Can I benefit from more than one celerity effect in the same round?

  • Assuming I’m immune to daze (quick recovery feat let’s say)
  • I resist it after doing my standard action acquired via celerity that I just cast (at the end of my turn so using the swift action from next turn)
  • If I have a contingency(celerity) with the condition: If I resist the daze effect directly after using celerity and there’s still a threat around me: activate (or just if I resist the daze effect directly after casting celerity: activate if the threat criteria is too vague for the DM, could waste it this way but oh well it’s already OP as it is).

    • That would give me another standard action right?
  • The immediate action (swift action of next round) is casting the spell celerity (wich would had been used in advance with contingency) not having the actual benefit from it right (standard action)? and contingency(Celerity) should work Am-I right?

  • I know about contingent items with celerity loops, but is that
    really legal? I would ban this of course, but I guess I would allow two celerity benefits in one round if the contingency was well prepared in advance.

Can Nerveskitter be cast during a surprise round, let’s say directly when you are aware that you are being ambushed?

  • Let’s say my group is ambushed and no one is aware, the ennemies then have a surprise round against us.
  • As soon as I am aware of the attack (they could jump/charge in front of us, shoot an arrow AND hit someone (could be me), cast a spell and I could hear it with a very good listen roll etc.) can I cast Nerveskitter or is no action allowed at all?
  • Take note that in 3.5 Nerveskitter states:

    (…)Unlike other immediate actions, you can cast this spell while flat-footed(…)

So with all this info, if I was to have a contingency spell (Celerity) with the condition: Whenever I cast Nerveskitter: Activate.

What would happen? I would be able to act right away, then the rest of the surprise round would happen (let’s say I’m immune to daze or I resisted with the Quick Recovery feat) then what?:

  • Do I start first and I do not need to roll initiative?
  • I still need to roll for initiative?

RAW answers if possible (FAQ, 3.X, I would normally allow pathfinder as well but nerveskitter was nerfed in pathfinder)

A Smooth and Round Voronoi Mesh

I want the edges of a VoronoiMesh to be smooth and round. I have found the following code from this answer

arcgen[{p1_, p2_, p3_}, r_, n_] :=   Module[{dc = Normalize[p1 - p2] + Normalize[p3 - p2], cc, th},    cc = p2 + r dc/EuclideanDistance[dc, Projection[dc, p1 - p2]];   th = Sign[      Det[PadRight[{p1, p2, p3}, {3, 3}, 1]]] (\[Pi] -         VectorAngle[p3 - p2, p1 - p2])/(n - 1);   NestList[RotationTransform[th, cc],     p2 + Projection[cc - p2, p1 - p2], n - 1]] roundedPolygon[Polygon[pts_?MatrixQ], r_?NumericQ,    n : (_Integer?Positive) : 12] :=   Polygon[Flatten[    arcgen[#, r, n] & /@      Partition[If[TrueQ[First[pts] == Last[pts]], Most, Identity][pts],       3, 1, {2, -2}], 1]] 

Consider for example, the 3×3 hexagonal mesh (see this question for more details)

L1 = 3; L2 = 3; pts = Flatten[    Table[{3/2 i, Sqrt[3] j + Mod[i, 2] Sqrt[3]/2}, {i, L2 + 4}, {j,       L1 + 4}], 1]; mesh0 = VoronoiMesh[pts]; mesh1 = MeshRegion[MeshCoordinates[mesh0],     With[{a = PropertyValue[{mesh0, 2}, MeshCellMeasure]},      With[{m = 3}, Pick[MeshCells[mesh0, 2], UnitStep[a - m], 0]]]]; mesh = MeshRegion[MeshCoordinates[mesh1],    MeshCells[mesh1, {2, "Interior"}]] 

enter image description here

Using roundedPolygon defined above, I can get what I want with

Graphics[{Directive[LightBlue, EdgeForm[Gray], EdgeThickness -> .001],      roundedPolygon[#, 0.3]} & /@ MeshPrimitives[mesh, 2]] 

enter image description here

This looks good already, but I have the following questions:

  1. Is it possible to fill the gaps between cells automatically? I first thought about setting a Background colour on in Graphics that would match the edge colour. This, however, yields a box look that I want to avoid. I could also change the edge thickness, but this doesn’t seem to scale with the lattice size. Any idea how to solve this? The following picture illustrates these cases.

enter image description here

  1. Is it possible to scale the EdgeThickness with the mesh size?

  2. When I consider a square mesh, given, for example, by pts = Flatten[Table[{i, j}, {i, L2 + 2}, {j, L1 + 2}], 1] and mesh = MeshRegion[MeshCoordinates[mesh0], MeshCells[mesh0, {2, "Interior"}]]

enter image description here

roundedPolygon seems to fail, returning, among others, the error

enter image description here

Any idea how to solve this?

  1. Finally, I wonder if it’s possible to display the mesh as a mesh-type object and avoid using Graphics.

I don’t expect to get an answer to everything, but any ideas or suggestions are welcome.

What’s the maximum amount of lines from Sunbeam possible within a single round?

I noticed that sunbeam allows you to to create multiple lines within a single turn. What’s the maximum possible amount of sunbeam lines able to be created by a single caster within one turn?

For reference, the spell has a casting time of 1 action and states:

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.


  • Level 20 Character, any combination of multi-classing allowed
  • Only official material published by WOTC in book form is allowed. No Unearthed Arcana
  • Setup is allowed, including any magical items present in the Dungeon Master’s Guide or any other source-book. Items only present in campaign books are not allowed.
  • You may have 4 allies at level 20
  • Simulacrum is allowed

What’s the lowest level at which a PC can break through a hewn stone wall in 1 round?

This question asks how PCs can break a stone wall. Aside from the usage of disintigrate to immediately destroy a wall, it seems that a wall can be destroyed by reducing it’s HP to 0. Walls have a hardness which reduces the damage done to them.

What is the lowest level at which a player character can destroy a wall in 1 round? Magical and mundane means are both in scope, and any item which the character has access to. Limit items to the character’s level or lower.

Does each meta-x effect on a power or spell add a full round to the manifestation / casting time?

The PHB, page 88 states about meta feats that spontaneous usage of one meta feat increases the activation time to a full round action, or an additional full round action if the original effect takes longer than a standard action to activate.

If a second meta feat is used in conjunction with a single effect, does that add extra time beyond the first? Once the first meta feat is added, the effect has a longer activation time… so a second meta feat should possibly add an additional full round to the time….

The book does not seem to clearly state either way.

Round Robin (RR) versus Weighted Fair Queuing (WFQ)

I am trying to understand the difference between RR and WFQ. Both of them alternate between classes of packets. But WFQ uses a differential weightage technique. This is given in the book (Network Communication: Top Down Approach):

WFQ differs from round robin in that each class may receive a differential amount of service in any interval of time. Specifically, each class, i, is assigned a weight, wi. Under WFQ, during any interval of time during which there are class i packets to send, class i will then be guaranteed to receive a fraction of service equal to wi/(Σwj), where the sum in the denominator is taken over all classes that also have packets queued for transmission.

Somebody please explain the WFQ concept in a simple manner.


What’s the largest creature a swarm of stirges could kill in one round?

I have been working on the challenge of designing encounters that must be passed with other talents besides combat. One of those potential encounters is an area like a cave filled with hundreds of tiny, flying creatures like stirges.

To low level characters, such a swarm could require new solutions other than a single combat. A large number of these creatures could potentially attack in one round by swarming and covering every part of an enemy’s body.

It would be great to show the power and danger of this swarm by showing a big creature getting attacked by the swarm, drained and killed in just a round.

It would be nice if that scene fit the actual rules of the game.

Tiny creatures are described as taking up 2.5’x2.5′ on a battlemap. Four tiny creatures can fit into a single battlemap square. But this doesn’t address the opportunity of three dimensions made possible by flying and which creatures in the square get to attack. Additionally, some large or very large creatures have fewer hit points than others and so could more easily be taken down by the swarm of stirges.

What is the largest creature from the game that stirges could realistically kill (i.e. 50% chance or higher) in one round using the standard combat rules of the game and existing published creatures?

Can you use your action to interrupt another player action that was played in the same round?

I think the title is pretty straight forward, I’ll just add some context.

I play in a game when everyone play the way we want at our own turn : saying to another player what he should do is forbidden. Your turn = your action.

I think this is pretty fun and it add a lot of stress in difficult fights since we can’t coordinate ourselve on runtime but, sometime, someone make a mistake that could be avoided in a roleplay way.

So, is it possible to use our own action to interrupt another player action that was played earlier in the same round ?


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