Author Topic: Fun Pathfinds  (Read 2571 times)

Offline Nytemare3701

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Re: Fun Pathfinds
« Reply #60 on: May 10, 2018, 08:20:06 PM »
My favorite combo with Hybridization Funnel is Ghast Retch Flask and Burst Jar.

***

"A mixture cannot be combined with another mixture."

I believe a Paizo dev chimed in on this once on the Paizo forums.  Something along the lines of adding the words " ... or substance" to the end of that rule sentence.  But, as y'all know, Paizo has been substandard in the last few years on the official updates for errata & FAQ while quick to Stealth Errata and issue "fixes via dev forum posts".   :huh

You can't use the funnel with ghast retch, because it requires liquids  :shakefist
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Offline Nytemare3701

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Re: Fun Pathfinds
« Reply #61 on: May 11, 2018, 05:03:54 PM »
You can extend the 24 hr spoil time by mixing in a new alchemical item during that time frame.

Could get expensive, though.

Assuming you can Full Pouch the materials, what's the most efficient format usage of spell slots to keep one of these on hand? 1 slot per day would keep refreshing the potion until it hits max potency, but would mean having to track daily potency. 6 Slots to make one of each of the 6 materials would give you a max potency potion that lasts 24 hours each time, but (for my character for example), that's all my level 2 slots for the day, and I don't think I can justify 6 spell slots to have one free grenade per day, even if it is a REALLY nice grenade.

Hard Mode: Assuming you can restore a Focusing Flask using Make Whole and a CL of 14, would the ideal setup then be 1 slots per day to ramp up 1 potion, 3 slots to full pouch copies of it to toss in the focusing flask when needed, and 1 more slot to fix the flask after? The focusing flask isn't an alchemical item, it's wondrous, so we probably can't Full Pouch the final version, but we can definitely Full Pouch hybridized ones.

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Offline zook1shoe

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Re: Fun Pathfinds
« Reply #62 on: June 13, 2018, 02:57:30 PM »
How does this work from Elemental Master's Handbook?

The ground block line of effect, so no ground can be in the area.

Also, fully submerged in lava deals 20d6, so anyone fully in the LoE takes 21d6+1/2 CL damage.

Quote
Magma Furrow (Su): As a standard action, you can send
forth a 20-foot line of magma. Any creature in this line takes
1d6 points of fire damage + 1 point for every 2 wizard levels
you have. A successful Reflex save (DC = 10 + half your wizard
level + your Intelligence modifier) halves this damage.
In addition, the ground in this area remains molten for
another 1d4 rounds. Creatures that begin their turns in the
area can move out that turn without penalty, but those that
enter the area each take 1d6 points of fire damage. You can
use this ability a number of times per day equal to 3 + your
Intelligence modifier.

Quote
Lava Effects
Lava or magma deals 2d6 points of fire damage per round
of exposure, except in the case of total immersion (such as
when a character falls into the crater of an active volcano),
which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after
exposure ceases, but this additional damage is only half
of that dealt during actual contact (that is, 1d6 or 10d6
points per round). Immunity or resistance to fire serves
as an immunity or resistance to lava or magma. A creature
immune or resistant to fire might still drown if completely
immersed in lava (see Drowning).
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Offline SorO_Lost

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Re: Fun Pathfinds
« Reply #63 on: June 15, 2018, 01:28:32 PM »
How deep is the Magma Furrow?
Because the text doesn't seem imply they need to swim out...
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Offline Archon

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Re: Fun Pathfinds
« Reply #64 on: June 16, 2018, 07:51:29 AM »
The text seems to simple imply that it is a lave-fluffed aoe damage over time effect, not actually invoking lava rules in any way?

Since it has precisly defined what the effects for remaining within the lava are, doesn't refer out of the text.

I suppose a fair way to look at it would to say the lava is only a few inches deep?