dnd 5th – Does the Level 6 Barbarian Moose Totem Affect Ground Vehicle Travel?

I am looking at the Elk Totems level for my next level of Barbarian. Currently, most of our travel time is on foot, but our Noble Half-Elf Ranger wants to get a horse-drawn carriage. Could the car's travel speed be doubled? Since walking and walking are covered by this capability, it would make sense for land vehicles to be covered as well. Water and magic vehicles do not be affected.

Coastal Adventurer's Guide to the Sword, p. 122:

Elk. Mounted or on foot, your travel pace is doubled, just like
the travel pace of up to 10 companions while they are within 60 feet of
you and you are not incapacitated (see Chapter 8 in the
Manual for more information on the pace of movement). The elk spirit helps
you walk far and fast.

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can you use a simple hand pump to add air to your vehicle tires? (talking about a simple bicycle pump)?

Don't have free air inflation equipment at gas stations? Why else would you need to use a bicycle pump? Ridiculous.

What you need to do is check the air pressure in the tires fairly regularly, and when refueling is ideal. Besides the convenience, the gas station air equipment will have a pressure gauge so that you can check the pressure you have. For most cars, the front tires should maintain higher pressure than the rear, due to more weight on the front tires.

In winter, the air is colder. So when your tires are cold, the air pressure will drop during the warmer months. In addition, the roads will not be hot, so you must really respect the pressures recommended when it is cold.

It is absolutely correct to operate the tires at pressures higher than those recommended, the tires are marked with a maximum inflation pressure. But don't overdo the recommended pressures by more than maybe 4-5 PSI, or hot roads could push the pressures excessively.

pr.probability – What is the PDF of \$ frac {1} {n} sum_ {k = 1} ^ {n} {| h_k | exp left (j theta_k right)} \$ with \$ h_k \$ be a recreational vehicle Nakagami?

Given the following function of random variables

$$g = frac {1} {n} sum_ {k = 1} ^ {n} {| h_k | exp left (j theta_k right)},$$
or $$h_1, cdots, h_n$$ are i.i.d. random variables following the distribution of Nakagami and $$theta_1, cdots, theta_n$$ are i.i.d. random variables with probability density function (PDF) given by $$frac {1} {2 pi}$$ ($$c is$$, the uniform distribution). In addition, we assume that $$h_k$$ and $$theta_k$$ are independent for all values ​​of $$k$$.

What would be the PDF of $$g$$ for the little ones $$n$$ ($$for example$$, n = 2) and for the case where $$n gg 1$$?

This problem stems from the study of wireless communication channels and is of great importance to the research community.

unreal 4 – What causes the rotation of the car in the Vehicle Advanced template?

If you start a project with the Vehicle Advanced model, move the car up and press play, the car will turn to the front when it will fall. As far as I know, most elements of Unreal Engine will keep a given orientation as and when they fall. This is also true for the car in the standard vehicle model.

What makes Vehicle Advanced behave this way? And is there a way to stop this behavior?

physics – ray launch vehicle – gravity / mass form and center

I use btBoxShape as a collision form for a rigid chassis body (raycast vehicle). An initial position of the vehicle is defined by btDefaultMotionState when creating the chassis rigid body (a vehicle falls from an initial height – btVector3 (0, 5, 0)). I would like to use btCompoundShape to lower the center of gravity / mass of the vehicle. This is possible? I create a compound shape and add a frame shape as a child shape:

``````compound->addChildShape(localTransform, chassisShape);
``````

Then, a compound form is used when creating a rigid body instead of a chassis form and btDefaultMotionState is defined as a precedent. I wonder how to define a local transformation for the compound form?

When I use btVector (0, -1, 0) for localTransform, I get the following result when a vehicle falls from an initial height. It looks like I'm doing something wrong.

5th dnd – Should a warring envoy choose a specific vehicle?

I do not agree with your statement

On page 154 of the Player's Handbook, "Vehicles (land or river)" is listed as a type of tool.

The note on the table is indicated in the footnote to go to the Mounts and Vehicles section, so it clearly indicates that for these skills, you need to look elsewhere. It is not a single skill, but a category, such as Game play or Music instrument.

You need to move to the appropriate section and choose a specific vehicle that matches your skills as an integrated tool (and of course, erase it with your DM because you are doing something rather awkward). You can not choose a new tool each time you use the capacity, nor can you choose a new set of Craftsmen tools every time you take them out.

Of course, this is only based on the Wayfinder Guide warrior. If you wait a few weeks, the official Eberron book will appear and it is highly likely that war fighters will no longer be able to have integrated vehicles at all.

Specific questions

1. Are there any mechanics for custom vehicles in Paizo Scout rules?

2. Are there medium or smaller vehicles at Paizo? Scout rules?

3. Are there any better rules for driving / driving outside Ultimate Combat?

4. Are there mechanisms to disguise a vehicle / object that would make sharing one disguise with another explicitly obey other rules or potentially invalid?

I am looking for advice on how to further align the craft vehicle below on the mechanics and rules contained in official documents. I give too much detail (probably) in the hope that it helps to solve the problems that I did not explicitly ask for.

Recognize the other Scout the vehicle's nets have been beneficial.

• The rules on harmful vehicles have been discussed here.
• Additional vehicles related to the high seas have been discussed here.
• Some 3.5th details of the vehicle have been brought here.

All three were insightful, although they did not answer my questions above.

A vehicle of unusual size (and design)

I try to answer my own rules question the best I can, but I want help to make sure everything is fine.

I'm specifically trying to make a vehicle that inserts into a square and is of average size.

Any vehicle that occupies 2 or more squares is already covered by the rules. Nothing goes in average. The rules also provide details on how a vehicle can be modified and the statistics to follow, but do not explicitly specify how the mechanisms could be combined. Here is my best attempt to achieve all these details.

Since something occupying 1 square is usually of medium size or smaller, I treat a 1-car vehicle as being of medium size. I would like that there is explicitly a Medium vehicle to refer to in the rules, but I have not seen one.

But why?

I've designed a vehicle inspired by three goblins who try to slip into a trench coat. You can judge me.

The base cost is assumed to be 250 gp, based on the costs incorporated into other vehicles for similar functionality, including Smuggler's medium-efficiency wagon. I would like something more reliable as a measure. There was no way to be sure that it was entirely correct.

The upgraded version I've included has a doubled cost based on a high concealment smuggler vehicle. The upgraded vehicle is also made from Mithral, ​​and its cost is based on the cost of +9,000 gp for heavy armor. There were no statistics of "weight" on vehicles to do it per pound.

Another rule of interest: the propulsion of creatures can be in a team. I found no other rule referring to the concept of teams, to check its effectiveness to push a vehicle.

Medium land vehicle

Squares 1 (5 feet by 5 feet, 6 feet high); Cost 250 gp (basic), 9,500 gp (improved)

Defense

AC ten; Hardness 0 (base), AC ten; Hardness 15 (improved)

(The basic AC power is based on size and does not take into account the driver's skills Hardness is inherited from the material.)

hp 15 (7) (base), 30 (14) (enhanced) (Determined by size and material)

Base Save 0 (This bonus was entirely random in the samples, so I left it alone)

Defensive abilities bouncing, disguised?, compact

Offense

Maximum speed 60 feet (muscle); Acceleration 15 feet (muscle)
(When examining existing vehicles, all vehicles pushed with a crew or more dedicated to moving by square of 1 had these statistics)

CMB 0; CMD ten (This is based on the size of the vehicle)

The description

This seems to be a medium-sized humanoid shaped like a loose barrel,
covered with a long dress and a broad-brimmed hat that obscures
from top to bottom of the view. The improved versions are more
humanoid convincingly but both versions are moving abnormally as if
long on wheels and small sets of feet. Creatures inside the people
The combination benefits from either full coverage (the crew) or cover (the driver).

Propulsion muscle (pushed; 2 small creature)

Driving control Occupation (driver)

Facing the front The last direction of the vehicle

Driving device a single lever combined with leaning to tilt the vehicle

Driving Space the upper deck of space; the lever extends across all decks

Crew 2

The bridges 3

Bounce (Ex) The person suit is built to be elastic and easy
maneuvering, which deprives it of the strength and impact of a standard
vehicle. The combination of people is treated as a creature if it is impacted by
another vehicle and can not perform maneuvers. The suit of person
can be targeted by any maneuver that forces the movement as it's one of a kind
creature, and accelerates or decelerates according to the movement
inflicted in the chosen direction.

Disguised? (Ex): The costume-person is not all that it seems, and this
gives him certain advantages. The combination of people can be used as part of a
Medium size costume for the driver, canceling the size penalty on the
check. The combination of people may also attempt stealth checks, using the
stealthy skill of the driver. Whenever the person agrees moves, everyone
nearby receives a +10 at the perception to overcome the disguise or
stealthy check. This bonus is reduced to +5 for the upgraded version.

Compact (Ex): The combination of people is designed for three small
creatures in conditions at the narrow. A medium or larger creature can not
fit inside this vehicle to use it. If a creature inside the
vehicle suddenly increases in size, the vehicle falls apart and overturns
the crew and the pilot in a line of three spaces. It takes ten minutes to
reassemble the vehicle if it should happen.

Armed (Ex): The combination of people has two arm-shaped appendages that can
be equipped with a one-handed melee weapon and a shield, or two
one-handed melee weapons. If a shield is given, the shield bonuses
apply to the vehicle. If one or more weapons are awarded, a special attack
The maneuver can be attempted by the driver as a standard action. All
adjacent creatures of medium size or larger need to perform a reflex backup against
(10 + 1/2 Profession (driver) class + Wis) or take damage from all
weapons held. Weapon upgrades do not increase the CD of this
attack, but applies to all damage dealt.

About Face (Ex): The driver can change the face of the vehicle
in turn as part of a accelerate check. It does not change
the direction in which the vehicle was moving previously, and
try to accelerate in the opposite direction of the pursuit
the movement is treated like a slow down check. Because of the unorthodox
how a costume can rotate and change the direction of the
body, he gets +4 to AC against the opportunity attacks triggered by
movement.

Specific questions

1. Are there mechanisms for custom vehicles in the paizo rules?

2. Are there vehicles of average size or inferior in the rules of paizo?

3. Are there any better rules for driving / driving outside Ultimate Combat?

4. Are there mechanisms to disguise a vehicle / object that would make sharing one disguise with another explicitly obey other rules or potentially invalid?

I am looking for advice on how to further align the craft vehicle below on the mechanics and rules contained in official documents. I give too much detail (probably) in the hope that it helps to solve the problems that I did not explicitly ask for.

Recognizing the other threads of the Pathfinder vehicle, reading me was beneficial.

The rules on harmful vehicles have been discussed here.
Additional vehicles related to the high seas have been discussed here.
Some 3.5th details of the vehicle have been brought here.

All three were insightful, although they did not answer my questions above.

A vehicle of unusual size (and design)

I try to answer my own rules question the best I can, but I want help to make sure everything is fine.

I'm specifically trying to make a vehicle that inserts into a square and is of average size.

Any vehicle that occupies 2 or more squares is already covered by the rules. Nothing goes in average. The rules also provide details on how a vehicle can be modified and the statistics to follow, but do not explicitly specify how the mechanisms could be combined. Here is my best attempt to achieve all these details.

Since something occupying 1 square is usually of medium size or smaller, I treat a 1-car vehicle as being of medium size. I would like that there is explicitly a Medium vehicle to refer to in the rules, but I have not seen one.

But why?

I've designed a vehicle inspired by three goblins who try to slip into a trench coat. You can judge me.

The base cost is assumed to be 250 gp, based on the costs incorporated into other vehicles for similar functionality, including Smuggler's medium-efficiency wagon. I would like something more reliable as a measure. There was no way to be sure that it was entirely correct.

The upgraded version I've included has a doubled cost based on a high concealment smuggler vehicle. The upgraded vehicle is also made from Mithral, ​​and its cost is based on the cost of +9,000 gp for heavy armor. There were no statistics of "weight" on vehicles to do it per pound.

Another rule of interest: the propulsion of creatures can be in a team. I found no other rule referring to the concept of teams, to check its effectiveness to push a vehicle.

Medium land vehicle

Squares 1 (5 feet by 5 feet, 6 feet high); Cost 250 gp (basic), 9,500 gp (improved)

Defense

AC ten; Hardness 0 (base), AC ten; Hardness 15 (improved)

(The basic AC power is based on size and does not take into account the driver's skills Hardness is inherited from the material.)

hp 15 (7) (base), 30 (14) (enhanced) (Determined by size and material)

Base Save 0 (This bonus was entirely random in the samples, so I left it alone)

Defensive abilities bouncing, disguised?, compact

Offense

Maximum speed 60 feet (muscle); Acceleration 15 feet (muscle)
(When examining existing vehicles, all vehicles pushed with a crew or more dedicated to moving by square of 1 had these statistics)

CMB 0; CMD ten (This is based on the size of the vehicle)

The description

It appears to be a medium-sized humanoid, shaped like a loose barrel, covered with a long dress and a broad-brimmed hat that obscures them from top to bottom. The improved versions are more humanoid convincingly, but both versions move abnormally as if they were rolling on wheels and small sets of feet. The creatures inside the combination gain either full coverage (the crew) or a blanket (the driver).

Propulsion muscle (pushed; 2 small creature)

Driving control Occupation (driver)

Facing the front The last direction of the vehicle

Driving device a single lever combined with leaning to tilt the vehicle

Driving Space the upper deck of space; the lever extends across all decks

Crew 2

The bridges 3

Bounce (Ex) The combination of people is designed to be elastic and easy to maneuver, which deprives it of the strength and impact of a standard vehicle. The combination of people is treated as a creature if it is touched by another vehicle and can not perform vehicle maneuvers. The combination of people can be targeted by any maneuver that forces the movement as if it were a creature and that accelerates or decelerates according to the movement inflicted in the chosen direction.

Disguised? (Ex): The suit is not everything, it seems, and this gives it some advantages. The combination of people can be used as part of an average size disguise for the driver, thus canceling the size penalty on the check. The combination of people may also attempt stealth checks, using the stealthy skill of the driver. Whenever the person agrees moves, everyone nearby gets a +10 to the perception to overcome the disguise or stealth test. This bonus is reduced to +5 for the upgraded version.

Compact (Ex): The combination of people is designed for three small creatures in cramped conditions. A medium-sized or larger creature can not fit inside this vehicle to use it. If a creature inside the vehicle suddenly increases in size, the vehicle disintegrates and frees the crew and the driver in a three-seater line. If this happens, it takes ten minutes to reassemble the vehicle.

Armed (Ex): The character combination has two arm-shaped appendages that can be equipped with a one-handed melee weapon and a shield, or two one-handed melee weapons. If a shield is awarded, the shield bonuses apply to the vehicle. If one or more weapons are awarded, the driver may attempt a special attack maneuver as a standard action. All adjacent creatures of medium size or larger must perform reflex backup against (ranks 10 + 1/2 Profession (driver) + Wis) or take damage from all weapons held. The weapon upgrades do not increase the CD of this attack, but apply to all damage dealt.

About Face (Ex): The driver can change the vehicle's lining in turn as part of a accelerate check. This does not change the direction in which the vehicle was moving previously and tries to accelerate in the opposite direction of the current movement is treated as a slow down check. Because of the unorthodox way in which a suit combination can rotate and change the direction of the body, it receives +4 to AC at momentum attacks triggered by movement.

vehicle – How to detect a collision and collision impact?

I would like to calculate "impact" of the collision if that is the right word for that.
My scenario is:
I have a player who drives his vehicle. He then hits the wall while he is still in the vehicle. I want to know if the collision has occurred and calculate the impact of the collision. I know later how many horses the player should lose, depending on the strength of the shot. I hope to have specified what I wanted to achieve.

What I'm doing is to store the speed of the previous vehicle and calculate the impact of the kind `(previousSpeed - currentSpeed) / frameTime`. It gives me results but it is not consistent. An other idea? It's in 3D, so I have access to 3D vectors if it helps.