Can the cantrip Mold Earth create improvised cover?

the cantrip Mold Earth states:

If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

so the question is if the following graphics are accurate with the assumption that the ground is entirely loose earth


move it 3 feet up


and then 2 feet over


(where the Xs and Os are 1/2 a foot wide and each row is 1 foot deep)

so if a humanoid were to stand in the 3 foot deep hole behind the 3 foot high cover that is two feet thick (and most likely 5 feet wide), how much protection would this provide for them? Does it seem reasonable that a PC would be able to erect such a barricade in combat or would it have to be done prior to combat?

How can I create a secure auto-login? (java)

I am writing a server-client program. When a new user installs the program and opens it for the first time, he has to enter a password. The password in combination with an email address is needed to authenticate to the server via SSLSocket.

I know how to save a password securely (store salt and hashed password), but how can I create a secure system, where the client automatically sends the password to the server? I do not want the user to type the same password every time he wants to login.

Is it possible to create a secure system like this? Because if I save the hashed and salted password in a .txt I can just read it and then login to the server? How is it possible to create something like this?

Is it safe to create a session from an auth token?

My server is using Django Rest Framework. My mobile app logs in using token authentication. However, I also have a webview in the mobile app where I need to log in. I can’t inject the auth token on every request in the webview, so I use the auth token for authenticating this endpoint and then create a session from it. This is the code:

class CreateSessionView(APIView):     authentication_classes = [TokenAuthentication]     permission_classes = (permissions.IsAuthenticated,)     throttle_classes = [ScopedRateThrottle]     throttle_scope = 'auth_token_verify'      def get(self, request, format=None):         login(request, request.user, backend='django.contrib.auth.backends.ModelBackend')         return redirect(reverse('home')) 

My questions are:

  1. Is there a vulnerability here? If so, how can I secure it?

  2. Do I need CSRF?

Are there rules to create Troops of casters?

So a person I play Pathfinder with showed me the Troops sub-type which opens up a whole lot of possibilities for high level parties to deal with high numbers of enemies.

But I don’t find much about how to deal with Troops composed of caster characters.

Let’s say that a high level party (lvl 15) is attacking an evil wizard school, and they could end up fighting through dozens of low level wizards.

Of course a GM could always just add 20 level 4 wizards to the mix, but honestly, it would be TERRIBLE to manage that combat for the GM, it would take days for the players to act again, and rolling all those possible saves and ranged touch attacks would be just not fun at all. And that’s not even mentioning that a 4th-6th level wizard would probably not be able to do much to a 15th level character unless the player rolled a 1 on their saves, and that has 5% chance of happening.

So I think the immediate solution would be to implement something like a Troop of wizards.

Are there any rules or guidelines for such a thing?

Create Custom Map

Hello friends, i need create custom map for my website but I do not know how. Need somting like this .
I have these files

UE4. How to create a reference to the physical materialin in C++

Oftenly, when we want to assign asset to the particular component in C++ we write code like that:

.h  UPROPERTY(BlueprintReadWrite) UStaticMeshComponent* Body = nullptr;  .cpp  Body = CreateDefaultSubobject<UStaticMeshComponent>("Mesh Component"); // find mesh asset auto MeshForBody = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT                         ("StaticMesh'/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere'")); if (MeshForBody.Object != nullptr) {// if asset is finded -> set to the component     Body->SetStaticMesh(MeshForBody.Object); } 

Question: how can I set the PhysicalMaterial in C++ through the reference to the asset in editor? Is it possible?

.h     UPROPERTY(EditDefaultsOnly)     UPhysicalMaterial* MyPhysicalMaterial = nullptr;  .cpp      ??? 

THNX for any tips in advance 😉