unity – Character controller falling with positive speed

I’m having very weird problems with my player’s vertical movement. I’m using a Character Controller component with a capsule collider and no rigidbody. For testing purposes, I’ve ended reducing my jump script to just this line:

    owner.CharacterController.Move(new Vector3(0, 0.01f, 0));

When executing this script, the player should just fly upwards at a constant speed, right? Well, what ends up happening is that the player starts jumping in place repeatedly. The jumps are smooth, as if the movement was being affected by gravity. I thought that the standard Character Controller doesn’t handle gravity automatically and you have to do it yourself, so I can’t understand what’s going on here. There is no other code affecting the player, if I comment that line it just rests in place. If I try a different direction (like (0.01f, 0, 0)) the player moves in a straight line in the provided direction as expected. But when moving vertically, weird stuff happens :S

dnd 5e – What happens if a character takes the Thief of Five Fates invocation, but doesn’t have Warlock spell slots?

The text of the Eldritch Invocation is pretty clear…you can cast bane using a Warlock Spell Slot.

If you don’t have Warlock Spell Slots, you cannot cast it. This same rule applies to a multi-classed Warlock: they have to use a Warlock spell slot for this, they can’t use a normal spell slot that they acquired from, say, Multi-classing Sorcerer.

The language used across these Eldritch Invocations is very consistent. If it was intended that you could cast these spells using some other Spell Slot, then it wouldn’t specify that you had to use a Warlock Spell Slot. It would instead say something like…

You can cast bane once using a spell slot.

But it doesn’t. It would have been very easy for them to leave the specificity out, and they did not. Thus it’s a safe bet that this is intentional.

This is supported by an interview with Jeremy Crawford (lead rules designer for WotC), found here. To transcribe…

Bart Carrol: “So, for example, if it requires a warlock spell slot, then in that case it would require a warlock to be able to use it?”

J. Crawford: “What this feat is saying, is that it doesn’t matter what the prerequisite is. If an Invocation has a prerequisite of any kind, only a Warlock can take it”

While not a definitive ruling (as it’s just an interview, not a formal Sage Advice post), and is using Crawford’s usual circuitious language…I find this to be fairly strong support. Crawford appears to consider “you need a Warlock Spell Slot to cast this” to be a prerequisite.

cortex prime – Can a player character avoid dying as long as they still have Plot Points?

I’ve read Cortex Prime and now I’m wondering whether a PC could die. The rule said that “you can spend a PP to avoid being taken out of the scene” (which I translate as dying).

Does this mean that as long as a player still has PP, they can’t die if they don’t wish so?

unity c++ How can i do a “Crouch” with only a Character Controller with no rigidbody?

I was following Bracky’s fps tutorial but he didn’t add crouching as an option. I took a stab at it but came up empty handed. Here is my script for player movement.

public class PlayerMovment : MonoBehaviour
{
public CharacterController controller;

public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3f;

public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;

Vector3 velocity;
bool isGrounded;

// Update is called once per frame
void Update()
{
    isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

    if(isGrounded && velocity.y < 0)
    {
        velocity.y = -2f;
    }

    float x = Input.GetAxis("Horizontal");
    float z = Input.GetAxis("Vertical");

    Vector3 move = transform.right * x + transform.forward * z;

    controller.Move(move * speed * Time.deltaTime);

    if(Input.GetButtonDown("Jump") && isGrounded)
    {
        velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
    }

    velocity.y += gravity * Time.deltaTime;

    controller.Move(velocity * Time.deltaTime);
}

And also have a separate script for mouselook, here that is aswell.

public class Mouselook : MonoBehaviour
{

public float mouseSensitivity = 100f;

public Transform playerBody;

float xRotation = 0f;

// Start is called before the first frame update
void Start()
{
    Cursor.lockState = CursorLockMode.Locked;
}

// Update is called once per frame
void Update()
{
    float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
    float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;

    xRotation -= mouseY;
    xRotation = Mathf.Clamp(xRotation, -90f, 90f);

    transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
    playerBody.Rotate(Vector3.up * mouseX);
}

}

How would I go about adding one without adding a rigidbody or changing my script fully to follow other tutorials? Thank you!

dnd 5e – Does the 3rd benefit of the (UA) Fizban’s Platinum Shield spell stack with Evasion, so that the character only takes 1/4 damage on a failed Dex save?

The new UA, Unearthed Arcana: Draconic Options, introduces a 6th-level spell called Fizban’s platinum shield that can be cast on a creature within 60 feet of the caster, granting them a few benefits. The description of the final benefit reads as follows:

  • If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

This has the same effect as the Evasion feature of a Monk or Rogue (or Hunter ranger, maybe).

Since this spell benefit and Evasion have the same effect but different names from different sources, would they stack with each other?
For instance, in the case of a 7th-level monk failing a Dex save against the fireball spell while under the effect of this spell, would they take a quarter damage?

character creation – How to Build a 3.5e Gnoll Pugilist

Sherlock Gnolmes

(OK, yes, that pun sounds as much like a riff on “gnome” as it does “gnoll,” sue me. I didn’t name them and it’s past midnight.)

So a gnoll gets +4 Strength, +2 Con, −2 Int, and −2 Cha, 2 RHD, and LA +1. Aside from these things, its only racial trait is darkvision out to 60 feet.

This is, to put it mildly, really bad. LA is near-crippling, and monstrous humanoid hit dice are pretty mediocre. Also, Strength is a somewhat difficult score to capitalize on, particularly as a pugilist.

Ultimately, the pugilist fighter is alright, but only that, in my opinion. Since you are at BAB +1¾ to begin with as a gnoll, the difference between fighter BAB and, say, monk BAB is largely academic. The free Endurance feat is basically worthless to you, and the pugilist special ability options are mediocre.¹

Monk, of course, isn’t really a lot better. The unarmed strike damage is a bit better, but nothing to write home about. Your bonus feat options are more limited, but there may be some interesting options you couldn’t otherwise take. You could go the unarmored route, but unless your Wisdom is rather good, regular armor is probably better.

On the other hand… you don’t have a Wisdom penalty. In fact, since you have large bonuses to Strength and Constitution, you can probably afford to have a rather good Wisdom score. We could maybe roll with that. Monk, of course, exists and is relevant to fisticuffs, but it’s more important in my mind because of psionics. Ardent, psychic warrior, and war mind all have valuable possibilities here for you. (Ardent is from Complete Psionic; the others are from Expanded Psionics Handbook and are thus available in the SRD.)

All three psionic classes benefit from three facts:

  • They are Wisdom-based, which is the one mental ability score you don’t have a penalty to.
  • They have access to some powerful combat abilities in the form of expansion, hustle, psionic lion’s charge, reach,² and so on.
  • Tashalatora exists.

And, frankly, it seems really fitting for your theme: these are pugilists with class, pugilists who fight you with their focused attention to the details of the battle and intense control over their own bodies and minds. They fight, in a sense, in much the way Sherlock Holmes is often portrayed (though I wouldn’t expect this character to have Holmes’s deductive brilliance with that −2 Int and every reason to dump the ability as hard as they possibly can).

If you have Monastic Training from Eberron Campaign Setting applied to a psionic class, you can take Tashalatora from Secrets of Sarlona. Tashalatora allows that psionic class to progress just about everything worthwhile about the monk class (unarmed strike damage, fast movement, flurry of blows, and AC bonus). Monastic Training can be gained as your 1st-level monk bonus feat, and Tashalatora as a 2nd-level monk bonus feat, but you can take them as regular feats and neither feat requires levels in monk (or, for that matter, the psionic class you choose, which can be useful since it means you could take those feats early on before you actually have those classes, e.g. for the feats you get from your RHD or whatever).

Ask your DM before doing Tashalatora with zero monk levels, but we can work with one or two monk levels in this build. This works out thanks to Practiced Manifester from Complete Psionic, which allows us to “make up” up to 4 missed manifester levels, say from 2 RHD and 2 monk levels (sadly, Practiced Manifester cannot help your level adjustment problem, since it’s capped by your Hit Dice rather than your ECL).

So I think that Monastic Training, Tashalatora, and Practiced Manifester should be considered a must for this character, no matter what.

Another likely key feat here is Hammer Fist from Dragon Compendium—that lets you use an unarmed strike as a “two handed” weapon, which will put your big Strength to good use, and also enables the use of Power Attack (and could lead into solid übercharger feats like Shock Trooper from Complete Warrior and/or Leap Attack from Complete Adventurer). That will apply no matter what route you go down.

Annoyingly, Hammer Fist cannot be used with “a flurry of blows attack.” If that just means it doesn’t apply to the bonus attacks during a flurry of blows, that’s fair enough, but if it means that you can’t use it at all during a flurry of blows, you are going to have to pick between Hammer Fist and flurry of blows. It may therefore be worthwhile to take the decisive strike alternative class feature from Player’s Handbook II. You won’t always want to use it, but it’s a pretty decent option and it’s definitely better than a flurry of blows you can’t really use. If you go that route, it is very worthwhile to get Combat Reflexes and have a decent-ish Dexterity score, though honestly those were always strong choices no matter what you do.

As for those routes, here’s what I see:

Ardent: greatest psionic power, maybe least fisticuffs.

You can actually get 9th-level powers as an ardent, which is astounding. Ardents are very forgiving of multiclassing, which is very nice since you have effectively multiclassed simply by being a gnoll. You will have a lot fewer feats available, however, as you will not be getting bonus feats, and you will probably want to take Expanded Knowledge at least once for expansion.

Ultimately, this is a fine trade. Psionics is stronger than fisticuffs, even when the psionics is focused on making you better at fisticuffs. Probably you just want to be a gnoll 2nd-level monk/17th-level ardent for this build, grabbing Monastic Training and Tashalatora as monk bonus feats.

If you really want to improve your combat prowess, you might drop a level of monk, take Tashalatora as a regular feat, and then also take Track as a regular feat—so you replace that level of monk and 9 levels of ardent with slayer. That will be sufficient—at 19th—to reach BAB +16 and achieve that fourth iterative. If you do that, choose slayer rather than ardent for Monastic Training, since you’ll have more slayer levels than ardent levels. On the other hand, you give up a fair few levels of monk progression by splitting your psionic classes, plus you give up two feats between losing the Tashalatora bonus feat and having to take Track, and you can’t get the excellent dominant ideal alternative class feature from Mind’s Eye. This build probably doesn’t use a lot of metamagic, so dominant ideal isn’t as good as it would otherwise be, but it’s still quite strong.

Psychic warrior or war mind: more straightforward warrior

Psychic warrior gets both bonus fighter (or psionic) feats, and psionic powers, including native access to expansion, hustle, and more. It really is a quite strong class—but RHD, LA, and a dip in monk hurt. Particularly since psychic warrior gets a bunch of bonus feats, it’s a really strong candidate for trying to push for a zero-monk-level Tashalatora build.

War mind is a weird prestige class that gets full BAB and a small number of psychic warrior powers. Because of the lost levels due to RHD, LA, and any monk levels you take, the war mind actually has more power points than the psychic warrior (except at 20th), which is a pretty big deal. War mind also gets the excellent sweeping strikes feature, which allows every attack you make to hit two targets. On the other hand, you don’t get bonus feats, and you have to qualify for the class by getting some power points somewhere—probably needing a dip in psychic warrior anyway. That allows you to get at least a couple of bonus feats, which is probably enough.

Of the two, I like the war mind better, personally. Build both with your standard Power Attack, Shock Trooper, Leap Attack feats, grabbing expansion, hustle, psionic lion’s charge to pump yourself up.

Mindcrasher: Because we really want to have our cake and eat it, too

Really, to take advantage of that big Strength, you probably would be best off going with dungeoncrasher fighter from Dungeonscape. But for LA +1, a dungeoncrasher really wants goliath or half-minotaur, not gnoll, so they can take Knockback from Races of Stone. A half-minotaur dungeoncrasher/war hulk is terrifying. As a gnoll… not so much.

But say you really liked pugilist, and your DM was cool with a pugilist dungeoncrasher (dungeoncrasher replaces the 2nd-level and 6th-level fighter bonus feats, so it’s trivial to have it just replace the 2nd-level and 6th-level pugilist bonus feats), but this psionic stuff sounds pretty good too, and you really wish you could just do all of it. Well… OK then.

ECL Class Special Feats
1st LA
2nd RHD Darkvision 60’ Power Attack
3rd RHD
4th Monk Decisive strike, Monastic Training Wild Talent
5th Pugilist Endurance, Improved Bull Rush
6th Pugilist Dungeoncrash (4d6 + 2×Str)
7th War Mind Expansion Knockback
8th Pugilist
9th Pugilist Combat Reflexes
10th Pugilist Hammer Fist
11th Pugilist Dungeoncrash (8d6 + 3×Str)
12th War Mind (1st-level psy war power)
13th War Mind DR 1/– Practiced Manifester
14th War Mind Hustle
15th War Mind Sweeping strike
16th War Mind DR 2/–, reach² Tashalatora
17th War Mind
18th War Mind (4th-level psy war power)
19th War Mind DR 3/– (feat)
20th War Mind (5th-level psy war power)

So what this does is combine decisive strike, sweeping strike, dungeoncrasher, and Knockback. Your attacks deal double damage, and each hits two targets at a time. And then you get to bull rush both of those targets, and if you bull rush them into a wall, you do 8d6 + 3×Str damage to them—and that arguably gets doubled too. You can only attack once per turn (twice at 20th), and you need to use hustle to reposition which is pricey on your limited power points, but you also have Combat Reflexes, expansion, and reach—you threaten a lot of the playing field, and every one of your attacks of opportunity threaten the same doubled damage, bull rush, potential massive damage for hitting someone into a wall that your regular attack does.

In an open field, you hit kind of hard. In a dungeon, you’re absolutely terrifying. It may be worth trying to come up with some way of casting blockade from Spell Compendium, though I leave figuring out how to fit that into this build as an exercise for the reader.


  1. Barring cheesing around shake it off, which I presume isn’t what you’re here for. For example, an undead pugilist would be immune to damage with that ability, which is obviously absurd (and equally-obviously, not likely to fly at any actual table). You can do some neat things with shake it off by, say, multiclassing with crusader, but that’s moving away from the concept of a pugilist.

  2. Reach is a 2nd-level power from this Mind’s Eye article. Complete Psionic has a similar power, extend reach, but its duration is much shorter and it applies only to one weapon. Note that at this level, a war mind is eligible to take a 3rd-level power—but reach might be the better option.

bash – Regex (ERE) How to exclude some character combination

I’m trying to update nanorc syntax highlighting.
I would like to highlight hostnames and separately filenames. I would like to exclude matches if hostname starts with “db.” or “nm.”. Nanorc Syntax highlight doesn’t support look ahead or look behind. So for example I would like to match:
example.com sub.example.com sub.mail.example.us
and not match:
db.example.com, nm.sub.example.com, db.sub.mail.example.com

I use following regex

color purple "((a-z)(a-z0-9-)+.)?(a-z)(a-z0-9-)+.(a-z)(a-z0-9-){0,2}(.)?"

which would match any of the above options.
I tried several others but no luck like:

color purple "(^db.|^nm.)?((a-z)(a-z0-9-)+.)?(a-z)(a-z0-9-)+.(a-z)(a-z0-9-){0,2}(.)?"
color purple "((^db.)|(^nm.)|(a-z)(a-z0-9-)+.)?(a-z)(a-z0-9-)+.(a-z)(a-z0-9-){0,2}(.)?"

Can this be done without Look ahead/behind? I know I can recolor if I put statements for filenames after, but then I can’t exclude anything from filename statement.
Thanks

reference request – Different ways of defining the Chern character of a complex

Consider a finite complex $E$ of (holomorphic) vector bundles on a (complex) manifold $X$, i.e, the complex is of the form
$$
0 to E_N to E_{N-1} to dots to {E_0} to 0,
$$

where the bundles are equipped with connections $D_i$. By K-theory, one may consider the complex $E$ as the alternating sum $sum_i (-1)^i (E_i)$, and it is then natural to define the Chern character (as a form) as $ch(E,D) := sum_{i=0}^N (-1)^i ch(E_i,D_i)$, and the Chern form as $c(E,D) := prod_{i=0}^N c(E_i,D_i)^{(-1)^i}$, where $ch(E_i,D)$ and $c(E_i,D)$ denote the Chern character and Chern form of $(E_i,D_i)$.

Alternatively, for a fixed $k$, one may express the Chern character as a polynomial in the Chern forms, $ch_k = S_k(c_1,dots,c_k)/k!$, where $S_k$ is the polynomial which expresses the Newton polynomials in terms of the elementary symmetric polynomials, i.e., what is sometimes called the Hirzebruch-Newton polynomial. For example, $S_1(t_1)=t_1$, $S_2(t_1,t_2)=t_1^2-2t_2$ etc. With the help of the polynomials $S_k$ above, one could alternatively define a Chern character of $E$ by
$widetilde{ch}_k(E,D)=S_k(c_1(E,D),dots,c_k(E,D))/k!$.

I have only found mentioned in passing or implicitly that these definitions coincide, i.e., $ch_k(E,D) = widetilde{ch}_k(E,D)$, but not any precise argument. Does anyone know of a convenient reference or proof of this fact?

dnd 5e – Statistically, when is wielding a Large weapon worth it for a Medium-sized character?

When you already have Disadvantage anyway

It doesn’t stack with itself, so if you have Disadvantage, you get a free bonus to your damage if you happen to have an oversized weapon.

When your target has truly abysmal AC

I’m talking “below 10” levels of AC, where you are almost guaranteed to hit anyway. Double chance of rolling a 1 is still just around 1 in 10 with two dice, so the extra damage will compensate.

So basically, whacking oozes and funghi.

So basically, don’t.

Other than that, having Disadvantage is bad. You really don’t want to give it to yourself, it’s no fun and mathematically very bad for you. It reduces a 50% to hit to a 25% to hit, that’s cutting your damage in half, which an extra die simply can’t compensate for (due to static bonuses).

I ran some quick numbers, and assuming that with a normal weapon you get half your damage from the roll an half from static bonuses (ie; a Str 18 raging Barbarian with a Greataxe or something) then you need to have a 70% chance to hit (6+) or better for this to be worthwhile on a normal hit.

If you have Advantage on the attack that you’re throwing out for a bigger weapon, you need to have an 85% chance to hit (3+) for it to be worthwhile.

And that’s assuming half your damage is from the roll. As you rise in level, that becomes less as your static bonuses increase, which means that as you rise in skill, this approach becomes worse.

It’s also not taking into account the damage lost from critical hits (which you will almost never score) and the lost utility from additional critical boosting effects (which Barbarians do get)

So this is most effective at very low levels, where you’re unlikely to get your hands on such a strange weapon, and never worth it at high levels, where a regular weapon is better. Plus, it only really shines in situations where you’re already disadvantaged anyway, which is the exact situation you don’t want to be in.

I wouldn’t recommend this to anyone.