Offering finance options at point of sale

Hola to all

I currently run an Instagram page selling premium branded clothing. Customers are asking to spread the cost over a payment plan.

What options do i have?
Anyone know companies offering point of sale finance?
Anyone know any solutions to spread costs over a period of time?

If anyone has anything that could help, please feel free to share!

Thanks for giving it a thought even if you don’t respond

Wes
London, UK

What is the point of Bestial Mutagen?

The Bestial Mutagen gives you a penalty to AC and Ref, but also unarmed attacks, and an item bonus to these. The bonus to attack is 1 higher than what you could get on a level-apropirate weapon, which is nice, but the damage is really lacking after about level 4, more than offsetting the attack advantage:

  • level 4 (4.5 vs 7 damage)
    • Bestial Mutagen: 1d8, or 1d6 agile
    • Weapon with Striking rune: 2d6 or 2d4 agile
  • level 12 (5.5 vs 10.5 damage)
    • Bestial Mutagen: 1d10, or 1d8 agile
    • Weapon with Striking rune: 3d6 or 3d4 agile

Based on this Mutagenists are better off just using weapons, but Bestial Mutagen is supposed to be their signature ability. As Pathfinder 2 is one of the best balanced games I have ever seen, I am pretty sure I am missing something, but what?

At which point does growing plants require quintessence

In Mage the Ascension 20th Anniversary edition you need quintessence to create things from nothing. With the life sphere 3 dots (+ prime 2 dots) you can create simple life (including plants) with a point of quintessence (page 516-517 in Mage the Ascension 20th Anniversary Edition core rulebook).

With 2 dots the page 516 states:
Although he can’t yet transmute them into other states of being, he can cause flowers to bloom or wither, help trees bear fruit, and so on.
"Help a tree bear fruit" seems to imply that some limited growth also works without spending quintessence.

In the case of simple lifeforms like moss or funghi them blooming would just mean that there is more of it there afterwards since those plants mostly only grow larger.

My question is, at which point of growth would you have to use quintessence to make the plant grow larger if you use a Life 2 dot spell to bloom a patch of moss for example.

Is there precedent for this in a rulebook or is it just based on storyteller discretion?

Can a simulacrum heal non-hit point damage?

The spell Simulacrum, while open to interpretation on many fronts, is very clear on how to heal (repair) a damaged simulacrum, requiring a complex and costly process and a lab.

A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.

The spell mentions hit points directly, but a simulacrum can be damaged in many other ways such as ability damage, non-lethal Damage or even ability drain. It got me to wonder how to treat such types of damage.

I was thinking it would either :

  • Be immune to those types of damages (highly unlikely)
  • Heal those types of damages as a normal creature (by resting or using spells)
  • Heal those types of damages in a lab using the same process but without the cost (as the only cost mentioned is for hit points)
  • Be stuck with any such damages

I haven’t been able to find any definite answer on the internet.

How does a simulacrum treat those types of damage ?

Was Summon Succubus errataed at some point?

The Summon Succubus spell for Wizard, printed in Dragon 385, seems to have some issues that my group is trying to figure out. Specifically, we’ve found two versions of the Intrinsic Nature, and they are wildly different.

From the Dragon 385 PDF

Intrinsic Nature: If you haven’t given the succubus any commands by the end of your turn, it shifts 1 square and attacks you or your nearest ally within range.

and from the compendium (both offline and portable)

Intrinsic Nature: If you haven’t given the succubus any commands by the end of your turn, it shifts 1 square and attacks the nearest enemy within range that is not dominated. In addition, you are dazed until the end of your next turn.

During the discussion, we’ve found some supporting secondary information for both, but the change is not present in either the compiled 4e errata or in the errata for Dragon 385.

In favor of the PDF is, well, the initial printing, as well as the individual article for Class Acts: Wizard. There’s also this power description in an old Wizard handbook on of our members dug up from 2010

Summon Succubus (D 385) Charm, Summoning: for lash-lovers this summon adds incredible control, in the form of constant field superiority. Each target can be dominated only once, but this is often enough. A great form of control, and the intrisic nature isn’t too shabby, even if it raises a question: if the succubus attacks an ally and dominates it, i am her controller, so the round isn’t completely wasted.

Which is odd since I would never describe that intrinsic as anything other than raw downside, but does acknowledge it dominating allies, which the compendium version cannot do.

Meanwhile, in favor of the compendium version is the character builder (though notably that is not a rules source) and the later Wizard handbook from 2012

Summon Succubus. (D385) Charm, Summoning. She dominates with her attacks. She can even do outside your turn if you’re willing to take being dazed (Hint, Superior Will). Her Symbiosis effect is nice, but nothing special, although it does help to counter the CA you grant from being dazed. A fantastic power.

This references both the general amazingness of a minor>no action dominate, as well as working to mitigate the daze drawback only present in the compendium version.

However, as mentioned, we can’t find any evidence of official errata or reprinting. Does anyone know where this change was made?

Does a force field absorb hit point damage from an attack that would only deplete stamina points?

In Starfinder, personal force fields grant temporary hit points to the user and fast heal those temporary hit points every round for a finite number of rounds. My question is whether the force field provides any protection at all from an attack that would only deplete the target’s stamina points?

If the force field itself had a number of hit points that it would absorb before damage was applied to the user (like a ship’s shields), this would be a simple question–damage would be applied first to the force field and extra over that round’s allotment would be applied to the user’s stamina points and then hit points. But the description of the force field states that it grants temporary hit points to the user and if the user is a player character then they do not lose hit points (temporary or otherwise) until their stamina points are depleted. It seems to me that, rules as written, force fields do not protect stamina points, but since attacks that reduce stamina points do in fact hit the character, a force field should protect them. Am I reading the rules right or am I missing something? Has Paizo clarified this at all?

How to extend Pathfinder point buy to scores below 7?

In Pathfinder point buy, ability scores of lower than 7 (before adjustments from race) may not be bought with point buy.

What would be a balanced price for such low ability scores?

I am looking for personal experience from people who have done such an extension, or for a reasonably accepted view in the character optimization community.

Motivation for the question: How likely is to roll elite array or better with 3d6 in order?

In particular, I am not worried about players creating horrible malformed monsters with only threes and eighteens as their ability scores.

The question Is it allowed to buy ability scores lower than 7? addresses whether buying low ability scores is allowed (no), which is not the question here. The answer also argues that allowing buying such scores is a bad idea. My use case is very different – I want to have a method of measuring how good or bad ability scores are, and allowing anyone to buy them is not an issue here.

Bounce with 2 contacts point doesn’t work without some trick

Sorry in advance for my bad level in english :/

I have the same issue as the one on this topic :

2D physics engine: Impulse based collision response with contact point manifold

I must separate linear and angular impulse resolution, else I don’t have bounce with 2 contacts point. I don’t understand why because I am using the same way like Matter.js

public void SolveVelocity(Pair _pair)         {             if (!_pair.tk_isActive)                 return;                         Vector3 rpA_;             Vector3 rpB_;             //Normal Impulse             float linearImpulse_X;             float linearImpulse_Y;             float angularImpulse_X;             float angularImpulse_Y;             //tangent Impulse             float tangentLinearImpulse_X = 0;             float tangentLinearImpulse_Y = 0;             float tangentAngularImpulse_X = 0;             float tangentAngularImpulse_Y = 0;             Vector3 tangent;             Vector3 _normal = _pair.tk_normal;              int _count = _pair.tk_count;             float J_Scalar;             float JT_Scalar;              float _miA = _pair.tk_bodyA.massI_;             float _miB = _pair.tk_bodyB.massI_;             float _iA = _pair.tk_bodyA.inertiaI_;             float _iB = _pair.tk_bodyB.inertiaI_;             float rv;                        float _uS = (float)Math.Sqrt(_pair.tk_bodyA.uS_ * _pair.tk_bodyA.uS_ + _pair.tk_bodyB.uS_ * _pair.tk_bodyB.uS_);             float _uC = (_pair.tk_bodyA.uC_ * _pair.tk_bodyA.uC_ + _pair.tk_bodyB.uC_ * _pair.tk_bodyB.uC_)/2.0f;             float _elasticity = (_pair.tk_bodyA.tk_elasticity + _pair.tk_bodyB.tk_elasticity) / 2.0f;               Vector3 _positionA = _pair.tk_bodyA.position_;             Vector3 _positionB = _pair.tk_bodyB.position_;              Vector3 _velocityA = _pair.tk_bodyA.velocity_;             float _omegaA = _pair.tk_bodyA.omega_;              Vector3 _velocityB = _pair.tk_bodyB.velocity_;             float _omegaB = _pair.tk_bodyB.omega_;                     for (int c = 0; c < _count; c++)             {                 rpA_ = _pair.tk_contacts[c].tk_position - _positionA;                 rpB_ = _pair.tk_contacts[c].tk_position - _positionB;                                  Vector3 _relativeVelocity = (_velocityB + new Vector3(rpB_.Y * -_omegaB, rpB_.X * _omegaB, 0)) -                                             (_velocityA + new Vector3(rpA_.Y * -_omegaA, rpA_.X * _omegaA, 0));                   float _countInv = 1.0f / (_count);                 float _relativeNormalVelocity = _relativeVelocity.X * _normal.X + _relativeVelocity.Y * _normal.Y;                 rv = _relativeNormalVelocity;                  #region Normal                  J_Scalar = (1 + _elasticity) * _relativeNormalVelocity;// * _count*_count                 float crossNA = (rpA_.X * _normal.Y) - (rpA_.Y * _normal.X);                 float crossNB = (rpB_.X * _normal.Y) - (rpB_.Y * _normal.X);                 float _crossASqr = crossNA * crossNA * _iA;                 float _crossBSqr = crossNB * crossNB * _iB;                                                             float invSum = _miA + _miB + _crossASqr + _crossBSqr;                 float invShareSum = _countInv / invSum;                 float J = J_Scalar * invShareSum;                  if(rv > 0)                 {                     _pair.tk_contacts[c].tk_normalImpulse = 0;                 }                 else                 {                     var contactNormalImpulse = _pair.tk_contacts[c].tk_normalImpulse;                     _pair.tk_contacts[c].tk_normalImpulse = _pair.tk_contacts[c].tk_normalImpulse + J;                     if (_pair.tk_contacts[c].tk_normalImpulse < 0)                         _pair.tk_contacts[c].tk_normalImpulse = 0;                     J = _pair.tk_contacts[c].tk_normalImpulse - contactNormalImpulse;                 }                 /* if(contactNormalImpulse !=0)                 {                      int i = 0;                     J += i;                 }*/                  linearImpulse_X = (J) * _normal.X;                 linearImpulse_Y = (J) * _normal.Y;                 angularImpulse_X = (J) * _normal.X;                 angularImpulse_Y = (J) * _normal.Y;                  #endregion                                 #region Impulse                 //if (rv > 0)                 {                     Vector2 totalImpulseLinear = new Vector2(linearImpulse_X, linearImpulse_Y) + 0 * new Vector2(tangentLinearImpulse_X, tangentLinearImpulse_Y);                     Vector2 totalImpulseAngular = new Vector2(angularImpulse_X, angularImpulse_Y) + 0 * new Vector2(tangentAngularImpulse_X, tangentAngularImpulse_Y);                      if (!(_pair.tk_bodyA.is_Sleeping || _pair.tk_bodyA.Is_Static))                     {                          _pair.tk_bodyA.oldPosition_.X -= totalImpulseLinear.X * _miA;                         _pair.tk_bodyA.oldPosition_.Y -= totalImpulseLinear.Y * _miA;                         _pair.tk_bodyA.oldTheta_ -= (rpA_.X * totalImpulseAngular.Y - rpA_.Y * totalImpulseAngular.X) * _iA;                     }                     if (!(_pair.tk_bodyB.is_Sleeping || _pair.tk_bodyB.Is_Static))                     {                         _pair.tk_bodyB.oldPosition_.X += totalImpulseLinear.X * _miB;                         _pair.tk_bodyB.oldPosition_.Y += totalImpulseLinear.Y * _miB;                         _pair.tk_bodyB.oldTheta_ += (rpB_.X * totalImpulseAngular.Y - rpB_.Y * totalImpulseAngular.X) * _iB;                     }                 }                 #endregion              }          } 

Thx in advance for your advise