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

Point all to index.php conflict with a private directory

Here is my website structure (root):

private public .htaccess index.php 

The htaccess file contains:

RewriteEngine On RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^ /index.php [L] 

Having this said, all URLs point to index.php

In the private folder I also have a .htaccess file which contains:

Order Deny,Allow Deny from all 

The problem is that throws 403 and I don’t want this. I may want to use location to show something on my website.

I must mention that I don’t want to touch the .htaccess file from the private folder in any way.

So, I’m looking for a way to set some rules in the main .htaccess file.

How do I do that? Is it possible?

What is the point of a shield proficiency?

PHB describes the downsides of wearing an armor you are not proficient with:

Armor Proficiency.
Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

However, a shield is not armor.

The Spellcasting chapter says about armor explicitly, and not shields:

Casting in Armor
Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

It seems a Sorcerer can easily wield a shield. What exactly are the downsides of not being proficient with shields?

What is the point of having a different skill for Persuasion and Deception?

2 skills related to Charisma are Deception and Persuasion. A character could be proficient in any of the two. I know that a Cha (deception) check is made when a character attempts to convince someone else of a lie, while a Cha (Persuasion) check is made when arguments are used to convince someone of something.

To me the important distinction was always: is the arguments you are making based on a truth or a lie?

  • Trying to convince a guard that the king is in danger (a truth) and you need to get in the castle, with the intention of saving him? Persuasion.
  • Trying to convince a guard that the king is in danger (a lie) and you need to get in the castle, with the intention of stealing from the treasures? Deception.

But in the end, you’re still just trying to convince someone. The arguments that you use would be the same whether or not you are lying about them.

I’ve seen people say that Cha (deception) checks involve arguments that are harder to defend/prove. Yet a case where the party is ambushed by ghosts, in the middle of the city, would have a better chance convincing the guards that come asking about the commotion that it was simply a few drunks (Deception), than ghosts (Persuasion).

Why then is there a need for 2 different skills?

What is the point of this line in the Hide of the Feral Guardian?

The Hide of the Feral Guardian, a legendary item from the Explorer’s Guide to Wildemount, includes the following ability.

When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics).

Why does it do this, and not just turn the user into either a polar bear or cave bear directly? At first I thought it might be because of the book each creature was from, but they both have stat blocks in the monster manual, and neither are in the explorer’s guide elsewhere as far as I can see.