Everything you wanted to know about Pathfinder, but were afraid to ask


Pathfinder First Edition General Discussion

101 to 115 of 115 << first < prev | 1 | 2 | 3 | next > last >>
The Exchange

If you use the energy version of kinetic whip(the kinetic blast that hits touch AC), what do you roll against when you attempt to trip someone with a kinetic whip?


cmd still


does pathfinder have anything similar to chakrams except larger and meant for melee?

The Exchange

What if you use a secondary natural weapon to take an AOO(I.e your eidolon has reach on the tail slap), but none of your other attacks have the reach to make the AOO when it occurs. Do you use full bab on that AOO? Is the dmg at full or half strength modifier?


I've got one: I've been reading up on potion-making and Craft: Alchemy, since I'm thinking of playing an alchemist in the near future, but I'm having trouble wrapping my head around how these actually work. Is there a simple way of remembering what you can make in a day, or in some other specified amount of downtime? (Plus, if I understand it correctly, they're both actually pretty slow, or at least slower than what I expected.)

Also, it looks like your caster level affects the price of potions, and thus the amount of progress you have to make to finish them. (Or you could choose to make them at a lower caster level, but lower the duration or bonus accordingly.) Is that right?


PiccoloBard wrote:
I've got one: I've been reading up on potion-making and Craft: Alchemy, since I'm thinking of playing an alchemist in the near future, but I'm having trouble wrapping my head around how these actually work. Is there a simple way of remembering what you can make in a day, or in some other specified amount of downtime? (Plus, if I understand it correctly, they're both actually pretty slow, or at least slower than what I expected.)

Assuming you aren't using the Unchained rules, the amount you can make in a day is (the crafting DC of the item*)x(Your crafting check)/70 gold pieces worth of stuff. For an Alchemist, Swift Alchemy doubles this.

And yes, this is slow. Making a tanglefoot bag(DC25, 50gp) as an alchemist with a take 10 check of 25 will take about 3 days. You can make exactly 5 bags in 2 weeks of solid crafting.

*you can add +10 to the DC if you want to make crafting faster (assuming you can hit the DC).

Quote:
Also, it looks like your caster level affects the price of potions, and thus the amount of progress you have to make to finish them. (Or you could choose to make them at a lower caster level, but lower the duration or bonus accordingly.) Is that right?

The caster level of the potion affects the price, and you can set that at whatever you feel like. So long as your caster level is equal to or above that of the potion you are trying to create, it's totally irrelevant and can be ignored.


Ah, it's the "base price" of the potion…which is just (minimum caster level)*(spell level)*50, meaning that the caster level at which it's crafted doesn't matter for these purposes?

So it looks like non-potion alchemical items are best taken care of over somewhat longer periods of downtime! :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You can craft potions at higher caster levels (to a maximum of your own caster level), but they cost commensurately more.


Just a Mort wrote:
What if you use a secondary natural weapon to take an AOO(I.e your eidolon has reach on the tail slap), but none of your other attacks have the reach to make the AOO when it occurs. Do you use full bab on that AOO? Is the dmg at full or half strength modifier?

A secondary attack is always secondary unless it is your only attack (not simply the only attack you can make right now).

-5 to hit/half damage.


Here's a funny question: Can an incorporeal creature catch on fire? Assuming magic fire naturally.


I'd say not. What is there for the fire to consume?


Bill Dunn wrote:
I'd say not. What is there for the fire to consume?

True, but the magical fire can damage it. You would assume it damages through fire. The description says target catches on fire. I'm on the fence as the party needs every advantage in this fight.


Hi folks! Self-necroing this thread as I have come to a sticky rules situation. Thanks to a haunt several PCs were affected as if by a Scare spell and are now frightened. They fled the area, but now what? Can they rejoin their party after they've fled? Do they try and make another Will Save? Or are they banned from advancing through the haunted area (which sucks because I need them to get to the next bit). Any help with interpreting this would be appreciated:)


Generally fear goes away completely once the duration is up, so as long as it's worn off they should be able to meet up again.

If it's a haunt that resets, though, they'll have to save against the haunt again if they don't make it back before its reset conditions are met.


Yeah, the scare only has a duration of 1 round/level. Once that time has expired, the fear effect is gone. I'd still describe the PCs getting an uneasy feeling in the pits of their stomachs, but that's color for the scene not a ban from entering the area.

101 to 115 of 115 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Everything you wanted to know about Pathfinder, but were afraid to ask All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion