## dnd 3.5e – What spell or low level magic item damages enemies when they hit you?

Since most enemies have low-balance skill modifiers, my PC plans to make the ground slip with the Frost burn spell out ice stain. Then, when the enemy takes damage, the enemy must succeed in a Balance or Fall skill test. (My PC will be immune to the effect using the Compendium of Spells spell out show shoes.)

However, I do not want the enemies to have to be successful in balancing skills controls to remain standing only When my PC hits those enemies. No, I want the enemies also to be forced to succeed in the balance skills controls or to fall when those enemies hit my PC.

For example, my PC is in the ice stain effect and an ogre approaches my PC so that the ogre is also in the ice stain Effect, and the ogre knocks me down. My PC is still damaged, but my PC does not fall due to the snow shoes effect, but my PC has this thing that causes the ogre's damage when my PC is hit, so now the ogre must succeed in a balance ability test or else it will fall. The ogre fails and falls, and I laugh at him.

What I need is the thing, be it a spell or a magical item. Both the spells hamatula beards Y investiture of the ortho create an effect that causes damage to an enemy whenever the enemy hits the subject, but those are too high for my PC, and buy retaliatory armor It is too expensive.

Is there a cleric spell of level 0, 1 or 2 that has a duration greater than 1 round per level that causes the subject to deal damage to an enemy when the enemy hits the subject? Alternatively, is there a cheap magic item that does this? Ideally, the damage caused by the effect should be untyped damage or sonic damage.

Note: I know that optimizing to be hit is stupid. I also know that this will not work against flying enemies.

## unity – How to move the tactile position of the cube and when I hit my collider and then stop my cube using raycast?

The cube will move, but when I hit it, my collider will not stop it, it is used in the Raycasting program.

Code:

public class MoveCube: MonoBehaviour
{
Floating speed = 0.5f;
Public animator anim;

``````Null update ()
{
Foreach (Touch touch in Input.touches)
{
if (Input.touchCount> 0 && Input.GetTouch (0) .phase == TouchPhase.Moved)
{
Vector2 touchDeltaPosition = Input.GetTouch (0) .deltaPosition; // touch movement
transform.Translate (touchDeltaPosition.x * speed * Time.deltaTime, touchDeltaPosition.y * speed * Time.deltaTime, 0);

Ray Ray = Camera.main.ScreenPointToRay (touch.position); // tactile position
RaycastHit hit;

if (Physics.Raycast (ray, out hit, 1000))
{
if (hit.collider.CompareTag ("Environment")) // when hitting my collider
{
Cubecall (); // when you touch my collider then you call a cubecall animation
}
}
}
}
}
voec cubecall ()
{
anim.enabled = true;
}
``````

}

Cube image:

EnvironmentGameObject:

put a mesh collider

Scene:

Actually, when I hit my collider, play the animation or stop my cube but nothing will happen?
I am new to the unit.
So what can I do?
Thank you..

## Hey look, another tornado has just hit America. Do you think the Chinese will be ecstatic in their bones?

Of course they would be, right in the middle of a commercial war too, now the United States has to beg them cheap toxic plastic products to replace everything that was damaged.

Millions of homes and facilities will need new appliances, electronics, construction materials, everything that comes from China. Billions more will go in their cause of this.

.

## dnd 5e – If I get a critical hit on an 18 or more, what are my chances of getting a critical hit if I draw 3d20?

A general way to solve this type of problem is by counting the polynomials.

$$frac {17} {20} + frac {3} {20} * x$$
This polynomial represents throwing 1d20 and having a 3/20 chance of obtaining a critical. The critical probability is the coefficient of the term x ^ 1.

For 3d20 it looks like:

$$( frac {17} {20} + frac {3} {20} * x) ^ 3$$
which

$$( frac {17} {20}) ^ 3 + 3 ( frac {17} {20}) ^ 2 frac {3} {20} * x + 3 frac {17} {20} ( frac {3} {20}) ^ 2 x ^ 2 + ( frac {3} {20}) ^ 3x ^ 3$$
where the \$ x ^ 1 \$ a \$ x ^ 3 \$ represent 1 to 3 of the dice that fall in 18 19 or 20.

We could add the coefficients of the cases of \$ x ^ 1 to \$ x ^ 3, but we also know that the coefficients of the 4 terms are added to 1, so we can only take the coefficient of \$ x ^ 0 and subtract 1.

$$1 – ( frac {17} {20}) ^ 3$$
or

$$frac {8000-4913} {8000}$$
also know as $$38.6 %$$

Now this is a bit complicated; But we can use it to analyze more complicated cases.

Imagine a rule that states that critics of elven accuracy inflict an additional 50 damage, but only if you already did it. We can distinguish the elf precision critic from the others:

$$( frac {17} {20} + frac {3} {20} * x) ^ 2 ( frac {17} {20} + frac {3} {20} * and )$$
using a different variable (and instead of x).

Then we can expand

$$( frac {17} {20}) ^ 2 + 2 frac {3 * 17} {20 ^ 2} x + ( frac {3} {20} * x) ^ 2 ( frac {17} {20} + frac {3} {20} * and )$$
or
$$frac {17 ^ 3} {20 ^ 3} + frac {3 * 17 ^ 2} {20 ^ 3} and + 2 frac {3 * 17 ^ 2} {20 ^ 3} x + 2 frac {3 ^ 2 * 17} {20 ^ 3} xy + frac {3 ^ 2 * 17} {20 ^ 3} x ^ 2 + frac {3 ^ 3} {20 ^ 3} x ^ 2y$$
then isolate the cases that have an x ​​and an y, from those with only xs or just one y.

For the most part, this technique becomes really useful when you can feed the polynomials to a program that can do the number calculation for you.

## Definitions of Bounce Rate and Pogo Sticking

Bounce Rate:- The bounce rate is the number of visitors that receive a site only to leave the site after seeing only one page. It represents the percentage of visitors that enter the site and then leave or "bounce" instead of continuing to see the other pages within the same site.

Pogo stuck: – Pogo-sticking is defined as going and coming from a search engine results page (SERP) to a target site of individual search results. This means that when the search engine clicks on a link in a SERP, it sees that it is not what he / she is looking for, it goes away immediately by pressing the back button. Google does not like at all that the pogo sticks. The reason is very obvious: when users visit your page repeatedly, but do not stay to read what you have written, it becomes clear that the page does not really satisfy users.

.

## html: it is necessary to make a light hit from one point to another with svg and canvas coordinates

I have an svg file that has three areas, one is an external area with points around the edge, another is an internal area with a point halfway to the center and in the center there are randomly arranged points. A lightn animation, glow beam or some other type of animation will be used to visually connect these points, if I can find some way to use a single image as a light hit or a bright beam hit to increase performance. I can obtain the location of each point from the svg file embedded in the html by the method of the element getBoundingClientRect and getClientRects. It seems to work once and sometimes not. Someone can show me or codepen an example of svg images composed of two circles, one outer and one inner and the interior varies from points to point and hit. It can be a canvas with just drawing lines from the outside to the inside and from the inside to the variety of points in the interior closer to the center.

## dnd 5e – Can Sneak Attack be used when hit with an improvised weapon?

The rogue Master in my game was well hidden when he threw a vial of holy water to a demon of the shadows who attacked his ally. At the time, it made more sense for me to allow him to use sneak attack while hitting the diabolical creature with the flask.

The description of Holy Water says:

As an action, you can splatter the contents of this flask on a creature less than 5 feet from you or throw it up to 20 feet, breaking it on impact. In any case, perform a remote attack against a target creature, treating the holy water as an improvised weapon. If the target is a demon or not dead, it receives 2d6 of radiant damage. […]

The sneak attack feature of the rogue says:

[…] Once per turn, you can inflict additional damage of 1d6 to a creature that you hit with an attack if you have an advantage in the attack roll. The attack must use a delicacy or a weapon from a distance. […]

Now, after the session, I wonder if Sneak Attack can be applied to an improvised weapon. I dismissed it as a distant weapon attack since he launched it, but now that I'm thinking about it: an improvised weapon might not be considered a distant weapon. And that would mean that a sneak attack could do not They have been fired when hitting with the flask. Unless it's an improvised weapon. also A remote weapon when used as such. Then, might trigger.

I'm not sure what interpretation is correct according to the books. So, can Sneak Attack be used when hit with an improvised weapon?

## [ Politics ] Open question: Why does the media hit Trump instead of hitting Candace Owens, since she was the inspiration for the attack?

[ Politics ] Open question: Why does the media hit Trump instead of hitting Candace Owens, since she was the inspiration for the attack? .

## Why do women like to slap and hit men?

Because women in general have become so accustomed to sadism, the emotional and mental torture of others no longer gives them their solution. Now they need to improve to cause physical suffering to others because of their deranged pleasure.

In general, this will take the form of power violence, one of the oldest tactics used by women in general. Some join groups like ANTIFA to cause physical harm to others directly, so that they tickle their lower regions.

As for why this is one thing? Well, we condition women in this way by not holding women responsible for their actions, that they are emboldened by this and any person who tries to hold women responsible is seen as an intolerant, sexist, misogynist, who inserts his eyes in white. the insult – here … etc.

.

## dnd 5e – What is the correct calculation for Homunculus hit points for the Alchemist Artist of UA 2019?

Because parentheses or other mathematical indicators are not given in the Hit points section of the homunculus statistical block,

Hit points equal to five times your level in this class + your Intelligence modifier

translates directly to "HP = 5 * [your level in this class] + [your Intelligence modifier]", which in turn means" HP = (5 * [your level in this class]) + [your Intelligence modifier]", by the order of operations.