Do multiple baldric, bane items stack?

Following up on my question about if baldric, bane would grant early access to bane and greater bane for an inquisitor (it does), now I wonder if two such items stack? If you had a baldric, bane and a slotless baldric, bane, would you be considered 10 levels higher for the purposes of bane?

Baldric, Bane

If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities . If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon.

How to do a ranked search based on number of multiple columns matched


Context

I am trying to create a ranked-customer-search that will order results based on "most likely correct". We have several factors we search by, but to keep it simple I will stick with just name, phone number, & email. The goal is that if the customer has an existing account, we use that instead of creating a new account.

It is also worth noting that for this system, a customer account is US state-specific. So it is technically possible for a single person to have 49 existing accounts and still need to have a "new account" created, so there are often many duplicate accounts we can copy information from.

My Attempt

The query below uses binary values to determine the rank of a result. So a match based on a phone number (0100) scores higher than a match based on name (0001) or email (0010). This works pretty well but isn’t quite ideal. For example, an account that matches both email & name will rank lower than an account that matches only a phone number. Unfortunately, this is pretty much my limit when it comes to creating queries.

(The UNIONs below are required because they allow better indexes to be used)

SELECT     results.id,     SUM(results.score) AS total_score FROM (     (         SELECT             c1.id,             4 AS score         FROM customers c1         WHERE             c1.phone = :phone     ) UNION ALL (         SELECT             c2.id,             2 AS score         FROM customers c2         WHERE             c2.email = :email     ) UNION ALL (         SELECT             c3.id,             1 AS score         FROM customers c3         WHERE             c3.first_name = :first_name             AND c3.last_name = :last_name     ) ) results GROUP BY     results.id ORDER BY     total_score DESC LIMIT 10; 

My Question

I am not sure how to change it so that matching multiple less-important factors ranks higher than a single important factor?

Also, since this is my first time creating a search query like this, there is likely a better and/or more standard way of doing this; so any resources you can share related to this would also be greatly appreciated!

What approaches are there to blending multiple terrain types? [duplicate]

So for my university final assignment I’m doing a procedural world generator in unity. The idea is that different types of terrain are generated such as ocean, swamp, hills etc. I have the different biomes generating as chunks with different colours at the moment and the next step for me is to smoothly transition between them rather than drop off from one terrain type to another.

To do this I’m going to need to adjust the heightmap so that the edges join together rather than having gaps between them. The noise is continuous so biomes of the same type connect seamlessly. However with different biomes the height generated from any given noise is different, that way my mountains stick up without my ocean chunks being weird shapes. The result is like I said earlier, there are seams between my chunks that I need to stitch.

So my real question is what approaches are there currently to blend from one height map to another?

Can the duration of Gentle Repose be extended by multiple castings?

The paladin in my group just died, and we want to bring him to an archdruid to reincarnate him. The group needs 12 days to reach the archdruid, so in this case one casting of Gentle Repose is enough to keep the body well preserved.

However, I was wondering if you can cast Gentle Repose multiple times in order to extend the “revivability” of a body as much as you like. Is this possible? Does this make a character unkillable?

By “unkillable” I mean that, even if a 1st level character dies, his friends just need to cast Gentle Repose once in a while until the cleric reaches level 9 (or the druid level 7) and can resurrect/reincarnate him. I’ve always been against Resurrection/Reincarnation spells because they make death as lethal as a cold in mid levels, but this spell effectively extends the “unkillability” of a character way down to level 1. Not having a temporal window in which a character can be resurrected, right from level 1, takes away some steam to the game and the only way to make an adventure exciting is only through encounters where TPK can happen.

If a bonus action attack for Two-Weapon Fighting involves multiple ability modifiers, which ones are added to the damage roll?

This question is entirely inspired by the following:

  • Bonus action attack ability score modifier (5E Question)

That question, however, happens to ask about a homebrew method of adding multiple ability modifiers to the bonus action attack of Two-Weapon Fighting and so, ultimately, has a homebrew solution. This question concerns non-homebrew methods of creating this scenario.


Two-Weapon Fighting states:

[…] You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. […]

But what happens when you would add more than one ability modifier to the damage roll? There are a few ways of doing this, and I’ll list the ones I know of below:

The Way of Mercy Monk’s Hand of Harm feature:

[…] When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. […]

The Devotion Paladin’s Channel Divinity: Sacred Weapon feature:

[…] For 1 minute, you add your Charisma modifier to attack rolls made with that weapon […]

The Oathbreaker Paladin’s Aura of Hate feature:

[…] Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier […]

The Ranger’s Foe Slayer feature:

[…] Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. […]

The Warlock’s Lifedrinker Eldritch Invocation:

[…] When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier […]

Note, that perhaps some of these aren’t quite the same as the others, but what I’m asking remains the same: When a feature actually does cause you to add multiple different ability modifiers to an attack made as part of Two-Weapon Fighting which ones are not added to the damage roll?

Multiple forms of flight on the same creature, what happens?

An old enough dragon can learn spells that grant flight with improved maneuverability. There are the Wings of Air and Wings of Air, Greater spells (cannot link as they are not OGL). That can get a dragon from Clumsy maneuverability to Average. But, a good old-fashioned Fly spell can give them a 60ft fly speed with Good maneuverability.

Fly speeds to do stack. But how do maneuverabilities work? If a dragon casts Fly on themselves, can they move with good maneuverability so long as they only move 60 ft in the round, but if they move their full 250, they have whatever maneuverability is associated with that speed (probably clumsy)? Or, do they wind up with 250 ft fly speed with Good maneuverability for the duration of the Fly spell? Or does the Fly spell make their wings inoperable, and they have 60 ft fly speed with Good maneuverability only?

What happens if I use the Coiling Grasp Tattoo on the same target multiple times?

One of the new items in Tasha’s Cauldron of Everything is the Coiling Grasp Tattoo, a rather interesting uncommon that lets you damage and grapple enemies at range if they fail a Strength saving throw. Fascinatingly, it has no limitations on its uses – it lasts until the target successfully escapes the grapple, you move too far away from it, or, importantly here,

or if you use this tattoo on a different creature.

However, let’s picture a situation where I have a creature grappled using this tattoo, and my best course of action is to use the tattoo on the same creature again, to try and deal damage to it if it fails the saving throw. This time, however, the creature passed its saving throw…

… but I did not use the tattoo on a different creature. Am I right to assume the target is still grappled, just doesn’t take further damage this turn?

How to utilise multiple values from a single shortcode attribute?

i.e [test somevalues=1,2,3,4,5]

First time poster and alsoa php newb, I’m trying to add a feature to a plugin but I seem to keep triggering a debug notice from wordpress.

$  somearray = shortcode_atts([                'somevalues' => null,     ], $  atts); $  somearray['somevalues'] = array_map( 'trim', str_getcsv( $  somearray['somevalues'], ',' ) );  

The above does work, but it results in a debug Notice: wpdb::prepare was called incorrectly.

Is there a way to achieve the same without triggering the notice? It doesn’t have to be csv, I just need it to return a string of somevalues, rather than returning an int. I guess what I want it to act like is as if it was written like [test somevalues=one,two,three,four,five]

Any suggestions on how to get around this? Many thanks