## Building a Dagger Bard for flavour, that isn’t completely useless [closed]

I’m going to preface this request for help with a big disclaimer: I am not worried about optimization. I am concerned with flavor first, function second. That said, I’d still like a character who can at least be played, hence I come to you all for help.

I would like to build a bard who uses daggers—thrown, melee, and/or both—in combat. Kukri is permitted, starknife is not. Note, I’d GREATLY prefer a non-TWF build. I realize I’m in the minority, but I just think dual-wielding daggers seems a bit silly.

I want to be a combat-support character, making liberal use of the Bard’s versatility both in and out of combat. I want to use bardic performance, as well as the Bard’s atypical spell list, to provide buffs/debuffs, some control, some damage, and so on to allies, enemies, and myself. I’m not looking to be a tank, nor even a primary damage dealer, though I do intend to have access to a handful of blasty spells. The daggers are, I confess, a personal flavor choice more than anything. I understand that I’d be better served by a longsword, perhaps, but I like knives. A lot. Part of it is that I love the fact that they can be thrown OR used in melee, as befits the versatility of the Bard. That’s, I think, what most draws me to the class: It’s a walking toolbox of options. Plus, the flavor works for the character (Best summarized as a roving storyteller traveling with a nomadic caravan.)

I’d prefer—strongly—to stay within core classes. Multiclassing is fine, within reason, but I’d prefer not to use an archetype, Arcane Duelist included. Most splatbooks are fine, so long as they are Paizo—no third party, no 3.5 content.

Again, I’m very much aware that this is not an optimized base to start from, and that’s fine with me. But is there any way to get this concept playable?

## How to adjudicate “completely unaware of his presence” for the Slayer’s Sniper archetype’s Deadly Range?

The relevant text for the class feature (as errata’d; I think the old version, which simply increased the range at which the sniper could sneak attack, is better if for no other reason than it doesn’t invoke this question):

when the sniper makes an attack against a target who is within [range] and completely unaware of his presence

There are some obvious cases: if the target is asleep (and there are no extenuating factors), they’re clearly "completely unaware" of the sniper’s presence. Similarly, if the target is talking to the sniper, they are clearly aware of the sniper’s presence.

As the GM, I will need to figure out how to handle the in-between cases; off the top of my head:

• the target is aware of the party generally but not the sniper in particular – they heard the party fighting in the next room and are buffing or something
• the target can see some of the party members but the sniper was able to hide from the target
• the target is a shifter of some sort and has talked to the sniper in their persona as captain of the guard, but is now encountering the party in their persona as the head of the Evil Cult of Evil(tm); the shifter is invisible, magically silenced, incorporeal, flying, and hiding in shadows. The target is clearly aware of the sniper (they’ve talked in the past), but has no reason to think that the sniper is currently 15 feet behind them, Ghost Touch bow drawn.

The only other place in the SRD I’ve found with similar wording (and intentionality) is the Divine Fighting Technique Way of the Silent Shiv, which says

Whenever you attack an opponent that is completely unaware of your presence (such as when you are using the Stealth skill or invisible)

which makes me think I’m overthinking the sniper ability.

So, is it that simple: stealth vs. perception (with, eg., tremorsense trumping stealth), or are there other factors that need to be taken into account?

## I appear to be completely invisible on google despite their search console claiming that I am indexed [duplicate]

Important Note: My server automatically responds with a 301 redirect to the https url when someone goes to the http url. Does the Google indexing bot mishandle this somehow?

Here is what the google search console looks like:

I have a sitemap.xml and a robots.txt. Google search console claims that it has discovered my URL, as a result of the sitemap.xml. I don’t understand why it will only come up in google search when I type the exact url. The contents of the meta description and meta author tags have to be unique, and they still don’t bring anything up.

I should also note that I ran lighthouse on my site and got a 95/100 on the SEO portion.

## How does completely decoupling Ability Checks from Abilities affect the game?

The PHB mentions how it is possible to make ability checks based on different abilities, a variant "Skills with Different Abilities" rule.

In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check.

Some answers here in RPG provide a similar solution, and even provide a custom sheet which decoupled those.

I wonder how, in long-running games, implementing this variant rule for all skills (by using the aforemented sheet, for example) affects the game and its pace.

• Does it slow down the game considerably as all players try and suggest which ability they use for something?
• Do you end up with players trying to cheese EVERY check to use a specific ability "I climb the wall by leveraging my weight and the above counter-weight and choosing the simplest path, so I can use Athletics (Intelligence)"?
• Does it encourage players to RP more, which despite the slower game pace, makes the game enjoyable (for tables that like RP)?

## Can multiple creatures completely block a ranged attack thus providing total cover?

I’m asking because while DMG p.251 states that 3 or 4 lines blocked by an obstacle gives 3/4 cover if the attack can still reach the target, it doesn’t state what happens if the attack can’t reach the target. I assume total cover but I might be wrong. And, as in the question, what if more than one creature each blocking 3 or 4 lines to a target. Would it create a 1/2 cover (as per Sage Advice Compendium), 3/4 cover, total cover or something else? also considering that only the best degree of cover is applied when more than one source of cover is there, if multiple creatures can ever create total cover.

I find all this to be confusing.

thanks for clarifying.

## Object completely losing orientation using Lerp

So, I am making a 2d board game with unity. Basically, two characters are moving on the board when clicking a spot on the board. Since it’s a static one frame 2d game, I put all of my game objects children of the canvas. All the positions seems to be aligned, in the canvas itself everything is in place, also when I am debugging I notice that both of the positions, the local position and the target position are correct, so when I’m not using lerp and just setting the character position to the target position, it works perfect.

Lerp/Smooth damp are working perfect outside the canvas I think it’s something related to the update function, as it’s updating false positions, but that’s all I can guess… This is the Update function of the Player class:

``        private void FixedUpdate() {     if (moveTowards == true)     {         velocity = Vector3.zero;         this.transform.position = Vector3.SmoothDamp(this.transform.localPosition, targetSpotPosition, ref velocity, .08f);     }      if (this.transform.position == targetSpotPosition)     {         moveTowards = false;     } } ``

moveTowards set to true when clicking a spot.

``    public void movePlayerTo(Spots moveHere) {     moveTowards = true;     moveHere.transform.position = Camera.main.ScreenToWorldPoint(moveHere.transform.position);     targetSpotPosition = moveHere.transform.position;     //targetSpotPosition = Camera.main.ScreenToWorldPoint(targetSpotPosition); } ``

moveHere is the spot’s position, there’s no problem there.

I set my canvas to camera space render mode, and of course scale with screen size. Before putting everything in the canvas, it worked perfectley.

Omer

## How to solve this analytic geometry problem completely

I want to find a plane that passes through points `{1,0,0}` and `{0,1,0}` and is tangent to surface $$z(x,y)=x^{2}+y^{2}$$.

``Solve[{a, b, c}.{1, 0, 0} == d && a*0 + b*1 + c*0 == d &&    a*x0 + b*y0 + c*z0 == d && z0 == x0^2 + y0^2 &&    VectorAngle[{a, b, c}, {-2 x0, -2 y0, 1}] ==     0,(*MatrixRank[{2x0,2y0,1},{a,b,c}]\[Equal]1*){a, b, c, d, x0, y0,    z0}] ``

But I can’t get the answer I want with the above code(the answer is $$z=0$$ and $$2x+2y-z=2$$). What should I do?

## How to completely get rid of page titles with no use of plugins?

Hello StackExchange community, I desperately need your help.

I am trying to completely get rid of the page title and the space that occupies right before the beginning of the content. Here is what I have done:

1. Leaving the space blanked

Having pages without a name is not recommended. It will be hard to browse them via your dashboard. With that being said, if you leave the title field empty there is still a margin before the content.

2. Hiding the title with CSS

I have used the following CSS `.page .entry-title{ display: none; }` to globally hide page titles from pages. Even so, there is still a margin before the content. I then tried `.entry-header` instead of `.entry-title` but did not work anyway.

Inspecting the elements from my browser, I spot a style added the element `<main id="main" class="site-main" role="main">` which is surprisingly different in every browser. On Safari, for example, would be `style="margin-top: 40px;"` and on Chrome `style="margin-top: 75px;"`.

When I go to the page.php and index.php files of my theme, all I find is a simple, clean `<main id="main" class="site-main" role="main">` and I wonder where is this style being generated. Is it WordPress through its functions? I also tried to override this style with adding my own `style="margin-top: 0px !important;"` but it didn’t work.

I currently building on Blask Theme. Does this even matter?

## Mechanics of moving and acting in a completely dark environment

Are there any mechanical consequences in the game for characters without darkvision when moving and taking actions in a completely dark environment (such as a pitch black forest)?

Are there penalties for moving in the dark when you cannot see?

Is it, for example, possible to use a weapon to shoot at a character standing in light if you are in darkness yourself, or would you suffer from not having light to see the path you are walking, load your weapon etc.?

## How is True Polymorph not completely unbalanced?

How is True polymorph balanced in regards to any spell besides Wish? (Which is inherently unbalanced per design).

Two example uses that seem unbalanced:

• A level 20 Warlock and Bard are having a talk about dragons, and the bard comes up with the idea of becoming a dragon. The warlock casts True Polymorph, turning the bard into an Ancient Brass Dragon (possibly even one that can cast spells). After the hour long concentration if completed, there is An Ancient Brass Dragon in the party that can kill basically anything it wants and shapeshift back into his Lvl 20 Bard self and play a jaunty tune while he’s at it?

• The Warlock and Bard are battling a powerful Lich and the Lich gets turned into a frog. It wouldn’t be dead, so its phylactery would be useless. It would gain the intelligence of a FROG, meaning that the threat has been nullified as long as the frog lives. Maybe they could make it a tortoise for good measure. That leaves the party, or others, 100 years to find it’s phylactery and do away with it, no rush necessary.

I know there are other questions about this spell and how it works, but my question is how can you balance this spell, without taking away the RAW, or the power of the players?