Carver Hastings

The Contrarian's page

39 posts. Alias of Ravingdork.


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Loosing = The act if making something less tight.

Losing = No longer having track of one's posession.


I would say yes. You simply move 1-4 feet, instead of the 5 feet required to get to the next space.

No one would tell you "you cannot Stride less than your full speed." I fail to see how this would be any different.


Pirate Rob wrote:

Here is the entry. You can read it yourself.

Thanks for providing a source link, but that's wrong.

Grapple is checked against Fortitude DC, not Reflex DC. ;P


Travelling Sasha wrote:
What part of the game did you unexpectedly like?

The end.


Mathmuse wrote:
The Contrarian wrote:
WatersLethe wrote:
Why are high level staves such a letdown?
They're not though.
I hope that this means that you found a proper use for them. Could you please explain it?

Though they can be expensive, they are also fun! And they also serve to expand my versatility and range, often with a cool theme to boot!


WatersLethe wrote:
Why are high level staves such a letdown?

They're not though.


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Perpdepog wrote:
Horsepersons of the Apocalypse.

Proper etiquette dictates that individuals be referred to as people first; don't prioritize their condition--that's rude. For example, you should not say "the deaf boy..." but rather, would say "the boy who is deaf..."

Ergo, they are "people of the apocalypse who ride horses."

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;P


Captain Morgan wrote:
No other published class gets "when you rolled a success, you get a crit success instead" at expert.

I've heard it said otherwise. (Truly.)

EDIT: Though I have not yet been able to verify said claim to the contrary.


Magic immunity is not dead! Everyone shout it from the roof tops and rejoice!

I am SO psyched for Monster Core's recycled art!


Don't know what all the fuss is about. "Downcasting" has always been allowed. Not sure where anyone got the idea that it wasn't permitted in Pre-remaster.


shroudb wrote:
Or are you telling me that if I cast Ignition it is invisible from further than the range of the spell?

It is good to see you again, honored teacher.

It thrills me to no end to see your skills at work.


Themetricsystem wrote:
The lack of the Staff trait is, to me, the nail in the coffin on this subject and says everything that needs to be known. You'd need to wait to upgrade/swap it to a proper one later on to prepare it in any other fashion.

It's clearly just a normal staff in all respects, save for its acquisition and unique spells. Just because it doesn't mention the Staff trait doesn't mean that it doesn't have it. It's in the name. Literally. As others have said, why would the developers bother wasting words?

Spoiler:
All else aside, the game developers are rather fond of reminding us about rules with redundant text.


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The constant reductio ad absurdum from both sides in this thread brings a tear to mine eye.

Themetricsystem wrote:
The Raven Black wrote:
But the fire aura does not provide light at all. Not even dim light.
This is so fundamentally at odds with what fire is that I'm surprised the comment didn't come from The Contrarian.

The thought had crossed my mind, but with the way this thread is going, I feared people might take me seriously.


shroudb wrote:
Even if it left behind a cloud, it would leave a cloud without an effect tied to it, since no effect is being specified.

The effect is specified in the trait. ;)


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Of course it wasn't evil. Evil doesn't exist anymore.

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;P


Batman is just a fighter who invested heavily in skills.


Finoan wrote:
Similarly you can have feats that modify Leap...and don't modify High Jump or Long Jump.

Isn't Leap used as the basis for High Jump and Long Jump? I suspect that abilities that effect Leap would likely effect High Jump and Long Jump as a result unless specifically called out otherwise. Note that nearly all the check results say "You Leap..."


The GM pitted you against an Extreme encounter at campaign's end and pretty much wiped the party? Sounds to me like the system working as expected. Assuming you were familiar with your characters, had established tactics and fail safes to lean into, and had just a little luck with the dice, even Extreme encounters are readily surmountable.

If the party is lacking in any or all of those things (as is often the case when people start at high level play rather than working up to it) then a party wipe against such odds makes sense.


ElementalofCuteness wrote:
The Contrarian wrote:
Oh it's not all that bad. Hardly broken at all.
How so?

Why, by all the other limiting factors the game enforces of course! Limited number of hands, limited number of actions, and limited spell rank to name a few!

Any table unable to handle a mere pidly trifle such as infinite wands are no true roleplayers.


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Oh it's not all that bad. Hardly broken at all.


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Baarogue wrote:
Flavor text...has no bearing on its function...

One man's flavor text is another man's rules. Who are you to decide for everyone which is which?

I'm fairly certain many of the game's developers have espoused a dim view of your particular stance on the matter on these forums in the past.


Baarogue wrote:
You do still need to spend that Fly action every turn or else fall even with a Flying Broomstick

The broom does all the flying, you don't. I'd argue you do not need to spend actions, other than to direct it.

Everything in the description reads like it flies on its own, even drifting while stowed.


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Gortle wrote:
No one takes Knock at all.

*ahem*

I've taken knock on at least two characters.


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Time ticking down until something expires is the very definition of "duration."


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Finoan wrote:
A spellbook would sell for 5 sp. Having spells written in it wouldn't increase the price. Because selling spells isn't how adventurers should be earning money.

I call bullpucky on that. A spellbook is obviously worth 5sp + the cost of Learn a Spell of every spell within (or half that on resale).

What is there in the rules that would indicate it has no value? That's ridiculous I say. Spellbooks are rightfully some of the most valuable treasure around.

*

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Purple Dragon Knight wrote:

You want more GMs?

Tell players to stop arguing with GMs and crack down on broken character builds.

There's zero point preparing a game for a group of folks to have fun only to see one player show up and solo all fights in one round.

What broken characters? How does one even make a broken character in PF2e? I didn't think it was possible.


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shroudb wrote:
yellowpete wrote:
...but I think Timber Sentinel is the obvious power pick. Works with any martial that is beefy and doesn't have constant action taxes throughout an encounter, monk especially.
Timber sentinel is only for Allies, not self.

So it has been argued.


breithauptclan wrote:
I'm not sure that I would generally allow casting the spell in a way that the character is already mounted. I would probably require an action to mount the summoned creature.

But why?

breithauptclan wrote:

But then the action economy doesn't work right. Because the Summoned creature has to use its actions immediately after being summoned - which I would interpret to mean 'before the summoning character can use its next action'. And since summon spells generally take three actions to cast, the summoning character wouldn't have any left that round.

So by strict RAW, it probably doesn't work.

Perhaps doesn't. Perhaps it does.

breithauptclan wrote:
That said, I would probably relax strict RAW and allow it.

That would certainly allow everyone to have fun and keep the game moving, at least until the player breaks any unsaid good faith agreements and utilizes a broken combo of some sort.

The Raven Black wrote:
IIRC a creature cannot end its turn in another creature's space unless the Size difference is pretty big.

Minions don't have turns though.

The Raven Black wrote:
Also mounting a creature requires an action.

Which is predicated on the assumption that the would be rider is hopping on, rather than having a steed magically appear between their legs.

The Raven Black wrote:
So RAW, no.

You sure? We should probably make absolutely certain before acting as though our interpretations were indisputable facts.

The Raven Black wrote:
Rule of cool may allow for it, until the players find a way to game the interpretation into giving them undue mechanical advantages.

Spending three actions to stride three times with a speed boost in return for a third level spell slot doesn't strike me as an undue mechanical advantage. Perhaps someone can come up with one more unbalanced than that?


Summons are awesome! Don't let the naysayers sway you!

I've seen it with my own eyes how awesome they can be.


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6 points is only 1 point behind a secondary attack. That doesn't sound so bad to me.

People make secondary attacks all the time.

They wouldn't do that if they were objectively terrible.


There is no system level problem with attack roll spells. Y'all just crazy. :P


breithauptclan wrote:
I'm just finding it amusing that people are posting these arguments about familiars and action economy as though graystone and I haven't gone over every possibility of the current rules three times already.

People keep bringing it up with you two because none of them can believe just how wrong you are. :P


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Ectar wrote:

The relevant wording on "Clear As Air" is:

"This impulse weakens if you use it too frequently. Using
it again within 10 minutes makes you concealed instead of
invisible."

I think it's safe to assume the intent being that it's weakened for 10 minutes after you're finished sustaining it, though I know for a fact that some people will argue it's 10 minutes from initial use, coupled with a 10 minute sustain time will mean it can have 100% OOC uptime.

And those people would be correct. ;P

Well, near 100% uptime. You still have the action activation gap.


Darksol the Painbringer wrote:
If you cast the spell at Round 1 at the initiative you started with, and it only lasts for 3 rounds, the spell would end at that given initiative in Round 4, no matter how much you try to delay it (or how often your initiative is moved around from other factors).

Source? Seems to me it would end at the start of the caster's (modified) turn.


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WWHsmackdown wrote:
The energy damage doesn't scale and the only time that d4 damage is going to be competitive (tier one of play) will require a constant stream of gold to fuel the gauntlets (unless you're an alchemist) so I don't really consider it power creep when the regular gauntlet is a one time purchase that doesn't require a constant gold trickle and can later get property runes.

Yeah, but it can do everything the regular gauntlet can and more, so, it's still power creep no matter how you look at it. Also, the 1d4 is really just the icing on the cake (that triggers weaknesses). It also stacks with your elemental runes and other abilities, so the bar is still being raised, even if it's only by a little.


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aobst128 wrote:
No reasonable GM would say you cannot.

Quite presumptive you are!


BloodandDust wrote:
Kasoh wrote:
I agree, but I also think its reasonable to accept an enemy's surrender and and kill them mercifully if there's no other choice. The enemy did surrender to you after all. Unless they solicited a condition of survival on their surrender, their life is literally in your hands ...

That is perfectly practical, but not at all Good.

"Taking care of this POW is inconvenient, I'll just kill him" is evil. Lots of POW massacre stories out there; all the ones I know of call the perpetrator a war criminal.

Can't be a war criminal if there was no war. ;)


25speedforseaweedleshy wrote:
every town or city with a garbage heap should have significant goblin population

I'm offended that you would liken an entire people to being little more than the garbage dwelling offal of society. Goblins have as much potential as anyone else!

How would you like it if it was said that leshy could only thrive in the waste of others? You, young sprout, should be ashamed for your bigotry.

;P