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## Pathfinder warbow concept review

This is a review request for a warbow, intended for the Pathfinder system. The purpose behind the creation of this particular item was to allow the player to quest for a magic item that was not essentially useless at higher levels, but rather gained abilities as the PC gained levels and powers. It is a single occurring item, could possibly be considered as an artifact status, even though it is intended to be available starting at a low level, slanted towards a horizon walker or similar concept. Description and capabilities are as follows:

[Insert name here] was a distinguished ranger, well known for his willingness to protect those around him when the cause was just, regardless of the consequences to himself. Many of the tales that have grown around him have reached the status of unverifiable legend, but it is certain that his bow was a feared weapon among the unjust. It is rumored that he even ventured onto the Abyss and other planes to retrieve people stolen from their land.

Sometime after he retired, he returned to his woodland home to find his wife murdered, and son missing from their house. Taking up his bow once more, he ventured forth to rescue his son. It is unknown what actually happened, but his son was returned, and […] and his bow were never seen again. Most believe that he either perished, or made a trade with an infernal being to exchange himself for his son.

Many people claim to have either seen or wielded his bow after that, but none of these have been confirmed, and few even believe that the bow existed, counting it as another fantastical tale that surrounds his legacy.

DESCRIPTION

[Insert name here] Warbow is dark wood intricately carved with arcane runes, and glows with a faint amber glow in dim light. A white leather grip is secured to the bow with three silver bands, one each at the top, middle and bottom of the grip. To successfully utilize […] Warbow to its fullest potential, a character must fulfill the following requirements:

Feats Exotic Weapon Proficiency, Far Shot*, Planar favored terrain** (Edit for clarification: The planar terrain relates only to the planar shift aspect).

Skills Craft (bowyer) 4 ranks, Spellcraft 4 ranks

ABILITIES TABLE

$$\begin{array}{c c l} \textbf{Character Level} & \textbf{Weapon Level} & \textbf{Weapon Effect} \ \hline 1^\text{st}-2^\text{nd} & 1^\text{st} & \textit{+1 adaptive war bow} \ 3^\text{rd}-4^\text{th} & 2^\text{nd} & \text{Activation ring }\textit{spell storing, minor} \ 5^\text{th}-6^\text{th} & 3^\text{rd} & \text{Enhance arrows} \ 7^\text{th}-8^\text{th} & 4^\text{th} & \text{Minor displacement (as }\textit{blur}\text{)} \ 9^\text{th}-10^\text{th} & 5^\text{th} & \textit{+1 adaptive distance* war bow} \ 11^\text{th}-12^\text{th} & 6^\text{th} & \text{Activation ring }\textit{spell storing, regular} \ 13^\text{th}-14^\text{th} & 7^\text{th} & \textit{Plane shift}\text{,** 3/day} \ 15^\text{th}-16^\text{th} & 8^\text{th} & \text{Imbue arrow} \ 17^\text{th}-18^\text{th} & 9^\text{th} & \text{Phase arrow} \ 19^\text{th}-20^\text{th} & 10^\text{th} & \text{Activation ring }\textit{spell storing, major} \ \end{array}$$

1: +1 adaptive: At first level, the bow gains the +1 adaptive quality. Bow is +1 to hit/damage, and Strength bonus applies as well.

2: Spell Storing (Su): At third level, activation of the first ring occurs. This ring activates and functions as a ring of spell storing, minor.

3: Enhance Arrows (Su): Each non-magical arrow fired gains +1, and one of the flaming, shock or burst attributes.

4: Minor Displacement (Su): When wielded, the weapon distorts light as a cloak of displacement, minor, resulting in 20% miss chance on attacks against the wielder.

5: Distance (Su): Every arrow fired by the bow gains the distance quality. *Note: For this to be used, wielder must have the Far Shot feat. If this is not available, this ability lies dormant until it is acquired.

6: Spell Storing (Su): Activation of the second ring occurs. This functions as a ring of spell storing, regular.

7: Plane Shift (Su): At 13 th level, the leather wrap darkens and close inspection reveals swirls. This can be used to activate and take up to 8 linked people as in the spell plane shift. If the shift is to a favored terrain, the bow grants the wielder the ability to natively survive while in possession. In addition, the accuracy is 1-10 miles from target. In other planes, normal accuracy and conditions apply. **Note: The wielder must have a plane as a favored terrain. If this is not available, the ability lies dormant until it is available.

8: Imbue Arrow (Su): The bow grants the ability to infuse any non-magical arrow with either a known or stored area of effect spell. This spell will activate on any hit. If the result of the attack is a miss, the spell is lost without activation.

9: Phase Arrow (Su): The wielder can launch an arrow 2x per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally.

10: Spell Storing (Su): Activation of the third ring occurs. This functions as a ring of spell storing, major.

Aura moderate abjuration; CL 12th; Craft Magic Arms and Armor, creator must possess the arcane pool quality; Price +5 bonus.

I would like to determine if this is a logical progression, or if it is not enough in the beginning progressing to overpowered at the high end?

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## Requesting review of my logical data model

I am working on a personal project and I want to make sure that my data model is correct and following the best practices. Receiving feedback on my data model is important in improving my ability and knowledge of databases.

I am designing a stock market program of sorts. My model for it is pretty simple.

The workflow of my project:

• A user creates a user account and enters their address
• A user then can create an account for a specific stock at a share and USD amount

My plan is to make the account table a type two table. Valid from will be set to the date the account was created and valid to will be initially null. Valid to will be set to current date once the account is closed.

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## Review of Log Messages Database Schema

so i have been tasked to design a log database and i would appreciate some feedback about my design.

I have an application that consists of three basic parts:

• A frontend
• A backend
• A low level component

Each part can create a log message which needs to be stored in a database. The parts(front end, backend, low level component) that create the log messages should be uniquely identified. At the same time when looking at a message it should be possible to see which part created the message.

Each message has a specific type assigned to it and the type can be one of the following destinct values

• Error,
• Warning,
• Info,
• Debug

The message itself should also be unique, it should have a text that says what is the problem and possibly also a description with extra information about the problem and under which circumstances it could have happened. In addition the time the message was created is very important. Because of the low level component we need microsecond accuracy.

Examples

Message : Pump Failure

Description: The pump is not pumping enough oil. Check the amount of oil and also check the temperature of the system.

Finally there are some extra "requirements" that in my opinion could affect the design of the system: The low level component produces a lot of messages in a short amount of time. This could lead to the database reaching its storage limit relatively fast. In that case the older messages should be deleted first. However there are rules that need to be taken into consideration before deleting a message. An info is less important than a warning and a warning is less important than an error. Another rule is unless I have reached a specific threshold I am not allowed to delete messages of a specific type e.g Only if have more than 500 errors am I allowed to start deleting the older errors.

My current design is the following:

Message     Id (PK)     Name varchar     Description varchar 
MessageType     Id (PK)     Name Varchar 
Sender     Id (PK)     Name Varchar 
MessagesLog     Id (PK)     MessageId (FK)     SenderId (FK)     NotificationTypeId(FK)     Date BigInt 

However taking into consideration these extra requirements and thinking that I will need to do a lot of checking on an application level if certain criteria are fullfiled before i delete a record from the database, i thought about creating a seperate table for each message type:

Message     Id (PK)     Name varchar     Description 
Sender     Id (PK)     Name Varchar 
MessagesLogError     Id (PK)     MessageId (FK)     SenderId (FK)     Date BigInt 
MessagesLogWarning     Id (PK)     MessageId (FK)     SenderId (FK)     Date BigInt 
MessagesLogInfo     Id (PK)     MessageId (FK)     SenderId (FK)     Date BigInt 
MessagesLogDebug     Id (PK)     MessageId (FK)     SenderId (FK)     Date BigInt 

What do you think?

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## lycanthropes vs vampire spawn in Curse of Strahd – review of tactics

Note: This entry is vague on plot points to avoid spoilers. Those who have read the module should know the situation I am referring to.

I am running CoS for the first time. In our last session, the PCs obtained the Chapter 5 McGuffin, but awoke all the vampire spawn. Our next session will start with a chase – some of the PCs with the MacGuffin will be running back to where it needs to be returned. Others will be running back to the base of operation of the lycanthropes. The vampire spawn will pursue both groups, and thus some of them will likely arrive at the lycanthrope base of operations and be confronted by them.

I am a new-to-5E DM. I am trying to predict what the confrontation will play out like and to consider the best strategies for both parties. I would appreciate comments on whether my rules understanding and reasoning are sound.

The attacks of vampire spawn are claws (slashing or grapple, 1 or 2 attacks per turn) and bite (piercing plus necrotic; on an unwilling victim, the target must first be grappled to make an attack, 1 attack at most per turn). Of these, only the necrotic bite damage can harm the lycanthrope, since it has immunity to non-magical, non-silvered slashing and piercing. Thus the optimal strategy of the vampire spawn is to make claw attacks until one hits, choose to grapple rather than damage, and then attack with bite to cause necrotic damage. Once a spawn has established a grapple, it should cease making claw attacks and just make one bite per round (unless both hands may be used to establish separate grapples, see "here").

If the spawn starts its turn with no grapple in place, it has a 60% chance of a hit with its first attack, and will score on average (0.6)(7) = 4.2 with its bite, for an anticipated 2.52 points of necrotic damage. If it misses with the first claw, it has a 60% chance of a hit with its second claw, but then cannot bite that turn, and the lycanthrope then has a 50% chance of being able to break the grapple if it has a turn before the spawn’s next turn.

If the spawn starts its turn with a grapple in place, it has a 60% chance for a hit with its bite, for an average of 4.2 points of necrotic damage. Regardless of whether this attack hits or misses, there can be only one bite attack per turn (see "here" for whether it could benefit from a second grapple).

Thus, one on one, a vampire spawn is likely to take out a single lycanthrope in around ten rounds or so.

The lycanthrope has many options for forms and attacks, and all of them are capable of damaging the spawn except the curse of lycanthropy as the spawn is not a humanoid. Its optimal damage strategy is to use hybrid form for the increased movement and attack either with one sword and one missile, or with two swords. However, the average damage will be 5.5 per round, and the vampire spawn will be regenerating at least ten points per round and more if it hits with a bite. Furthermore, any time the lycanthrope starts its turn grappled it should spend its entire attack action to break the grapple, which will further reduce its damage output. Given this, in a one-on-one fight a lycanthrope is very unlikely to be able to take down a spawn, and even two or more lycanthropes on one spawn would be unlikely to win.

It seems like the lycanthrope’s best option is to assist the PC’s and encourage them to take out the spawn one at a time by concentrating attacks. If the lycanthropes cannot do this, they really should flee as they are clearly outmatched. If they can do this, possibly keeping themselves at a distance and attacking with missile fire might be appropriate, although it limits them to one attack per round. Alternatively, they could remain in melee and use the Help action to give PC’s advantage on attacks against the spawn.

Unbeknownst to the lycanthropes, they might receive assistance from a nearby NPC as well, although in the case of my party it is rather early for this reveal.

Finally, the lycanthropes have on hand several allied swarms, which is where I am most unsure of optimal action choices.

If the swarms start their turn with a lycanthrope grappled by a spawn but the lycanthrope going before the spawn, one swarm should ready an action to Help the lycanthrope on its turn, giving it advantage on escaping the grapple. Only one should do this since the lycanthrope cannot do better with having more Help on the same action.

If the swarms start their turn with a lycanthrope grappled but the the grappling spawn going before the lycanthrope (or the possibility that the spawn will go before the lycanthrope in the next round, if the swarm is the last of the three to go in the current round), at least one swarm should use its action to also attempt a grapple on the lycanthrope. The lycanthrope should choose to defend against the new grapple with Athletics rather than Acrobatics to give the swarm the best chance to succeed in the grapple (d20-2 > d20). If the grapple succeeds, the swarm should then move the lycanthrope out of reach of the spawn and thus end its grapple. If there are two or more swarms available per grappled lycanthrope, it is not clear to me whether one should Help the other to give it advantage on the attempt, or rather each one should try independently but successively.

If the swarms start their turn with no lycanthropes grappled, they should prepare readied actions to shove any lycanthropes who are grappled by a spawn out of the spawn’s reach as a reaction on the spawn’s turn, thus ending the spawn’s grapple before they have a chance to bite. Again, it is not clear to me whether multiple swarms should be attempting this independently or helping others that are. It would be less effective to shove the spawn (who have a better chance to resist) and it would be impossible to both grapple AND move the lycanthrope or the spawn as a readied reaction.

I would appreciate any comments on whether I have misunderstood the mechanics of this fight or that the overwhelming tactical goal of the spawn is to bite and that of the lycanthropes is to break spawn grapples before they can bite.

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