Is there any way to access Craft Staff in E6?


Prerequisites

Caster level 12th

This poses an obvious problem for most characters in E6: as 6th-level characters, they’re 6 caster levels short of meeting this prerequisite. There are a few bonuses to caster level out there, but most are specific to particular spells or types of spells, or limited-usage, in ways that prevent them from meeting this requirement.1 Off the top of my head, only the orange ioun stone provides a sufficiently consistent and blanket bonus to caster level that should work for feat prerequisites. Artificers get a +2 bonus to caster level for the purposes of actually crafting items, but this doesn’t appear to carry over to meeting item-creation feats’ prerequisites.

So, is there any way to meet this requirement? Leaving out any infinite or arbitrary loops, manipulate form in its entirety, or anything that breaks 6 HD assumption inherent in E6 (e.g. becoming a lycanthrope as a 6th-level character to get more HD to work with Practiced Spellcaster or something), that is. This is obviously cheesy but I’m trying to avoid “extreme” cheese. Outside assistance is frowned upon, but is valid if it’s assistance from another valid E6 character—assistance from monsters and other creatures is out. And I would like to actually have the feat, not merely get around it somehow, though it’s acceptable if actually using it requires some kind of set-up or special conditions (as long as those can be maintained for 8 hours of crafting).

Otherwise, all Wizards of the Coast-published 3.5e material, as well as all Dragon and Dungeon 3.5e material, is acceptable.

Any combination of race and class is allowed, again so long as it’s legal under the usual E6 rules (I presume some kind of 6th-level spellcaster is best, but if not then that’s fine). Any number of bonus feats can be assumed, again as usual for E6 rules.

  1. Probably.

Do enemies who have Posessed a character gain access to their Feats?

The Ghost ability Possession (Recharge 6) gives this guidance:

The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target’s Statistics, but doesn’t gain access to the target’s knowledge, Class Features, or Proficiencies.

It is unclear to me if Feats counts as a thing they do not gain access to.

Change Text – Inside A button, inside a Canvas, inside a GameObject: Access all the texts inside of hierchy?

 //.... Gameobject tile; int count = 1; float posX = 0; float posY = 0; ....//  GameObject blueTile = (GameObject)Instantiate(Resources.Load("block_blue")); tile = (GameObject)Instantiate(blueTile, transform);  for loop {    ...    ...    tile.GetComponent().GetComponentInChildren().text = count.ToString();    tile.transform.position = new Vector2((float)posX, (float)posY);    count++; }  

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As you can see by the image. My line of thinking goes like this; I used to create Flash/AS3 Applications and Games. I have used a number of API’s and they usually have a lot in common. Unix, however, is very different and I may have not grasped the key concepts.

I want to access my PreFab, named in Assets/Resources (the root path)
“block_blue”

All I wan to do is set up a row and columns of a box with a number inside of it.

Before you go and ask, why the complicated mix of Objects? Well, Adobe had MovieClip and use of layers and also use of a timeline. Unix doesn’t seem to have this in setting up a Scene (the Stage in Flash).

So, I set up a block that looks like this (right of main image 66): It’s a Canvas, to hold a Button, the button has a text. To move the Canvas, I put the Canvas inside a GameObject. This, to me, is like a MovieClip in Flash API.

**GameObject > ButtonLight, Button > TextBlack, Text**

I need to access TextBlack and also Text. Pretty easy right? I’ve been at this for 4 days, many many hours.

EDIT: It seems that it is working, somewhat.
Looking at the reference photo and the Hierarchy reference, it looks like the blackText behind the blueText is changing as expected. But I cannot access the top BlueText. The Blue Text is also a child of type Text, but it’s a second (layer?) copy of the text inside of the Button. So, it’s getting the first Child Text, but how to access the second Text?

Does the Ritual Caster Feat grant access to Subclass Spells?

Ritual Caster states:

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Would a character be able to chose Druid and gain access to the added rituals from the Druid Subclass Grassland Circle (i.e. Divination)?

Does a Divine Soul Sorcerer have access to the additional cleric spells in Tasha’s Cauldron of Everything?

Additional Cleric Spells

1st-level cleric feature

The spells in the following list expand the cleric spell list in the Player’s Handbook. The list is organized by spell level, not character level.

Divine Magic

When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Do the additional spells count as being on the Cleric’s spell list for the purposes of Divine Magic as long as both supplements are agreed to be used?

What are the ways by which an alchemist can access the alchemical bomb crit specialisation?

See the title. What methods are open to an alchemist that allow them to gain access to the alchemical bomb’s critical specialisation effect (increasing the splash radius to 10ft)?

This includes ancestry choice, etc… So far the only thing I’ve found is an Orc or Half-Orc taking the Hold Mark feat. Is there something I’ve missed within the class itself that grants this benefit?

Is there a way for a Hex Channeler Witch to gain access to the Displacement spell?

Is there a way for a Witch with the Hex Channeler archetype to have Displacement on her spell list?

For my purpose, I’m dealing with an NPC. I can make changes to the Witch Patron, Feats, Skills, and Archetypes (as long as she retains the Hex Channeler’s ability to channel negative energy offensively). However, I can’t change the NPC’s gear much – if the PCs kill her, they’ll get enough gear without adding a Ring of Spell Storing on top of everything else.

While I could just give a witch the spell via GM fiat, I don’t want to in this case. My players are very interested in character builds and are likely to ask how the NPC worked. Since one or more PCs might die in the fight, I’d prefer to avoid answering "it’s not really possible".

Access log IP’s belong to Microsoft Corporation, but not verified Bingbot as per Bing Webmaster tools?

When I checking the search engine bots access logs on my VPS, I can see that there are several bing bot logs, but when I use the Verify Bingbot tool (on Bing Webmaster Tools), it shows these IP’s does NOT belong to Bingbot. Then I use whois lookup search and it shows these IPs belong to Microsoft Corporation.

What could be the reason? Is it a fake bot? If so, why it adds a "bingbot/2.0" phrase to access log and these IP’s own Microsoft Corporation?

These are the few controversial IPs.

52.246.254.242 52.247.216.61 52.250.54.21 

Access log.

52.246.254.242 – – [25/Oct/2020:02:34:48 +0530] "GET /2019/08/install-sony-update.html/amp HTTP/1.1" 301 5 "-" "Mozilla/5.0 (compatible; bingbot/2.0; +http://www.bing.com/bingbot.htm)

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Access to Interpolation expression of Mathematica’s Interpolate command

To reproduce fits which have been done in the framework of a standard, I was reviewing the Interpolation engine of Mathematica (for InterpolationOrder -> 3) to get more information about the mechanics Mathematica is using for Interpolation.

Currently there is limited control especially for the "Hermite" Interpolation method to control the way the Splines are fitted. My interpretation is that with the "Hermite" setting the default parameter boundaries are resulting in natural Splines, whereas the PeriodicInterpolation->True setting enforces periodic boundary conditions. However there are many more methods to Spline Interpolation of 3rd order like Not-a-Knot spline or Quadratic Spline boundary conditions (see Link) Taking a simple interpolation example in Mathematica as:

data = {{0, 21}, {1, 24}, {2, 24}, {3, 18}, {4, 16}}; intf1=Interpolation[data, Method -> "Spline"]; intf2=Interpolation[data, Method -> "Hermite"]; 

I was wondering how the underlying interpolation expressions generated by the Interpolation routine could be accessed.

InputForm[intf1[[4, 1]]]  Out[1]/InputForm=  BSplineFunction[1, {{0., 4.}}, {3}, {False}, {{21., 22.61111111111111, 30.166666666666664,  13.055555555555554, 16.}, {}}, {{0., 0., 0., 0., 2., 4., 4., 4., 4.}}, {0}, MachinePrecision, "Unevaluated"] 

yields at least a BSpline function description, but intf2 hides it’s Hermite Spline implementation from the user

InputForm[intf2]  Out[2]/InputForm=  InterpolatingFunction[{{0, 4}}, {5, 3, 0, {5}, {4}, 0, 0, 0, 0, Automatic, {}, {}, False}, {{0, 1, 2, 3, 4}}, {{21}, {24}, {24}, {18}, {16}}, {Automatic}] 

Does anyone know how to get more information about the parameters resulting from Hermite Spline interpolation of order 3 in Mathematica?