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1/5

Hey all!

I have been sitting at lvl 12 with my Barbarian since July of last year. Needless to say I am going over my character sheet and trying to fill holes / weaknesses. I have 3222 gp I can spend. As such I am thinking of two different ways I can spend it.

Option 1) Adamantine weapon. Yes I have yet to buy one and have yet to really need one. However, you never know. If you think this is the better option, what type of weapon. My current melee weapons are: Lucern hammer (magic), armor spikes (magic), and claws.

Option 2) Consumables. I like consumables and try to have them for a lot of occasions. My current inventory: Oil of Bless Weapon (2), Potion of Enlarge Person (2), Potion of Fly (3), Potion of Invisibility (3), Potion of Remove Curse, Potion of Remove Paralysis (2). If you think I should spend the gp on consumables please leave some recommendations.

Thanks for your help!

Dark Archive 4/5

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Consumables I would suggest to round out your list:

Oil of daylight
Potion of remove blindness
Potion of gaseous form
Potion of lesser restoration x 3

That would be all of it, and would give you an anti-deeper darkness, an anti-blindness, and an escape route. The lesser restoration is the fastest way of removing fatigue.

Grand Lodge 4/5

I generally agree with Adam's recommendations.

Just a question on your magic weapons, what + do they have?

Remember that once you hit +3 or better that they start to bypass various special material DRs without needing to be made of a special material.

Also, do you have some sort of ranged weapon? A +1 Adaptive composite longbow would run a bit more than your cutrrent funds, but if you already have a masterwork composite longbow, making it +1 Adaptive would be sweet. Let's it add the correct Str mod without penalties when normal or Raging.

1/5

Thanks guys for the recommendations! Just to fill the picture in more, here are his magic items:
Headband: Headband of Havoc
Neck: Hand of Glory
Shoulders: Cloak of Res +2
Waist: Belt of Physical Perfection +2
Hands: Gloves of Reconnaissance
Rings: Ring of Protection +1
Ioun Stones: Clear spindle (in Wayfinder) and dusty rose prism
Potions: Mentioned above plus Lesser Restoration(3) and Water breathing
Wands: CLW, Darkvision, Expeditious retreat, Fairy Fire; Character has a UMD of +15

Armor: +1 Armor Spike +1 Moderate Fortification Mithril Agile Breastplate
Weapons: +1 Vicious Furious Lucerne Hammer (+3 Weapon when raging - Bypasses Magic, Cold Iron, and Silver), +1 Armor Spikes, Claws, Masterwork Mighty(+5) Comp Longbow

Mergy:
I have thought about a potion of gaseous form. It would give me a more diverse escape method than I currently have (wand of expeditious retreat in spring loaded sheath - Gives me a movement of 70). Forgot about remove blindness/deafness. That's a great one.

Kinevon:
Great idea. Right now I have just a MW mighty(+5) comp longbow. Making it magical would fill in that hole and the adaptive would allow me to squeeze a little more damage out of it. After I get the next pay day I could then throw on some Bracers of Falcon's Aim.

Grand Lodge 4/5

On the Gaseous Form: It lets you get out of (or into) places that pure movement won't work. Like getting out of a Force Cage set to bars (been there, done that). Gaseous Form is slower than 70', but doesn't have to worry about opening doors.

Some other useful things:
Hat of Disguise
Glamered for your armor

You have room for two more rings, too, since that is one of the benefits of that Hand of Glory.
Feather Fall is not a bad one

There are some useful imperfect Ioun stones, too, not just the perfect ones.
Dark blue rhomboid, cracked: 400 gp, +1 competence to Perception & Sense Motive
Dusty rose prism, cracked: 500 gp, +1 competence to Initiative
Pink & green sphere, cracked: 200 gp, +1 competence to one Charisma-based skill (like UMD)
Vermillion rhomboid, cracked: 400 gp, +1 competence to Acrobatics & Swim

Like the pink & green, there are other 200 gp stones that add +1 competence to a single skill for a particular stat.

Dark Archive 4/5

Forget a ring of feather fall, get boots of the cat! You take damage, but you also get to jump on people.

Sovereign Court

1 person marked this as a favorite.
Adam Mogyorodi wrote:
That would be all of it, and would give you an anti-deeper darkness, an anti-blindness, and an escape route. The lesser restoration is the fastest way of removing fatigue.

Another option for handling fatigue/exhaustion is a potion of invigorate. 50 gp for 10 minutes of supression of such effects. While you're at it, 50 gp for a potion of remove sickness for removal or supression of sickened/nauseated is also a steal.

Grand Lodge 4/5

Adam Mogyorodi wrote:
Forget a ring of feather fall, get boots of the cat! You take damage, but you also get to jump on people.

Boots of Elvenkind, Boots of Speed or Boots of Striding and Springing are all better choices, IMO.

Entilzha wrote:
Adam Mogyorodi wrote:
That would be all of it, and would give you an anti-deeper darkness, an anti-blindness, and an escape route. The lesser restoration is the fastest way of removing fatigue.
Another option for handling fatigue/exhaustion is a potion of invigorate. 50 gp for 10 minutes of supression of such effects. While you're at it, 50 gp for a potion of remove sickness for removal or supression of sickened/nauseated is also a steal.

Actually, the Hand of Glory already gives him both Daylight and See Invisibility.

That potion of Remove Sickness is okay for the sickened condition, but, unless your PC has the Accelerated Drinker trait, is of no value against the nauseated condition.

Nauseated means you don't get a standard action, only a move action. Potions require a standard action to drink. The Accelerated Drinker trait lets you drink a potion as a move action instead of a standard action, but that is the only thing I know of that lets you use a potion while nauseated.

The Exchange 4/5

someone else could make you drink the potion of remove nauseated... like improved familiars... must buy one of those for my wizard...

back on topic.

Elixir of Spirit Sight (1,000 gp): From Pathfinder Adventure Path #38: City of Seven Spears, 1,000 gp for 1 minute of see invisibility and ghost touch for both your weapons and armor! Incorporeal entities got you down with strength drains and random irritating things that ignore your armor and halves your damage? Go to town on them with this wonderful concoction.

(stolen from the blog, but still awesome)

Granted you already have a see invis option, but ghost touch for all you stuff is pretty sick.

Weapon blanches for some sets of arrows? specifically ghost salts (I don't like ghosts..)

save up for boots of speed? in society it feels like you can't count on haste, and haste is pretty awesome.

Also, how do you not have a wand of shield? like that spell is completely insane to cast before charging in. I might argue it as the single best 2PP wand for a combat type with UMD.

1/5

Imperfect Ioun Stones - Love them. Any limit on how many I can have. I am just imagining a train of like 10 stones circling my head.

Ring of feather fall - Yes. It is on the list of things to buy. I really need to flesh out my rings, since I have 3 slots. Do you have another recommendation?

Elixer of Spirit Sight - Not a bad option. A little costly but when you are up against incorporeal it is nice to have. I am actually considering the rage power Ghost Rager to fix my Ghost issues. I get to Treat ALL weapons, including rocks and miscellaneous chairs as having ghost touch. In addition I would get to add my considerable superstition save bonus (+10) to my touch AC. My next feat is either going to be this rage power or Eater of magic rage power.

Blanches are nice. I just wish they lasted more than one hit so you could use them on melee weapons. Using them on Arrows makes much more sense.

I actually have boots of speed...I just forgot to list them. They are by far one of the best non-weapon purchases. Nothing says OMG like a Barbarian pouncing 140 ft and attacking you 4 times. All in 6 seconds.

I agree on shield but at this point I am not sure what a shield bonus would really get me. My barbarians raging AC is a 20 before enlarge person or charging or Come and Get Me. If I go all out my AC is a 12. I don't think an extra 4 will help me out.

Thanks guys! This has gone beyond what I expected and given me a shopping list well beyond what I can afford right now. Good thing I plan on taking this character all the way up to 18. Keep it coming if you have any other ideas. I really do envision this character as a Swiss Army knife. An ability or item for any situation.

Grand Lodge 4/5

For rings, I would start with a Ring of Freedom of Movement or Ring of Regeneration, if you want to think big.

I tend to have issues saving money, myself, so even a +2 stat item is a stretch, sometimes.

My 6th level Lore Warden Fighter has an amazing list of items he has access to (played Ruby Phoenix Tournament during the grandfathered rules period), but ever saving up the money for some of the items? Heh. He'll probably ave more than enough Fame to buy them anyhow by the time he saves that much money.


If you go for the adaptive trait, you can sell your current bow for 450 gold, buy a new one with a str bonus of zero for only 400 gold and save 50 gold!

1/5

Rogar Stonebow wrote:
If you go for the adaptive trait, you can sell your current bow for 450 gold, buy a new one with a str bonus of zero for only 400 gold and save 50 gold!

Thanks!

3/5

potions of feather fall are much cheaper way to get down cliffs.

Dark Archive 4/5

asthyril wrote:
potions of feather fall are much cheaper way to get down cliffs.

I wouldn't recommend that. That potion lasts for six seconds, or 60 feet. You will need crackerjack timing if you're falling any farther than that.

*

Adam Mogyorodi wrote:
asthyril wrote:
potions of feather fall are much cheaper way to get down cliffs.
I wouldn't recommend that. That potion lasts for six seconds, or 60 feet. You will need crackerjack timing if you're falling any farther than that.

Crackerjack timing..."I ready to drink this potion when I am falling."

feather fall wrote:
Feather fall works only upon free-falling objects.

. The potion would not work unless you were already falling. But I fail to see how a potion is cheaper than climbing. Faster, certainly but cheaper?

Scarab Sages 5/5

Since you already have UMD, a few scrolls of Mirror Image or Blur (UMD DC23) might not be a bad idea. Use the scroll before you kick in the door and you're good for 3 minutes.

Buying a Scroll of Breath of Life and a Scroll of Break Enchantment might not be a bad idea either, so your friendly neighborhood divine spellcaster can save your neck if things get nasty. If your cleric gets messed up you could even try to save the day with a DC29 UMD check to cast one of those scrolls yourself...

3/5

Curaigh wrote:
Adam Mogyorodi wrote:
asthyril wrote:
potions of feather fall are much cheaper way to get down cliffs.
I wouldn't recommend that. That potion lasts for six seconds, or 60 feet. You will need crackerjack timing if you're falling any farther than that.

Crackerjack timing..."I ready to drink this potion when I am falling."

feather fall wrote:
Feather fall works only upon free-falling objects.
. The potion would not work unless you were already falling. But I fail to see how a potion is cheaper than climbing. Faster, certainly but cheaper?

yes it is a standard action to drink it anyway, so just ready an action to drink it when you are less than 60 feet away from the ground.

and for getting down cliffs, i guess i should have mentioned in combat. technically jumping and hoping to survive the damage is actually the cheapest (quick) way :)

1/5

Raisse wrote:

Since you already have UMD, a few scrolls of Mirror Image or Blur (UMD DC23) might not be a bad idea. Use the scroll before you kick in the door and you're good for 3 minutes.

Buying a Scroll of Breath of Life and a Scroll of Break Enchantment might not be a bad idea either, so your friendly neighborhood divine spellcaster can save your neck if things get nasty. If your cleric gets messed up you could even try to save the day with a DC29 UMD check to cast one of those scrolls yourself...

I have put a lot of consideration into moving into scrolls with my UMD. However, this poor chap has a 10 Int so even for a lvl 1 spell I would need to make two UMD checks. One DC 26 check to make my Int 11 and one DC 21 check to use the scroll. Ideally I want to use a Breath of Life scroll but that would require a DC 30 and a DC 29 check. I would probably fail that one (5% chance of succeeding). For now I will just stick with wands.

Grand Lodge 4/5

Remember that a scroll casting stat can be a bit ... nebulous.

Arcane only spells can still be used with either Int or Cha as teh casting stat.

Divine only spells are Wis or Cha for possible casting stats, if the spell is on the Oracle list as well as the Cleric or Druid list.

On Ioun stones: One of my players, who is also a GM, pointed out that there is a Pathfinder BBEG who apparently has 23 of the things orbiting his head.

Dark Archive 4/5

Curaigh wrote:
Adam Mogyorodi wrote:
asthyril wrote:
potions of feather fall are much cheaper way to get down cliffs.
I wouldn't recommend that. That potion lasts for six seconds, or 60 feet. You will need crackerjack timing if you're falling any farther than that.

Crackerjack timing..."I ready to drink this potion when I am falling."

feather fall wrote:
Feather fall works only upon free-falling objects.
. The potion would not work unless you were already falling. But I fail to see how a potion is cheaper than climbing. Faster, certainly but cheaper?

Nope, that doesn't work. A spellcaster needs 500 feet to fall to get a standard action to cast. I would require you to have just as much room to fall if you wanted to drink a potion midfall. If you want to look me in the eye and say "I think that fall looks like a 550 foot fall", then go ahead and try it.

3/5

Adam Mogyorodi wrote:
Curaigh wrote:
Adam Mogyorodi wrote:
asthyril wrote:
potions of feather fall are much cheaper way to get down cliffs.
I wouldn't recommend that. That potion lasts for six seconds, or 60 feet. You will need crackerjack timing if you're falling any farther than that.

Crackerjack timing..."I ready to drink this potion when I am falling."

feather fall wrote:
Feather fall works only upon free-falling objects.
. The potion would not work unless you were already falling. But I fail to see how a potion is cheaper than climbing. Faster, certainly but cheaper?
Nope, that doesn't work. A spellcaster needs 500 feet to fall to get a standard action to cast. I would require you to have just as much room to fall if you wanted to drink a potion midfall. If you want to look me in the eye and say "I think that fall looks like a 550 foot fall", then go ahead and try it.

that is why you ready an action to drink it before you start falling. its just like opening a parachute irl.

Dark Archive 4/5

Let's think about that though. You are at the top of a 50 ft. cliff. You ready a standard action to drink your potion should you start to fall. However, once you're falling, that standard action takes 500 ft. of room to perform. Splat.

Sovereign Court

I much prefer Boots of the Cat. And thanks to a certain adventure, I got me one of those items for free ;)

Dark Archive 4/5

I very much like those too. Falling any distance and taking a maximum of 20 damage is very agreeable to me. It lets my martial characters divebomb enemies from high up. :D

The Exchange 5/5

This maybe a silly question... but how do you get the "Potion of Remove Paralysis (2)" to work? If you need it, how do you use it?

The Exchange 5/5

What race is your Barbarian?

Dark Archive 4/5

You can pour it on others? I think it removes slow as well, although that would take a good two rounds away from you.

The Exchange 5/5

Adam Mogyorodi wrote:
You can pour it on others? I think it removes slow as well, although that would take a good two rounds away from you.

If it were Oil of Remove Paralysis it would be a full round to apply it to someone else - but I guess you could pour it in someones mouth as a full round action too...

Dark Archive 4/5

There is mechanically no difference between a potion and an oil when it comes to applying them to characters. You can't get a sword to drink a potion of magic weapon, but either a potion or an oil of magic fang would be appropriate.

The Exchange 5/5

Adam Mogyorodi wrote:
There is mechanically no difference between a potion and an oil when it comes to applying them to characters. You can't get a sword to drink a potion of magic weapon, but either a potion or an oil of magic fang would be appropriate.

LOL! there is plainly a mechanical difference between a potion and an oil! Some judges may handwave it, but many (most in my experience) will not.

(YMMV)

Dark Archive 4/5

Nosig, what is the difference when it comes to drinking a potion or applying an oil to yourself? What's the difference between pouring a potion down an ally's throat or applying an oil to another character? As far as I can tell, they take the same amount of time and both provoke an attack of opportunity.

The Exchange 5/5

Adam Mogyorodi wrote:
Nosig, what is the difference when it comes to drinking a potion or applying an oil to yourself? What's the difference between pouring a potion down an ally's throat or applying an oil to another character? As far as I can tell, they take the same amount of time and both provoke an attack of opportunity.

???(puzzled look)???

I thought you were saying there was no difference between applying an oil (poured on and rubbed in) and drinking a potion (injested).

Are you saying there is not difference between applying an oil to someone else or yourself? One is a standard, the other a full round action (I think).

The Exchange 5/5 RPG Superstar 2010 Top 16

Potions are better: you can drink one as a standard action, and it takes a full-round to pour an oil on yourself.

Oils are better: you can apply an oil underwater, but you can't drink a potion under water without additional devices.

Dark Archive 4/5

Chris, you're telling me stuff I never knew. Do you have a page number I can look at for reference?

3/5

Adam Mogyorodi wrote:
Let's think about that though. You are at the top of a 50 ft. cliff. You ready a standard action to drink your potion should you start to fall. However, once you're falling, that standard action takes 500 ft. of room to perform. Splat.

yes but when you ready an action it becomes fast enough to effectively be an immediate action. If you want to be a stickler for the rules, 'I ready an action to drink this potion before the planet does damage to me' by the rules the ready action goes off (not STARTS but FINISHES, REGARDLESS of what the action is) right before the planet does damage to you, therefore having the feather fall effect right before you hit the ground negating the damage per the wording of feather fall.

Dark Archive 4/5

asthyril wrote:
Adam Mogyorodi wrote:
Let's think about that though. You are at the top of a 50 ft. cliff. You ready a standard action to drink your potion should you start to fall. However, once you're falling, that standard action takes 500 ft. of room to perform. Splat.
yes but when you ready an action it becomes fast enough to effectively be an immediate action. If you want to be a stickler for the rules, 'I ready an action to drink this potion before the planet does damage to me' by the rules the ready action goes off (not STARTS but FINISHES, REGARDLESS of what the action is) right before the planet does damage to you, therefore having the feather fall effect right before you hit the ground negating the damage per the wording of feather fall.

If I wanted to be a stickler for the rules, I would ask you to tell me where the readied action "becomes fast enough to effectively be an immediate action".

It's great that you started drinking the potion with 50 feet to fall, but that standard action doesn't cause you to float in the air like a cartoon character. You're falling while drinking, and you are 450 feet short of finishing that standard action when you hit the ground.

1/5

A lot of my anti-status potions are for others. My human barbarian is pretty well built for saves. Against Spells, Spell-likes, and Supernatural he has Fort: +28, Reflex: +19, Will: +20. The big kicker will be next level when I get a class based re-roll (Eater of Magic).

That is a good point on the potion of remove paralysis. While I do believe that there is a mechanical difference between an oil and a potion, they are the same thing. I am more inclined to think of oil vs potion as how they are applied. However, some GMs will disagree and I hate to bet on YMMV situations.

The better question is...can a paralyzed player drink a potion? Probably not. So they should be oils of remove paralysis. Thanks Nosig! It would suck to get into a situation and the GM variance reduce my "Potions" of remove paralysis to uselessness.

As far as what I am going to spend my cash on, I think I will take Kinevon's advice and upgrade the bow to +1 Adaptive Comp Longbow. In addition I picked up some smoked goggles and blanched 10 arrows with adamantine. As a side note, Why would you ever buy adamantine arrows when you can blanch them. The cost difference on 20 arrows is ridiculous (201gp vs 1201gp).

The Exchange 5/5

Adam Mogyorodi wrote:
asthyril wrote:
Adam Mogyorodi wrote:
Let's think about that though. You are at the top of a 50 ft. cliff. You ready a standard action to drink your potion should you start to fall. However, once you're falling, that standard action takes 500 ft. of room to perform. Splat.
yes but when you ready an action it becomes fast enough to effectively be an immediate action. If you want to be a stickler for the rules, 'I ready an action to drink this potion before the planet does damage to me' by the rules the ready action goes off (not STARTS but FINISHES, REGARDLESS of what the action is) right before the planet does damage to you, therefore having the feather fall effect right before you hit the ground negating the damage per the wording of feather fall.

If I wanted to be a stickler for the rules, I would ask you to tell me where the readied action "becomes fast enough to effectively be an immediate action".

It's great that you started drinking the potion with 50 feet to fall, but that standard action doesn't cause you to float in the air like a cartoon character. You're falling while drinking, and you are 450 feet short of finishing that standard action when you hit the ground.

You know - I have no buy in on this one way or the other... but here goes...

so... he leaps out from the cliff while drinking the potion, perhaps placing it in his mouth before starting the jump. Does the spell casting time become "a standard action" (which appears to be less than 6 seconds as it is PART of a full round action which is 6 seconds and includes a move after all...) of drinking a potion or does it remain the faster Imid. action of the casting time of Feather Fall.

After all, he can't take an action while moving... unless he has something like "Drink on the Run" or something, so his action is either before or after the move (fall). And even if he did have "Drink-on-the-Run", that would mean that the drinking takes place in the middle of the move (1/2 down).

There, have we overworked this enough?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Chris Mortika wrote:
Potions are better: you can drink one as a standard action, and it takes a full-round to pour an oil on yourself.

CRB, Magic Items: "Drinking a potion or using an oil is a standard action."

Quote:
Oils are better: you can apply an oil underwater, but you can't drink a potion under water without additional devices.

I'd have thought applying an oil underwater would be just as difficult as drinking a potion, but I'm not aware of specific rules about either. Where'd you get your information?

Grand Lodge 4/5

Lab_Rat wrote:
As far as what I am going to spend my cash on, I think I will take Kinevon's advice and upgrade the bow to +1 Adaptive Comp Longbow. In addition I picked up some smoked goggles and blanched 10 arrows with adamantine. As a side note, Why would you ever buy adamantine arrows when you can blanch them. The cost difference on 20 arrows is ridiculous (201gp vs 1201gp).

On actual adamantine arrows: They can be used to Sunder, and may ignore hardness, while adamantine blanched only ignores Dr/adamantine, but not hardness nor can they sunder. I think.

Dark Archive 4/5

I had to dig a bit to find it, and I have no idea if it's different from previous editions of the CRB. This is the fifth printing.

Page 478 of the Core Rulebook wrote:

Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils. Any corporeal creature can imbibe a potion or use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

I don't see any rules specifically about drinking or applying underwater. If a character had a potion of touch of the sea, I would be inclined to allow them to drink it, mostly because the drowning rules are terrible.

The Exchange 5/5 RPG Superstar 2010 Top 16

Jiggy wrote:


I'd have thought applying an oil underwater would be just as difficult as drinking a potion, but I'm not aware of specific rules about either. Where'd you get your information?

I don't have my reference books at work, but there's a special piece of equipment --a sponge I think? -- that allows someone to drink a potion underwater. By implication, you need the item to do so.

Barring any rule stating otherwise, there shouldn't be any problem applying an oil underwater.

EDIT -- There we go. Potion Sponges, in the Advanced Race Guide. (Where else would you turn, for rules about drinking potions underwater?)

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Chris Mortika wrote:


EDIT -- There we go. Potion Sponges, in the Advanced Race Guide. (Where else would you turn, for rules about drinking potions underwater?)

Relevant text for those without the book handy.

Quote:
Unlike a potion that is drunk from a vial, a potion sponge can be used underwater

So, based off that, a potion drunk from a vial cannot be used underwater.

Dark Archive 4/5

It took looking through two books, but I found what Chris was talking about.

Advanced Race Guide pg 177 wrote:
Potion Sponge: This egg-sized sponge is covered in a layer of waterproof edible wax, designed to absorb 1 dose of a potion. Chewing a potion sponge and swallowing its liquid contents is a full-round action. A creature of at least Large size can swallow the sponge in its entirely; other creatures must spit out the sponge once it’s depleted (a free action). Unlike a potion that is drunk from a vial, a potion sponge can be used underwater. A potion can be poured from a vial into a sponge potion (or squeezed from a sponge into a vial) as a full-round action. The potion sponge is immune to attacks that specifically target crystal, glass, ceramic, or porcelain, such as shatter. It otherwise works like a potion vial.

So it's a full-round action to use this, and each sponge costs 2 gp. It also seems to have no expiration date in its sponge. I'll have to remember to get one of these with any potion of touch of the sea I get. I also have to say that it's odd that a GM would need to own a copy of the ARG just to know that a potion cannot be drunk underwater. You'd think if they wanted that as a rule they might include it in the CRB.

EDIT: Double-ninja'd!

5/5 5/55/55/5

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*comes back from the bathtub*

*shake shake shake shakes*

You most certainly can drink underwater.

The Exchange 5/5

Perhaps this is like the feat that removes the penilities for firing a crossbow while prone? (yeah, I know there are no penilities for firing a crossbow while prone, but you can take the feat to remove the non-existant penilities...) I figure that some people write rules additions on how they THINK the rules are, or how they remember they were last edition, or how they wish they were... etc.
.
Not that any of US would ever be confused about how some rule works...
;)

Dark Archive 4/5

Well they did change the feat to give it actual benefit. Honestly, if I didn't know that the sponge existed, I would have probably at the worst forced a full-round action to drink. Another GM I spoke with who was not aware of the sponge mentioned a Fortitude save to avoid it going up the drinker's nose, etc.

I don't think the item was necessary to create, but I guess I'll buy one now that it's required for underwater potioning.

The Exchange 5/5

Adam Mogyorodi wrote:

Well they did change the feat to give it actual benefit. Honestly, if I didn't know that the sponge existed, I would have probably at the worst forced a full-round action to drink. Another GM I spoke with who was not aware of the sponge mentioned a Fortitude save to avoid it going up the drinker's nose, etc.

I don't think the item was necessary to create, but I guess I'll buy one now that it's required for underwater potioning.

drat! I missed the change! what was it?

The Exchange 4/5

nosig wrote:

Perhaps this is like the feat that removes the penilities for firing a crossbow while prone? (yeah, I know there are no penilities for firing a crossbow while prone, but you can take the feat to remove the non-existant penilities...) I figure that some people write rules additions on how they THINK the rules are, or how they remember they were last edition, or how they wish they were... etc.

.
Not that any of US would ever be confused about how some rule works...
;)

they fixed that feat, it does something now (it's bad still, but it's does something) I think it reduces the AC penalty from being prone and increases the AC bonus from prone against ranged attacks.

Despite the fact that the rules don't prevent you from drinking potions underwater, the potion sponge certainly implies you cant. sooo... oils are better because they didn't make a 2gp item that exists purely to nerf previous items?

funny stuff.

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