In what ways can you adjudicate the game mechanics of the Ventriloquism spell?

The Ventriloquism spell (identical in both 3.5 & PFRPG 1e rules) is noted for having a rather generic text entry description that is devoid of any game mechanic uses. Unlike the easier-to-use visual figment illusion spells, this spell causes a lot of DM / Player debate on how it actually plays out on the tabletop due to its auditory-only manifestation.

I’d like some help in hearing how other tables use practical (and even clever) uses of the Ventriloquism spell to impact such game mechanics like rolling for initiative, effects on action economy, etc. In addition, I’m not aware of any beneficial game mechanics for "distracting an opponent" – such as the ventriloquist throwing her voice by yelling elf battle cries behind some angry orcs.

Thank you!


(To note: we fully understand the unique disbelief/interaction rules of auditory figment spells)

What ways are there to cast resurrection magic without paying material costs?

An example of a method which gives the party access to free resurrection magic is casting True Polymorph to become a Planetar. Planetars can cast Raise Dead 3/day without paying the material cost.

This is not a duplicate of Are there any spell casters that can cast life giving spells without 'expensive' components? because I believe there are more methods of getting access to free resurrection than simply being these spellcasters. Also, the methods by which players gain access to those spellcasters may not exist within the system and may need the story to provide them.

What ways exist for a party of adventurers to get access to free resurrection?

Ways to run net runners that doesn’t monopolize time?

We have started a cyberpunk red game and one of our party is a net runner. However we have found the game slows down while he is doing his thing. It doesn’t seem to be the players or DMs fault it is just the nature of the mechanics of hacking to allow us access to somewhere, get information out, turn off alarms or cameras or take control of the systems.

It can result in a 10-15 min break while the DM and Netrunner make all the various rolls and decisions. If there are 3-4 hacking attempts in a session this can eat up slot of time. It isn’t just us that feel this the DM and Netrunner are also conscious of the fact.

Is there a way to streamline this at all? Our netrunner has suggested writing an app linked to roll 20 that the DM can use to set up hacking challenges so the net runner can then sit and do it by himself while the DM carries on with the rest of us. But are there any suggested mechanics or ways to speed up net running?

What ways are there to securely connect different sites/branches?

I’m somewhat new to the field, but I have been tasked with coming up with the best way to connect remote customer sites to our two main offices. The data sent across from the customer to the main offices contains sensitive information and needs to be protected adequately.

From what I’ve gathered, VPN connections would be one of the traditional ways of doing this, but I’m not sure about what topology would fit best, mesh or hub-and-spoke. There are probably a lot of things you can do with cloud computing too, and if you guys have any ideas that would be great.

I’m sure there are several more ways of transferring data securely and I would appreciate every single bit of advice!

Are there ways to let a sufficiently high Acrobatics(Jump) roll exceed ones Max movement?

I’m building a L9 Tier 3 mythic character in a Pathfinder game (with a DM who accepts a lot of 3pp, including Drop Dead Games / Spheres of Power & Might, which I’m using heavily).

Between abilities and items, I could easily have a 200+ foot jump…except that jump is limited to my max walking speed.

Do you know of any items / feats / abilities (1st or 3rd party) that allow one to jump further than their speed, in a single Move action? (Spheres of Might has the absurd Dragoon leap, but it’s only as a Full Round action.)

2 Super Easy Ways To Save Money On Paid Captcha Services When Using GSA Search Engine Ranker

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Number of ways to decompose a graph into two trees

Is there an efficient algorithm to count how many ways there are to decompose a given finite simple undirected connected graph $ G = (V, E)$ into the union of two trees $ T_1 = (V_1, E_1)$ and $ T_2 = (V_2, E_2)$ that are not necessarily edge-disjoint? By union I mean $ V = V_1 \cup V_2$ and $ E = E_1 \cup E_2$ . My initial thoughts:

  1. $ V_1$ and $ V_2$ cannot be disjoint, so each $ |V_i| > |V|/2$ .
  2. $ |V_1| + |V_2| \geq |E| + 2$ because $ E_1 \cup E_2 = E$ and $ |E_i| = |V_i| – 1$ .
  3. If $ G$ is a tree then we are counting the number of ways to write $ V = V_1\cup V_2$ where $ V_1$ and $ V_2$ are not disjoint. This can be presumably calculated analytically.