Does the Appartus of Kwalish have resistance to all damage?

The Apparatus of Kwalish includes in it’s description the following statistics:

Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended)
Damage Immunities: poison, psychic

However, according to Magic Item Resilience (DMG p.141):

Most magic items are objects of extraordinary artisanship, assembled from the finest materials with meticulous attention to detail. Thanks to this combination of careful crafting and magical reinforcement, a magic item is at least as durable as a regular item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy.

Is the Apparatus of Kwalish resistant to all damage by virtue of being a magic item or is the general rule overridden because the Apparatus’ statistics do not mention any resistances?

What if a revenant (monster) gains fire resistance?

As a GM, I use some revenants for my campaign. Those revenants all have class abilities and 2 are spell casters (an abjuration mage and alchemist artificer). The “problem” (it’s not a problem, but an “and what if they do that?”) is that they can use the Protection from Energy spell, so they can have fire resistance.

My question is: What happens if they gain fire resistance (or radiant resistance)? Do you think they lose their regeneration weakness (that doesn’t work when fire damage is dealt)?

What is, or should be, the Magic Resistance required to resist the Fuse spell?

The Fuse spell states, in its Added Effects block, +5 to the MR and +5 to the maximum Presence affected. However, nowhere in the text I have in front of me (taken from the basic sourcebook in English) is the base MR stated – only the base Presence. The text is included below.

Unites two beings in a single body, creating a new individual who possesses the characteristics and abilities of both. The caster designates which capacities prevail, selecting those that he is interested in from each. If the spell joins a fighter and a psychic, for example, the resulting individual could have the fighting ability of the warrior, the mental powers of the mentalist, and the highest Secondary Abilities of each one. Control of the resulting united body falls to whichever of the two wins an Opposed Check of Willpower, although some characteristics typical of the other personality can be retained. The original bodies remain in the state they were in before the fusion and so, when the spell lapses, return to the state and condition they were in before it was cast. The death of the joint entity causes the death of both original people. The total Presence of both originals cannot be more than 80. It is also possible to Fuse an individual with objects, in which case the GM can award the result the advantages and abilities he considers appropriate.

What is the base MR of the Fuse spell? If no canonical source exists, what should the base MR be?

Can I have two different Resistance boon active at the same time?

This is the scenario:

  • Round 1: invoke Resistance Precise
  • Round 2: invoke Resistance Forceful, don’t sustain Resistance Precise

If you have a boon in effect and do not sustain it, the boon ends when your turn is over.

During round 2, Resistance Precise is still active until the end of my turn, together with Resistance Forceful. But the rule says

While targets may be effected by different boons, you may not stack the same boon multiple times; if a second invocation of a boon would affect a character, they choose which boon to keep and which one to negate.

Does this mean that I can’t have two different Resistance boon active?

Resistance and Parry

I am running a barbariand fighter multiclass. When raging, I have resistance to all damage but physic. And the fighter maneuver parry allows me to expend a superiority die to reduce damage. it is unclear when these would trigger. Rage Half it then battle master die it lower? Or Battle master die then rage half it? I dont believe it is stacking resistances because the battle mater ability is not a resistance.

Damage Resistance / Vulnerability: Double Damage or Dice?

When dealing with monsters who have resistance or vulnerability to a specific damage type, I’ve been having my players roll the expected damage and I’ll half or double it behind the screen. I’ve recently found a DM who tells the players outright if the monster is resistant or vulnerable, and, given the example of vulnerability, has them roll double dice instead of doubling the damage.

Is there a right way to deal with resistance and vulnerability, or is this one of those “DM Discretion/Preference” things?

Are there industry standards or specs for image sensor resistance to damage from intense light?

While the occasional snapshot that includes the sun is generally safe, there are certainly combinations of lens and duration that can damage an image sensor if the sun or other sufficiently bright light source is present.

Are there industry standards or specifications for some minimum safe conditions of light exposure at the image sensor’s surface? I’m asking about a spec that relates to the intensity at the surface of the sensor, so I’d expect that “industry” refers to sensor manufacturers.

Loosely speaking: is there some minimal, established test condition that most sensors can reliably survive without damage?

Can creatures with Spell Resistance voluntarily fail saving throws?

Pathfinder’s magic rules say that a creature with “special resistance to magic” can voluntarily fail a saving throw against a spell.

Voluntarily Giving up a Saving Throw

A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.

But the rules for spell resistance seem to imply the opposite, that a creature would need to drop its spell resistance before being affected by the spell.

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

I’m confused how these rules interact. If a creature with SR hasn’t lowered their SR, can they voluntarily fail the save without a caster level check from the caster? Or does “special resistance to magic” refer to something other than SR?

Does a Demon with Magic Resistance have advantage on saving throws cause by Summon Greater Demon spell?

Assuming I use summon greater demon (Xanathar’s Guide to Everything, p. 166) and chose a demon with the Magic Resistance trait. Does Magic Resistance grant the demon advantage on his end turn saving throw against the summon greater demon spell?

preimage resistance

I’m struggling to get a clear understanding of second preimage resistance and collision resistance.

Research on the internet yielded the following definitions:

Second pre-image resistance

Given an input m1, it should be difficult to find a different input m2 such that hash(m1) = hash(m2). Functions that lack this property are vulnerable to second-preimage attacks.

Collision resistance

It should be difficult to find two different messages m1 and m2 such that hash(m1) = hash(m2). Such a pair is called a cryptographic hash collision. This property is sometimes referred to as strong collision resistance. It requires a hash value at least twice as long as that required for pre-image resistance; otherwise collisions may be found by a birthday attack.

As far as I understand, every collision resistant hash function is also second pre-image resistant.

I don’t understand why collision resistance is harder to achieve, given that input m1 of second pre-image resistance could still be theoretically any input in the domain of the hash function.