMMUNITION

Weapons often employ electrical charges (typically stored in batteries), cartridges of ammunition, or individual missiles. A weapon’s capacity measures what size battery it uses or the number of cartridges it can hold, and its usage is how much ammunition it uses with each attack. You can use launchers to fire their corresponding missiles, which must be loaded individually. Reloading a weapon or inserting a new battery (including ejecting a spent cartridge or battery if necessary) takes a move action.

Weapons that use standard ammunition (arrows, charges, darts, mini-rockets, petrol, rounds, scattergun shells, etc.) are sold preloaded. For weapons with other forms of ammunition (such as grenades), ammunition must be purchased separately.

here's the bit where they come preloaded.


Butch A. wrote:


A personal comms unit costs 7 credits and has 80 charges. That means it must come with a fully charged super-capacity battery, which costs 390 credits. You can sell the battery for 10% of the price and make 32 credits. It costs 195 credits to fully charge a 7 credit comms unit.

...

Beacons, flashlights, lanterns, spotlights, laser microphones, and motion detectors come with 10 charge batteries. Signal jammers come with 12 charge batteries. Detonators come with 5 charge batteries. There are no batteries with the listed number of charges, so it is not possible to buy a charged battery for these items, nor can you figure out a cost to recharge them.

looking closer, i found this thing under technological items:

Quote:
Capacity: This lists the maximum capacity for an item that requires charges to function. An item that holds electrical charges can be replenished with a battery.

so no yanking batteries out of comm unit. this now makes the recharge spell make more sense, as well as all the references to 'power cell'-power cells are integrated and can *not* be removed.

please, correct me if i'm wrong.


Butch A. wrote:


Fire extinguishers have a specified usage, which (by the rules listed) mean that they must use batteries, but their own rules also specify that they can be recharged for 10% of cost. Their battery must be a standard battery (which has 20 charges), and can be removed (again, according to the rules), so you can recharge your fire extinguisher for 1.5 credits, remove the fully charged battery, and use it in your gun or other item, rather than paying 30 credits to charge it.

the fire extinguisher mentions nothing about batteries, instead it states that it has 20 rounds of usage. not charges.

the only fire extinguisher we have current day that uses electricity is the sonic fire extinguisher, but it's not exactly efficient. it would be a much better idea to use something known to be more effective like halon, especially when things like your starship are at stake.


ah, but a 'base potion' as you call it, has no material component... costly or otherwise.

Quote:
If the potion has a material component cost, it is added to the base price and cost to create.
Quote:

The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.

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 material components are added to a base potion in order to allow it to function as intended.

additionally, when brewing a potion, you are casting

Quote:
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.)


Quote:
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

This makes it a material component. Not additional component, just 'a material component for a spell'.

The herb Nethys's dagger specifically states 'additional material component when casting spells' (also stating additive to potions), but it is still a material component for 'costly material component' when added to a normal potion (not concoction) when not casting a spell.

Quote:
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.)

Material components are consumed at the start of a potion's craft


graystone wrote:

I'd say:

costly material components are part of free. I could see a DM making someone pay for the costly materials but as written, free is free.

...

Free potion take time but it's the minimum 2 hrs before reductions [as 0gp is less than 250gp] and don't count towards the 1/day magic item limit [or you couldn't make wis/day].

Special herbs aren't part of the base potion, so they are priced normally [not free].

So you're saying that the 'free' portion occurs after this (below)? Leaves a sour taste in my mouth, because material components are material components whether they are special herbs, alchemical power components or base material components required for the spell... so they should all be treated the same. I can accept it as you state though...

Spoiler:
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.

My biggest problem with this, is the 0 gp cost you're using for the base price for crafting. The class feature should only be adding the bolded sentence to the following:

Spoiler:

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price. A Druid with the Druidic Herbalism Nature Bond does not pay the magic supplies for free concoctions.

That also supports paying for costly material components/alchemical power components/special herbs, as well as following:
Spoiler:

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.

Which, for free concoctions in my eyes reads as: Take a base potion. Do not pay the base cost. Craft as normal, modifying for lvl 4 or 7 as required.

i know you hate spoiler walls, but i can't help myself :D


In that case, is there a limit on how many special concoctions that can be made? This is why I lumped it in with herbals...
Or is it limited by number of spell slots over lvl 3?


TL;DR

Brew potion rules apply to herbal concoctions, to include time, cost, costly component cost.
Do they apply to free concoctions in that,
free concoctions cost no gold to make, other than costly material components, spells, and take time
or
free concoctions have no cost for money, spells or time because 'a druid can create a number of free concoctions equal to wis mod' per day

You can put special herbs into the concoction for special effects, do you have to pay for them if free concoction

Additional details in post 1

I did attempt a search, but it kept crashing and only manually searched a few pages. The post you linked answers this one. Kind of. Thank you.

That said, more views is good too.


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.


Warpriest Archetypes

Craft Magic Arms and Armor links to Craft instead of Craft Magic Arms and Armor