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How powerful can a 20th-level Wizard make a 1st-level Fighter without allowing him to realize it is the Wizard’s doing?

A 20th level Wizard makes a bet with another 20th level Wizard – he has to make his grandson succeed on a difficult mission. Without allowing his grandson (a first level Fighter) or his grandson’s compatriots (a first level Rogue, Bard, and Druid) to realize that the Wizard is secretly aiding them, or doing anything to defeat their foes directly, or helping anyone but his grandson (these are all terms of the bet).

To clarify –

  • This Wizard can cast spells on his grandson, only. He can’t Dominate the monsters or Disintegrate locked doors.
  • His grandson has to defeat the challenges (the Wizard can’t even weaken them).
  • Neither his grandson, or any of his party members, can realize or even suspect that someone is aiding them.

Luckily the grandson and his entire party not only lack Spellcraft but also Knowledge: Arcana. However they don’t lack basic induction – suddenly being able to fly or shoot fireballs is likely to raise their suspicion. A magic sword left leaning casually against a door would certainly count as a fail.

So given this situation, with a level 20 Wizard who is unafraid to spend resources to win this bet with his buddy (xp, magic items, scrolls, favours) what can he do to make his grandson’s party succeed at an adventure that may have CR 5-6 encounters or worse?

For the sake of this example, assume the wizard has access to whatever feats, spells, or wealth he needs to achieve this difficult task – he’s using optimization tricks to rebuild or has his own time-slowed demiplane or whatever, he’s a Tricky Wizard and not just a fireball-slinger.

I gave a too powerful magic item at too low level for a bad reason, what to do?

When a paladin in the game I run went into the local store ran by an ex adventurer, he went to the back to see the fancy swords, and asked if any looked like his holy symbol. The god he follows is illegal in that world, so I thought it would be cool if the shopkeep had one, so I narrated an old padded box that she takes out with a sword that exactly matched his holy symbol (which is a sword in a cicle). I narrated a tingling feeling when he touched it. But then I realized; he’s level two, the game has barely started, and I had him buy what seems to be a potentially extremely powerful magic item for 60 gp. I don’t want to backpedal lamely and make it weak, but it seems like a sorta dumb way to get a great item. What should I do?

To clarify, neither I nor the player know what item he has. I don’t want to make it a lame +1 sword or something, when I narraed it as something powerful. I was thinking of teiring it, at 1st teir it does nohing, second teir 1d6 extra radiant damage and +1 AC or something, add an extra d6 and armor boost per teir, by L17 itll be +3 AC an 3d6 extra radiant, but I am afraid that might be too good for something he bought and didnt even do anything to get.

Is it possible to combo the spells Create and Destroy Water, Shape Water, and Lightning Bolt in order to make LB more powerful?

Asking on behalf of the group’s Wizard. He wants to electrocute the BBEG and have the spell deal extra damage through clever use of game mechanics. As a DM, I am all for it, as long as the rules somehow support it.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range,* (PHB pg. 229)

Is this something you could cast, and either cast Lightning Bolt (8d6dmg) on the target being rained on(on your next turn / action), or use Shape Water to form a cube around the BBEG, and then Lightning Bolt to the face?

I personally think something being wet is conductive, which I might say means that the target being rained on would have disadvantage on the saving throw. My player really wants to try and argue that being wet yields a Damage Vulnerability (2x dmg), therefore causing lightning bolt to deal (8d6)*2 lightning damage.

Is there a rule I haven’t found in the PHB about this already? I do really want the player to feel cool, especially since this upcoming week there is a BBEG confrontation and this might turn the tide for my group.

Site with absurdly powerful characters for D&D 3/3.5

A good ten years ago a friend of mine told me about a site somewhere where absurdly powerful characters for D&D 3/3.5 were listed, with detailed level-by-level character progression.

As far as I can remember, it included characters like a mage who turns into a beholder with a beholder’s full powers, and a four-armed humanoid that hits for over a hundred damages with a regular spear. And all of it perfectly legal: they just combined every handbook’s feats and spell with each other to exploit all advantages and synergies.

I’ve never been interested in powergaming so after a cursory glance I dismissed that site: but now I’d wish to find it again to show another friend and who’d wish to take a look himself.

Do you know what site it could be?

How should I stat very powerful artifacts that the party acquires too early?

A few weeks ago I started DMing a campaign that involves five divine artifacts that all of the gods’ powers are filtered through. I planned on the paragon level quest being collecting these in order to either destroy or protect them. Unfortunately, one of my players rolled a natural 20 on Thievery to steal the chestplate artifact at Level 2 (next encounter will level them up). How should I handle the stats on this item?

Is there a really good and powerful website builder you would recommend?

Is there any website builder that is good and powerful enough for a blog with 100 – 200 posts?
It can be a premium version, just needs to be good enough, with very little bugs, and etc.

I am currently using SitePad and I am not really satisfied with how it handles some things, it has bugs, and blog acts weird

Why do powerful programming languages have lower performance?

I was reading this article. The author talks about "The Blub Paradox". He says programming languages vary in power. That makes sense to me. For example, Python is more powerful than C/C++. But it’s performance is not as good as C/C++.

Is it always true that more powerful languages must necessarily have lesser performance when compared to their less powerful counterparts? Is there a law/theory for this?

Are called shots actually as powerful as designers believedd them to be?

I have been searching for interesting rules systems to make Pathfinder Combat more interesting in an E6 campaign, more cinematic, and to make classes relying on mundane attacks a bit more powerful. Called Shots seemed like exactly what I needed. Indeed, the effects they can inflict are sometimes actually crippling.

However, I was shocked by the investments required to make use of this mechanic.

  1. Like many mundane mechanics in Pathfinder, it requires two feats to function properly: Improved Called Shots and Greater Called Shots. Yes, Called Shots offer a greater array of available effects than, say, combat maneuvers do, but two feats is still a huge investment. Even for an E6 campaign.
  2. Those feats require Combat Expertise as a feat tax, so Called Shots actually cost three feats to work properly.
  3. Those feats require Int 13, which is not always the best choice for a martial character and doesn’t really make a lot of sense for an aiming feat (Dex 13 would make a lot more sense).
  4. There is a big opportunity cost in making a Called Shot even if you have both related feats. When you decide to make a Called Shot, you accept a huge penalty to your attack roll if you want to achieve anything significant (“Challenging” shots), quite likely just missing your target and achieving nothing at all.
  5. “Easy” shots, on the other hand, don’t threaten your opponent too much.
  6. However, speaking about crits, they are unreliable. Even when you build your character around crits.
  7. Debilitating blows’ effects are mostly amazing, but I plan to use those rules in E6.
  8. Most significant effects achieved by Called Shots allow for a saving throw to partially or fully negate them, to make the feat even more unreliable. At this level, 40 points of damage from a single attack are likely to guarantee this creature dropped within a turn or two, even without any additional debuffs.
  9. Apparently, the designers wanted those rules to be unreliable, because the standard rules make True Strike turn your Called Shot into a normal attack.
  10. If you target touch AC, you lose this benefit when using Called Shots, so Gunslingers and magic users stop being as accurate as they usually are.

In my games, I want to buff Called Shots significantly because they seem to be useless, those feats being trap options. The only possible way to use them now is to take Improved Called Shots, take an Easy Called Shot every time you make a full attack, and just hope for the best (the penalty from the shot will be offset by the bonus from a feat). However, I am not an expert in Pathfinder, so I am asking:

Am I misunderstanding something and underestimating the potential of Called Shots, or are they indeed yet another feat-intensive, trap option present in Pathfinder?

How powerful is a high-level PC with barely any or no equipment?

Let’s assume your PC or even your entire party has crossed a high-level spellcaster and his minions the wrong way, or was overwhelmed by an army of guards. You are stripped of all equipment save for some clothes on your back and get exiled into the wild rather than imprisoned.

How much power – specifically combat power, as your skill levels would be mostly unaffected – do you lose? A Wizard cannot cast spells of 1st level or higher without a spellbook, but can still cast Firebolt for 3d10 or 4d10 damage; a Fighter can only use their fists, improvised weapons or grapple, but likely has STR maxed at this point, so that would still be 6 flat damage x 3 minimum per round; your armor class is most likely diminished to 10 + DEX modifier.

On the other hand, a Monk would probably do reasonably well even without equipment or magic thingamajigs he acquired thus far.

To substantiate “high level”, let’s say we’re dealing with a character of high Tier 3/low Tier 4, around level 15/16, so no access to e.g. Wish spells.