This question comes from discussion in the comments to the question “Can my baboon animal companion use her wand of magic missiles?”
The beast master’s animal companion states:
[…] The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. […]
I’m unsure whether this is a list of the only actions that an animal companion can take during combat (and thus excluding options such as Use and Object and Hide).
Notice that this is different from what find familiar states:
[..] Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal […]
The description of the Ranger’s Companion goes on to state:
If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. […]
Here there are no such action restrictions put on the beast companion. Does this mean that while you are Incapacitated your animal companion could now take actions such as Use an Object if they protected you, whereas otherwise it could not?
This question already has an answer here:
- Does a Warlock receive the benefit of their familiar's Magic Resistance trait? 3 answers
If a Warlock selects Pact of the Chain, they gain the ability to summon a pseudodragon familiar with Find Familiar.
Pseudodragons have a sidebar in the Monster Manual entitled Variant: Pseudodragon Familiar. It reads:
VARIANT: PSEUDODRAGON FAMILIAR
Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait. Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon’s Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.
This describes a variant ruling where a spellcaster can befriend a pseudodragon and gain the Magic Resistance trait. However, because a warlock summons the pseudodragon directly, it’s not clear if this would apply to their situation.
If a Warlock summons a pseudodragon familiar through pact of the chain, does the Warlock also benefit from the pseudodragon’s Magic Resistance trait?
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I bought a webcam from AliExpress for few dollars just to hack it and gain root rights. Things did go well first few atempts and I figured out how to connect over telnet using a non-root user called default. Now I have access to file system but its not root.
Later I figured out there is a shell script called
/home/start.sh which is executed every time the cam restarts. The root executes that script and default user may edit it using VI editor. At first I thought BINGOOO!!!!
I wrote following command at the end of
/home/start.sh file hoping to reset the root password:
echo "test" > /home/pw_reset.dat echo "test" >> /home/pw_reset.dat passwd root < /home/pw_reset.dat 2> /home/err.log
It didn’t work as expected and the error message was something like:
/etc/passwd read-only filesystem...
After googling this error msg I figured a command to mount root disk with read write rights:
mount -o remount,rw /
This didn’t help me either. Now I am stuck and need your help. The Linux running on the webcam doesn’t support many commands, for example the
chown cannot be found.
Please share with me your ideas and examples. What may I try out furthermore to gain root access? What kind of hacky hack do I need to change root pw?
I am starting a game based somewhat off Atomic Robo the Roleplaying Game which is based off Fate Core and in this case it should not really matter.
This will be my first time GMing and first time playing a Fate based game for all involved, so I am trying to come up with some easy to drop in situations to teach some mechanics through “show, don’t tell”(I will tell too) and to make sure I have a good grasp of these mechanics.
Main (general) questions: When conceding a conflict how much control over the narration does the conceding party have(as long as it is a clear failure of their goals)? Can, or maybe should, conceding party be pushed into other conflict mechanics if it makes narrative sense?
Below is a concrete situation I have been thinking about which brought up these questions: Say I have some NPCs in a cult which are trying to steal tech from Tesladyne for some nefarious purpose. Well they start invading, and the PCs and ally NPCs want to stop this invasion and probably want to figure out what they are trying to do and why. The PCs are winning and so the final couple of enemies NPCs concede the conflict.
What I want to do as a GM is have them escape. So in this case the PCs get some of what they want(stopping the invasion), the enemy didn’t get any of what they wanted. Perhaps clues are left behind so that the PCs can, with some work, figure out who these people are. So far so good, seems like it is in the spirit of a concede.
Say the PCs are not happy with this concede and want the enemy NPCs captured, and this would basically give the PCs everything they wanted in the conflict and that basically defeats the purpose of the concede. I see the situation happening a couple of ways, although not sure if I am totally happy with either:
I say “well this is a concede I get to narrate what happens as long as it is it isn’t undermining the victory.” Perhaps I narrate smoke bombs or a beam falling down giving the enemy NPCs a chance to escape(should I use a fate point from the reserve to declare details like this for my NPCs?).
Or I could say “OK lets enter a contest and give you all a chance to catch them before they escape.” This one feels somewhat better to me, but I also am not sure how I feel about someone who concedes pushed into some other conflict mechanic. If the shoe was on the other foot and the PCs concede, would this make sense and should I do it? I do think it fits into the “make things dramatic” scenario, but the purpose of the concede was to get out of conflict(and not let them be able to take these members in).
After looking at the rules I noticed that one gets 5 ancestry feats due to level. Then I noticed a single feat that also gives you an additional ancestry feat.
So my question is is 6 the complete maximum or am I overlooking other ways to get additional ancestry feats?
I’ve been messing around with Hag Covens and not that I don’t think they are weak or anything (because they are anything but), I just wanted to add some extra flare to a particular Hag I’ve got in my world.
I’m curious if it’s possible for one Hag to be apart of multiple Covens and the rules for that, or for three Hags to form more than one Coven using the same three hags, in order to gain more coven spells and such?
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