How does Maximize Spell Like ability feat affect items that boost your damage?

Assume a level 9 warlock has following damage dice:

-5d6 from base EB

-2d6 from Mortalbane (Feat, does not require CL)

-2d6 from Greater Chasuble of Fell Power (Item – Caster level 9th)

-2d6 from gloves of eldritch admixture (Item – Caster Level: 3rd)

Maximize spell like ability feat mentions:

The spell-like ability you wish to maximize can be chosen only from those abilities that duplicate a spell of a level less than or equal to 1/2 your caster level (round down), minus 2.

If this warlock wanted to maximize their attack using all of the dice above, would he have to re-calculate the Maximize Spell Level according to formula [(CL/2) – 2]? If that is the case, would you take the item that requires the highest CL or add up all the spells that requires CL (1 for EB + 9 for Chasuble + 3 for the gloves)

Does Rod of the Pact Keeper boost Spell Save DC of Ring of Shooting Stars?

The Rod of the Pact Keeper(+1) increases my Warlock’s spell save DC by 1. With an 18 Charisma at level 8 my spell save DC is 16. (8+3+4+1)

I just received a Ring of Shooting Stars. 🍺👍 The ball lightning feature, and the shooting stars feature, require a DC 15 Dexterity save to avoid lightning or fire damage respectively. For both features, the same text is used.

That creature must make a DC 15 Dexterity saving throw.

Since my Warlock is attuned to the Rod of the Pact Keeper(+1), do they now have to make a DC 16 Dexterity saving throw to avoid the lightning or fire effects, or, is the DC 15 fixed and non-modifiable?

(A related question on the RoSS’s effects like faerie fire is not the same as this one).

In Path of War can Hidden Blades use a Strike or Boost Maneuver with a Counter Maneuver?

In Path of War, can you use a Strike Maneuver with a Counter Maneuver?

For instance, can you initiate the strike Rippling Current (Mithral Current 3; melee att +3d6 dmg; if quick drawn, make target flat-footed) as part of the attack of the counter Mithral Flash (Mithral Current 5; opposed attack; if quick drawn, can attack with +5d6 dmg) ?

Is my ‘Magical Boost’ trait balanced? [closed]

I want to create a homebrew playable race called Fools. Essentially the idea is court jesters but as a race. They have bright, multicolored skin. I want them to have the abilities of the original Fool character in my short story, but I’m afraid they might be too overpowered and/or unbalanced. I have put the current stat block for Fools in the quotes below.

Language. Fools have a language unique to their race, however, they adopt the most spoken language of their surroundings. You speak Foolish, and any language of your choosing.

I believe this is fine as having the choice of a second language is a common trait.

Alignment. Fools are rule-breakers at their core. They are almost always chaotically aligned. Fools are a very widespread and variable race, having members be good, evil, and everything in between.

Again, I’m very sure about this.

Speed. 25.

Halflings and dwarves have a speed of 25. My fools’ size range matches those of halflings and dwarves, so again, this is good as is.

Size. Any given Fool can range in height from less than three feet tall up to just over five feet.

This plays into Fools being variable. No need for change.

Links to the Arcane. Fools are notorious for their innate ability to sense magic. You get +2 to any perception check regarding magic.

This I’m not so sure about. I certainly want Fools to have some innate link to magic and I feel this ability is a good way to show it.

Ability Score Increase. Your dexterity score increases by 1.

Fools are generally very nimble, so I feel this fits.

Magical Boost. You can move ten feet in any direction on your turn. This is an Action. If you do not use this ability again next turn or end you turn on something, you begin to fall back to the ground five feet per turn.

This is the trait I am least sure about. I’m not sure if I should make it more or less powerful. Or if I should extend the range that they can move on their turn.

Is my race, as it currently is, balanced? What changes should I make? What should I add or remove?

Will breaking all the titles on a page boost SEO in anyway?

So, I have this suggestion by a client – asking me to break the title on every section into two tags. They want to replace <h*> tag with a combination of <h*> and <p> tag.

So according to them I should rewrite <h1>Hello World</h1> as <p>Hello </p><h1>World</h1>, but somewhere it can even go like this <p>Hello</p><h*>World</h*><p>there</p>

I’m trying to understand what negative impact it could have?

One accessibility concern I know is – that it is causing problems with some Screen Reader tools – as the reading agent only reads a bit of title and stops, then I need to focus on another word and then reads.

<div class="mixHeading">    <h1 data-fontsize="45" data-lineheight="63">SEO Experts</h1>    <p>to Maximize the Impact of Web Content</p> </div> 

Browser Render: enter image description here

Whats the highest racial or template charisma boost you can get for a +1 LA?

I’m currently working on a Sha’ir Gish character that will eventually PrC into Zhentarim Skymage(LoD) and I need to buff my charisma as much as possible. Skymage has a gimmick of giving you a paladin mount, or at least a close facially thereof, which can be any creature that’s a size larger than you and has no more hit die than your Skymage level + Charisma mod + 1. I already have Spark(Dragon Mag) for +2. I’m also considering Prestige Races (also Dragon) for another +1. Unseelie Fey is unfortunately banned so that’s not an option. Other than that just about anything official is allowed. I’d prefer to stay at or below LA +1 is possible. Some other options i considered were Athasian Human (also Dragon mag) +2 to two stats, Draconic Creature for +2 to strength, con, and charisma, and savage progression half fey. Spark was ruled to only work on PHB races and not variants like Athasian so that’s probably off the table, and it kind of negates the benefits of any +2 charisma LA 0 race like Spellscale and Savage Progression Aasimar.

I could use magic items like tomes eventually to raise it farther, but i can’t rely on temporary boosts like cloaks of charisma because if my charisma gets lowered, like taking the cloak off, my mount might rebell and attack or abandon me, and that’s not fun for anyone. I’d prefer human for story reasons in the setting and to open up Human paragon as an option for another +2 untyped bonus, though small races aren’t a bad choice either because that opens up a medium mount. I’m aiming for a Wyvern to be my first mount with a True dragon of some kind as my final. Mostly likely a 11-14 hit dice gold dragon for general power and the ability to turn into a smaller animal for easy transportation. Though if anyone want’s to make a better suggestion id be happy to hear it.

Does a “Thief Racket” Rogue gain an ability score boost to Dexterity at creation?

At character creation, the rogue class says under Key Ability : Dexterity or Other At 1st level, your class gives you an ability boost to Dexterity or an option from rogue’s racket.

Now, the thief racket allows such a rogue to use dexterity to deal damage with finesse weapons, and my interpretation was that such ability replaced the ability boost (which seemed balanced at first; a Thief would use Dexterity for hit/damage and AC after all, letting the character concentrate on a single ability score without being a caster). But recently I’ve seen the iconic rogue character sheet, and it seems that, as a thief rogue, the character’s Dexterity was 18+. So that’s it, is the iconic character sheet wrong? Or does the thief rogue keep the Dexterity ability boost?