Consider this scenario. The monster is standing in the area of the cleric’s spirit guardians. As written, the monster takes damage at the beginning of its turn as long as it’s standing in the field. Suppose, however, that the monster takes a legendary action before its turn in initiative order. Does this trigger the effect of the spirit guardians, in addition to the normal trigger that would happen at the beginning of its regular turn? My ruling on the matter during the game was that it did not… This would seem to violate the whole purpose of legendary actions, resulting in a massive debuff of the monster (i.e. taking double spirit guardian damage simply because it took another turn in the initiative order).
I’ve been instructed to use the state of our system’s TPM’s PCR registers to prevent the system we’re working on from booting if one of the PCR registers is different from what we expect. In service of that goal, I’m reading over this article: https://threat.tevora.com/secure-boot-tpm-2/
there is a paragraph near the middle that reads:
TPM2 has the ability to create policies based off of PCRs: If the PCR contents do not match expectations, the policy will not authorize the action.
What kind of actions are they talking about here? And what would be the immediate ramifications if the action was not authorized?
Some background: Before today, I was under the impression that the principle trick of the TPM was to encrypt or decrypt data using a key that the TPM holds securely. Now this article suggests that the TPM can also (two different functions) encrypt or decrypt data based on the current state of its’ PCR registers… this seems similar enough to my previous understanding that I can believe it.
If my understanding is correct, I can see how this would be useful to our project’s goals; encrypt a blob of data that is critical to the success of the boot (say… the kernel*) with the state of the PCR registers while the PCR registers are in a known-trustworthy state (i.e. while known-trustworthy software is loaded). If software that writes different PCR registers replaces the known-trustworthy software, then the kernel blob won’t decrypt properly, and execution “halts”. Presumably there are ways to handle this halting gracefully, like Bitlocker or LUKS; I imagine if I just encrypted executable code and then decrypted it with the wrong key, it would produce gibberish, and the machine would do unexpected things rather than halt gracefully when running that gibberish.
A co-worker has taken the position that there’s a simpler way; that a TPM can permit or refuse an action directly… so, like, it halts the processor or something, I guess? He doesn’t express himself very well, and when I tried to summarize his position he told me I got it wrong, so… I’m deliberately keeping the details of his position scant. Suffice it to say, my understanding of what a TPM does wouldn’t allow for what he describes…
You could interpret the two sentences from the article as supporting his position, or mine, depending on what actions it is possible to ask the TPM to authorize, and what the immediate consequences ramifications of the TPM denying you the authorization to do something. Does anyone here have an opinion?
*…how would I “encrypt the kernel”, exactly? :-p
How do buffs with short durations (guidance for 1 minute lets say) work when used to buff rolls for long actions? (such as a heal check for treat disease)
Does the buff work at all? Does it have to be cast right at the end before the check?
Numenera Discovery, page 118 states:
Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets on a single task if that help is provided by another character.
Am I understanding this correctly? Does this mean players can always help each other? Would this mean that in every non-combat situation when players are together as a group, the players are effectively guaranteed to have two levels of assets (from either a trained character, or multiple characters helping)?
Let me first start by clarifying, I believe there is a point that has been missed in this question before. Consider that before marking it a repeat:
What is the precise differentiation between a bonus action and an action?
I believe that the combination of two weapon fighting and Extra Attack (granted at Level 5 Paladin) allows for a total of 4 attacks. Can anyone confirm this? Let me outline.
Extra attack: “Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.”
Two Weapon Fighting: “…you can use a bonus action to attack with a different light melee weapon…”.
Most answers I’ve seen say three attacks, i.e. You get the Attack Action, which includes 2 attacks, and the bonus Action which includes 1 attack.
However, I believe the correct breakdown is first to thinking You get the Attack Action, which grants a Bonus Action (Attack Action). Now both of these Attack Actions should benefit from Extra Attack, giving 4 (lower case a) attacks within 2 (upper case A) Attack Actions. Thoughts?
The rules seem clear, that a bonus action is an action. And an action used to attack is an attack action. Thus, a bonus action used to attack is an attack action.
If this is not the case, where is there a clear distinction between bonus action and action?
If a character falls from a great height and has a skill or item that may save them if used early enough, how does one determine where in the fall the item is used? Depending on the reason for the fall, there may of course be some DC to avoid falling in the first place (usually a Reflex check against the DC of the trap that’s opening up beneath you) but what I’d like to know is what happens once it’s decided that the character is definitely going to fall.
For example, say I have some kind of teleportation effect that can get me back on solid ground, but the rules say that it doesn’t affect my momentum, so if I’m falling at speed I’ll still hit the ground hard when I emerge wherever I teleport to. So, this will only save me if I can do it fast enough – for D&D3.5e that’s basically before I’ve fallen ten feet (or twenty if I can make a DC 15 Jump or Tumble check to negate damage from the first ten). How do we determine if I manage that? Can we assume I make it if the activation of the effect is fast enough? Is there another check? My instinct is that it’d be another Reflex check, but I’m not sure what the DC would be.
My intrepid adventuring character has been attacked, and the damage reduced him to 0 hit points and falls unconscious. On his next turn, he rolls a Death Saving Throw, and gets everybody’s favorite die roll: a natural 20! He regains 1 hit point, and thus regains consciousness.
Now that he’s conscious, can he still move and take an action for his turn? The rules say that you roll a Death Saving Throw “Whenever you start your turn with 0 hit points,” but it’s not clear to me if that’s replacing one’s normal turn, or if it’s just at the start of one’s turn, and the only reason one normally doesn’t follow it with a movement and action is because unconscious creatures are incapacitated and can’t move.
There’s some discussion in the comments of an answer to “Do you regain consciousness immediately on a 20?”, but it doesn’t seem to have an authoritative referenced resolution to the discussion, and it seems that if it’s worth talking about in comments it’s worth asking as a full-fledged question.
I have lvl 6 Half Orc Paladin with the shield master feat riding a worg. The paladin is Spd 30 the Worg is speed 50. I move forward speed x and spear a human with the lance 1d12+str+smite. I move forward 5 feet(reach) then as a bonus action I use shield master to knock the human prone. After that I dismount, and use my extra attack to stab my long sword 1d8+str+smite into a the prone human. Can I do this?
If so how far away from the human can I start and complete the action?
2(dash)*30(Ork speed)=x-5(closing 5 feet)- 1/2*30(ork speed used for dismount) 60=x-5-1/2*30 60=x-20=40 X=40 feet? Or am I doing it all wrong?
Could you ready the action: If an enemy attacks me then, once they’ve attacked, I will attempt to knock them prone.
If so it could be used if the distance between you and an enemy was too far to cross in one move, moving to 30 feet from them. Readying this action would give you advantage on your next attack, if successful, because the target would still be prone (not having had their turn yet to stand back up).
The Monster Manual describes Lair Actions as occurring “On initiative count 20 (losing all ties)…” (p 11).
What does “initiative count 20” mean? I can’t find that phrase anywhere in the PHB or in any other context in the MM…