I’ve struggled all my database life with indexes. Am I supposed to apply it on the ORDER BY column(s), on the ones being compared, a combination of them (and if so, what combination/order?), which kind of index should it be, and so on, and so on…
Yet indexes are necessary for anything but the most trivial test application. So I don’t get to ignore them.
As I’m sitting here once again, utterly unable to "see" what column(s) should get indexes to speed the sluggish queries up, and which order and type and all the other specifics of indexes, it strikes me that maybe it’s now a thing that PG can automatically analyze itself (just like it already does with query planning and whatnot) and automatically add/delete indexes as it sees fit, rather than having me, a human sit there and try to predict what it will have, based on my incomplete (to say the least) knowledge of the subject?
(Yeah, right, fat chance…)
This frankly appears to be one of those "job security" things. And while I don’t have some deep-rooted hate towards DBAs earning a living, I do have a complete lack of money to spend on any such support. And besides the purely monetary issue, I also have privacy concerns: I wouldn’t want a third party to have intimate knowledge of my tables and database structure, and for them to do a proper job, they’d have to get this insight before they can get to work. This is perhaps a bigger issue than the money, actually.
In Pathfinder 2, the spell Spiritual Weapon (https://2e.aonprd.com/Spells.aspx?ID=306) has, as a requirement, "you have a deity".
What does it mean exactly? My guesses (from the most to the least likely imho)
You need the "deity" class feature (that you get as a cleric)
You need to be a follower of a specific deity
You need to be the owner of a deity (ok, this one is so unlikely that I only put it here for the joke)
The Twinned Spell option for the sorcerer’s Metamagic feature says (PHB, p. 102):
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Similarly, the School of Enchantment wizard’s Split Enchantment feature says (PHB, p. 117):
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
If a character with access to both Twinned Spell and Split Enchantment casts a spell that fulfills the requirements for both, can both features be used at the same time?
So I recently made an amusing discovery. Daring Outlaw is often regarded as the saving grace (rimshot) of the Swashbuckler class, and it has the Grace class feature (+2) as a requirement, meaning you can’t trade Grace away for any ACFs. But, the Duelist prestige class also gives you Grace +2 at level 4, letting you get around that!
However, Duelist is, to put it kindly, not fantastic, and four levels in it is a big investment for this exploit. Are there any classes (base or prestige) other than Swashbuckler and Duelist that give you Grace as a class feature?
Hi, guys can anyone tell me what type of benefit comes from Pinterest new story feature?
Does a mounted creature count as "large or larger", if it attacks a Hunter ranger with Giant Killer, but the mounted creature is normally medium without the mount (such as a human on a horse)?
Bards gain the Countercharm feature at 6th level (emphasis added):
As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
If the performance has not ended (and I have not voluntarily ended it), am I able to take my movement, action, and bonus action on my next turn? Or do I lose some or all of them?
The performance lasts until the end of my next turn, but it doesn’t state whether or not I am able to take other actions while keeping the performance up.
I am attempting to set up SERocket lists utilising the GSA Search Engine Feature. I have followed the SERocket Guide for this very carefully: http://serocket.net/linklistmember/SEguide.pdf. I cannot get it working.
I have reached out to SERocket support. Pathetically slow response times aside, their answers so far have only confused me.
Their instructions CLEARLY say:
Attention: Make sure you don’t use any other Search Engine in your projects other then custom SERocket!!!
As instructed, I disabled all search engines and added the SERocket search engine, by adding the custom URL provided by SERocket and creating the stated settings. I’ve checked and rechecked it all. The setup has been done correctly (according to their instructions).
SERocket support says:
You have no link list enabled or search engine enabled. Please add the Search engine and enable it.
My understanding is that the custom URL is supposed to feed the link list (verified) straight to GSA SER. That’s the point of the whole exercise.
I am new at this and am prepared to accept that I’ve completely screwed this up. I’m prepared to accept that the instructions are deficient and I’ve missed something important. I’m also prepared to accept that this product does not work as advertised and is a complete waste of time and money.
Looking for guidance, please.
I really want to homebrew so that my Lurker of the Deep Warlock can summon multiple tentacles instead of just the one, I’m not sure if this is the right place to ask questions but please advise. My thought process is to make the tentacles act similarly to the cleric’s Spirit Guardians:
Grasp of the Deep At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Casting Time: 1 action
Range: Self (15-foot-radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
So I am thinking:
- summon 1 tentacle per turn as a Bonus Action,
- each tentacle last 1 minute
- Bonus Action to move 1 tentacle per turn up to 30 feet
- summon number of tentacles equal to your Charisma Modifier per Long Rest
- removing the damage increase at level 10 so that it stays at 1d8 damage
- Changing the Tentacle Attack Range from 10 feet to 5 feet
- Changing damage type to Bludgeoning damage from Cold/Lightning damage
- Tentacle attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Tentacles still subject to Bludgeoning resistance from enemies e.g. Barbarian Rage
- when an enemy creature ends their turn in the 5 feet range of a tentacle each tentacle within range gets to roll a Melee Spell Attack against their Dexterity saving throw on a failed save taking 1d8 bludgeoning damage and on a successful save taking no damage.
- as an Action on the warlock’s turn all the tentacles can attack each rolling individual melee spell attack rolls
Please any comments?
The shadow sorcerer feature at 1st level known as Eyes of the Dark reads: From 1st level, you have darkvision with a range of 120 feet.
I would like to play a Drow character, does this negate sunlight sensitivity since you are getting superior darkvision from a new source that does not provide sunlight sensitivity?
I have heard that the warlock’s Devil’s sight provides a similar effect that negates sunlight sensitvity, would this also apply to the shadow sorcerer?