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Journey narration from R.A. Salvatore's "The Crystal Shard"
Read the excerpt below when the game begins in earnest but remember to edit it further to account for the harsh blizzardsafter the first week. This could also involve finding remains of ransacked or ruined caravans that could've been carrying chardalyn to the South or any standard trade good. You may also be inclined to allude to the horrid magical rime of the Frostmaiden, the scattered chardalyn veins along the mountains and the duergar that seek it, and the twilight/aurora that washes over the sky, or even describe the party laying eyes on the Frostmaiden herself as she soars through the sky and eerily peers down at the party. Feel free to sprinkle in a spooky encounter to raise the tension or set the mood. Along the road after the first week, the party could end up threatened by a furious blizzard and be forced to take refuge in a mountainside cave where you can put any manner of horrible or beneficial things. Perhaps the cave was the home of a wendigo or yeti, with many bones scattered around, or mayhap it is the home of a good-natured dragon or winter fey that impart knowledge and advice about the Dale upon the party.
"When you finally saw the snow-capped peak of Kelvin's Cairn rising from the flat horizon, you felt more than a little relieved. The hard journey fromLuskanto the remote frontier settlement known as Ten-Towns has taken you more than three weeks. The first week hadn't been too difficult. The caravan held close to the Sword Coast, and though it was traveling along the northernmost reaches of the Realms, the summer breezes blowing in off the Trackless Sea gave enough comfort. But when the trail rounded the westernmost spurs of the Spine of the World, the mountain range that many considered the northern boundary of civilization, and turned into Icewind Dale, you quickly understood why you have had been advised against making this journey. Icewind Dale, a thousand square miles of barren, broken tundra, had been described to you as one of the most unwelcoming lands in all the Realms, and within a single day of traveling on the northern side of the Spine of the World, you almost considered the reputation well-earned. Bordered by impassable mountains on the south, an expanding glacier on the east, and an unnavigable sea of countless icebergs on the north and east, Icewind Dale was attainable only through the pass between the Spine of the World and the coast, a trail rarely used by any but the most hardy of merchants. For the rest of your lives, two memories would ring clear in the your minds whenever you'd think bout this trip, two facts of life on Icewind Dale that travelers here never forgot. The first was the endless moaning of the wind, as though the land itself was continuously groaning in torment. And the second was the emptiness of the dale, mile after mile of gray and brown horizon lines. Your journey's destination marked the only varying features in all the dale - ten small towns positioned around the three lakes of the region, under the shadow of the only mountain, Kelvin's Cairn."
After the players reach the vicinity of Ten-Towns, it is logical to send them to Bryn Shander right away, as that is the nearest location to the mountain passes to the south, but you may be inclined to give them a choice to travel to a different town instead. This is however illogical, as it would involve completely avoiding the safe haven of Bryn Shander and trudging through the Arctic without any semblance of a trail or beaten path. They could also, of course, simply go through Bryn Shander and go on their way towards the East or West. A sheriff's deputy named Augrek Brighthelm often stands watch at the southwest gate. She delights in greeting first-time visitors to town. In fact, she has a well-rehearsed speech that makes some of the other guards at the gate roll their eyes:
"Well met, travelers! Keep yer fingers and extremities under wraps, lest Auril bite them off! Mind yer tempers, and you'll be most welcome here! Brought goods to sell? The market lies straight ahead. Craving a warm drink? May I recommend a drop of Firebeard's Firebrandy, sold only at Kelvin's Comfort, located on yer right as you enter the market square!"
Despite the warm nature of her speech, there is a tangible sense of sadness in her eyes and voice. With a DC 13 Insight Check the players will get the feeling that something is amiss. If asked about it, she will respond by saying that she is very concerned about Icewind Dale due to the Rime of the Frostmaiden, the twilight, the sacrifices and the rest of the vile things going on in Ten-Towns. Read more about Bryn Shander below.
OPTIONAL Prelude Quest: Woes of a Luskanite
As the party is about to begin their journey, it is inevitable that they have to go through or around Luskan. IF (big if) you feel compelled to explore the pirate theme, the party could be approached by a rowdy sailor seeking their help. This man is Jorn Weatherstorm (CN male illuskan human bandit), and he is desperate to find his parrots that fled into the local woods, east of Luskan. He will explain that he stole a scroll from a mage of the Arcane Brotherhood, and in return, that mage cast a horrific spell on his loyal parrot companions, named Greenzie and Red-Beak. The parrots grew to massive proportions and began to fly around the city, terrorizing locals. After awhile, the parrots flew east, towards Blackford Crossing. They are now currently flying around the local woods, and Jorn is anxious to kill them.
"Arr, can't do nothin' for em' now. Gots ta' put em' out of their misery. Don't want em' flappin aroun' the place all oversized an' monstrous. I love them stupid bird-brains but it is what it is."
What Jorn doesn't know, is that the scroll that he stole is a Scroll of Dispel Magic. This scroll can be used to undo the spell that was cast on either Greenzie or Red-Beak. It is fairly easy to find one or both of the birds, as they screech extremely loudly, giving away their location. When the players go towards the screeching sound, roll and consult the following table to see where the parrots are. The parrots are extremely perceptive and will attack the party as soon as they arrive. The parrots are frenzied and fight to the death. If only one parrot is encountered, the other isn't far, and the screeching gives it away once again.
1d6Encounter 1-2 Both parrots are present and fighting each other. They each start with only 5 health. 3-4 Greenzie 5-6 Red-Beak
For Red-Beak, use the Giant Owl statblock with 15 health. For Greenzie, use the Giant Owl statblock again, with only 10 health and with the following action added to it.
Acid Spit: +3 to hit, range 30/60 ft., one target. Hit: 4 (1d6+1) acid damage. Greenzie will always prefer to stay at a range of 30ft. and spit acid.
If the scroll is used on one of the parrots, it simply transforms back into a harmless tiny bird (use the raven statblock) and flies down to land on Jorn's shoulder. Whatever the outcome, if the players manage to neutralize both parrots, Jorn will reward them with a sack of 20 gold pieces and a dagger that belonged to his previous captain. He will gift the the surviving tiny parrot to the party as a pet. The parrot will, however, fly away towards the south once the players reach Icewind Dale, as the temperature is way too cold for the creature.
RECOMMENDED Prelude Quest: Goods for Bryn Shander
There's a caravan that's stopped in Blackford Crossing, owned by a timid and fearful caravneer named Morgran Silverfist (LG male shield dwarf commoner). His guards have been savaged by a Many-Arrows orc ambush along the Blackford Road and only one guard remains, a wise and reserved dragonborn named Loremark the Silent (LG male dragonborn guard). The caravan is being drafted by two brown draft horses and is carrying is 4 gallons of off-brand Mirrabaran rotgut and various metal goods (it is up to the DM to decide what these items are, if it is pertinent). Morgran Silverfist is extremely anxious about the journey, and will pay the party 20 gold each to help accompany him to the tavern of Kelvin's Comfort in Bryn Shander. The caravan will travel along the Northern Means, turning right at the crossroads into Ten-Trail, stopping once a day for a long rest. This means that there are 20 stops total, not counting stopping for a full day in Hundelstone. There is no need to fully narrate and role-play this journey, it could simply be done using the excerpt above. Feel free to add encounters and omens as described at the start of the post. The caravan will arrive to Hundelstone after 9 days of travel and stop there for one full day to restock on rations and recouperate. Hundelstone is in a bad condition due to Auril's storms, and is way more desolate than usual. One notable resident of Hundelstone is an inventor named Thwip Ironbottom (CG male rock gnome commoner). A spy for the Harpers, Thwip keeps an eye on strangers passing through town and uses a sending stone to stay in touch with Beldora, a Harper spy in Bryn Shander. After 15 more days, the caravan will reach Bryn Shander. Morgran Silverfist and Loremark will be grateful for the help, and make his way to Kelvin's Comfort after paying the party.
Bryn Shander Enhanced
Kelvin's Comfort Kelvin's Comfort is the most popular tavern in Bryn Shander after the Northlook, owing to its extensive stock of dwarven ales and brandies. (If you use this tavern instead of the Northlook, it is suggested that you move Ol' Bitey here). The common room is bedecked with dwarven craft of Battlehammer make, but most of the liquors are imported from Mirabar, on the other side of the Spine of the World. The one Ten-Towns specialty of note is a treacly mead from Good Mead, a neighboring settlement. If the party orders this mead, the server will mention the following:
"In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry!"
Caravan masters and guards with plenty of coin often come here, as do visiting dwarves from Kelvin's Cairn, who carry edible mushrooms for the tavern that are grown in underground plantations. The proprietor of Kelvin's Comfort is Ogden Flamebeard (NG male shield dwarf commoner), who has a temper as fiery as his signature drink-the Mirabarran rotgut he gets for cheap from Morgran Silverfist and rebottles as Flamebeard's Firebrandy (reselling it at a sizable markup). One heavily bundled figure commonly seen loitering outside the tavern is a haggard, homeless young woman named Beldora (CG female human commoner). She wears boots that are much too big for her feet, and thick gloves made from walrus hide. She earns coin by helping to tend other folks' campfires, staying warm and overhearing rumors at the same time. Beldora's secret is that she's a Harper agent. She likes to huddle next to strangers and learn what they know. She conceals a sending stone on her person and uses it once a day to pass along information to Thwip Ironbottom, a Harper agent based in Hundelstone. (If you are using the "Cold-Hearted Killer" quest) One of the patrons of Kelvin's Comfort is Sir Baric Nylef (LG male illuskan human veteran), a knight of Tyr and a member of the Order of the Gauntlet. He's hoping that a few shots of Flamebeard's Firebrandy will keep a nasty cold at bay while he keeps an eye out for the Killer of Icewind Dale. If the party reveals their intention to hunt down the killer, he is willing to help them look. If the party decides to go eastwards, he will go west, and vice versa, to cover more ground. Eventually, he will want to meet up with the party back in Kelvin's Comfort to see if they've found the killer or not. (If you are using the "Nature Spirits" quest) Dannika Graysteel (LN half-elf acolyte) could also be present and sharing concerns with patrons about small elemental creatures, perhaps petitioning a few young human NPCs to go and try to complete the quest without the intervention of the PCs. The patrons are naturally hesitant, dismissing Dannika as a witch or crazy person. (If you are using the "Foaming Mugs" quest) Hruna, Korux and Storn; dwarves of the Battlehammer mining clan are sitting in one part of the tavern and having some ales. They seem slightly desperate, and are willing to approach the party to ask them to retrieve their missing shipment of iron ore. House of the Triad Bryn Shander's largest place of worship, the only one that truly deserves to be called a temple, is an impressive stone edifice built by the dwarves of Kelvin's Cairn. The House of the Triad stands about halfway between the southwest gate and the central market. It honors the three gods known as the Triad: Tyr, the god of justice; Torm, the god of courage and self-sacrifice; and Ilmater, the god of endurance in the face of suffering. The temple is attended and maintained by visiting priests and acolytes from Neverwinter and Waterdeep, who usually stay for no more than two years before returning whence they came. At present, the temple is home to a priest of Torm from Neverwinter named Dellvon Ludwig (LG male Illuskan human priest) and his faithful friend, Sirac of Suzail. Speaker's Palace The Speaker's Palace is the private residence of the town speaker. The "palace" part of its name is an overstatement, compared to such buildings elsewhere in the world. Yet, fashioned by dwarves out of cut stone, with a pitched slate roof and a colonnade in front, the palace is so out of place among the rough wood dwellings in Bryn Shander that it looks as if it had been magically transported here from some other region of Faerûn. Town Hall Bryn Shander's town hall is the largest building that borders the central square. It is reserved for community feasts and gatherings on various holy days and other notable events. The hall can also accommodate refugees from neighboring settlements in times of emergency. In the back of the hall is a short flight of stone steps that lead down to a sunken cellar with walls of frozen, hard-packed earth. The cellar has been converted into a sheriff's office and an adjoining jail cell. The sheriff, Markam Southwell, spends little time here, and the jail cell is usually unoccupied. When troublemakers need to be locked up, two deputies (LN male or female Illuskan human guards) are assigned to watch over them. Sheriff Southwell carries the key to the cell door, which can be picked open with thieves' tools and a successful DC 15 Dexterity check. If the guards need to get into the cell for some reason, one of them leaves to fetch the sheriff while the other waits. Rendaril's Emporium This is the largest trade house in Bryn Shander, on the site of the original cabin around which the town sprang up. The entrance facing the market square serves as the storefront, where visitors can view an assortment of the finest goods for sale in all of Ten-Towns: fishing rods fashioned from elven yew, yeti-skin coats with scrimshaw buttons, mithral fishhooks, axe heads and daggers crafted by the dwarves of Kelvin's Cairn, and more. Around the back of the building is an entrance for wholesalers, where caravan traders offload their stock and local adventurers sell pelts and tusks collected on their travels. The owner, Rendaril (CG male half-elf commoner), is a shrewd merchant who learned his trade in the cutthroat markets of Waterdeep. More coin passes through his hands in a week than most other businesses in Bryn Shander see in a season.
Locations along the way
Feel free to use these locations from the Forgotten Realms along the journey and modify them to your liking to suit your needs. These are here only to provide something for the party to do along the way, to set the mood and contrast with the great isolation that the players will have to contend with later. Keep in mind that the Rime of the Frostmaiden does not take place here, but could affect these locations, so feel free to insert the cold influence of Auril wherever the party goes. (But to a FAR lesser extent than in Icewind Dale.) Mirabar Mirabar is the richest city of the North by far. It sits atop a knoll on the north side of the Mirar River like an unassailable fortress, enclosed on all sides by sloped outer walls as wide at the base as many city blocks in Waterdeep. Defenders can fire arrows down from atop the walls, or, in winter, pour water down them to make ice slides. There is no shortage of stone and weaponry. Even the docks have battlements and fortifications. Visitors to Mirabar often wonder why they don't see more dwarves, as humans make up the majority of the city's surface dwellers. Another city lies just below the surface, and that place is dominated by dwarves. Underground, Mirabar is a city of lit residential caverns, superheated forges, foundries that operate day and night, and tunnels leading to the mines. Mirabar's marchion, Selin Ramur (LN male Damaran human noble), meets with the other members of the Lords' Alliance to ensure that Mirabar's interests aren't ignored. While the marchion handles foreign policy, true power within the city rests with the Council of Sparkling Stones, a group of dwarf elders that manages the city's security and decides where the output of Mirabar's mines are sold. Luskan The City of Sails often conjures romantic images of a magnificent port metropolis, majestic merchant galleons with bright sails, and dashing swashbucklers who greet their enemies with a playful wink and a tip of the hat. In reality, Luskan is anything but that. It's a dirty dive with filthy streets, squat buildings, ramshackle docks, creaky old longships, and crass pirates thinly disguised as sea traders. Rising above the fog and the stench is the Hosttower of the Arcane, home of a league of greedy, power-hungry wizards called the Arcane Brotherhood. Their ghastly tower branches into multiple thinner spires at the top. From a distance, the Hosttower might be mistaken for a giant, leafless tree. To those who have the misfortune of seeing it up close, it looks like a clawed hand bursting out of the ground, each of its fingers a tower with many peering windows. Five High Captains rule the city. Each one is a glorified pirate lord who controls a fleet of longships. The five fleets serve many purposes: they defend Luskan against seafaring barbarians and other enemies, they conduct legitimate sea trade up and down the Sword Coast, and they raid and plunder the island kingdoms to the west (and the occasional settlement on the Sword Coast). The High Captains have no influence over the actions of the Arcane Brotherhood, nor is it apparent that the wizards have any allegiance to Luskan. Blackford Crossing Straddling the Mirar River, Blackford Crossing is an excellent trading post for those going south or coming from either Mirabar or Luskan and want to exchange wares instead of going the whole way themselves. It is mostly packed with travelers who are passing through, but want to avoid Luskan entirely due to it's horrid and well-earned reputation. Dwarves and Luskanites alike set up shop here, and the road is often traveled by vagrants and caravans from faraway lands. Several caravans from Mirabar stop here to prepare for the three-week journey to Icewind Dale. Blackford Road This trade trail runs east from Luskan to Mirabar. The road is named for a little-used ford across the River Mirar that allows travelers to avoid Luskan should they wish. Caravan masters have many other names for the road, none of them flattering: Auril's Ride, the Stygian Road, Ol' Frozenfinger, and the Dead Yeti Highway, to name a few. Where the road spans the Black Raven River, south of Raven Rock, stands a stone bridge with broken statues of rearing horses at each end. Northern Means The Northern Means is a snowy, windswept trail that connects the city of Luskan to the frozen lands of the high north. The trail all but disappears during the winter, buried under deep snow. Moreover, the area has few trees or hills to provide shelter. Ten-Trail Ten-Trail is a precarious road leading through a mountain pass through the Spine of the world. Hundelstone is the only settlement along this road, and lies at it's highest peak. Deadly blizzards imposed by the Rime of the Frostmaiden ravage this road, and it is only traveled by the most hardy of caravneers. It is likely that travelers that pass through here will encounter either a blizzard or an avalanche, as well as the remains of those that have tried to pass but came ill-prepared. Hundelstone At the highest elevations along Ten Trail, only a few shrubs cling to life amid patches of moss-covered rock. Travelers on this route eventually come to Hundelstone, perching on the mountain slopes much like the surrounding flora. The town's buildings are low, with most of their rooms cut out of the hard soil and rock below ground level, and their roofs steeply pitched to better shed the snows that blanket the mountains in the winter. The shield dwarves and rock gnomes in Hundelstone get a chuckle out of warning visitors to stoop low as they walk about town, lest they be blown away by the wind. For most people, Hundelstone is either the last outpost of civilization before taking the pass north to Icewind Dale or the first welcome sign of refuge after making the wearying trip back. Many of the dwarves and gnomes here spend their days excavating tunnels, mining ore, or smelting and smithing the local iron and tin. (Adventurers who venture down into these tunnels might be surprised to find that some of them descend for miles, in some cases all the way to the Underdark.) Hundelstone's few score human residents are mostly sellswords or would-be adventurers who earn a living as caravan guards or beast hunters in the crags. One notable resident of Hundelstone is an inventor named Thwip Ironbottom (CG male rock gnome commoner). A spy for the Harpers, Thwip keeps an eye on strangers passing through town and uses a sending stone to stay in touch with Beldora, a Harper spy in Bryn Shander.
Remember to change stuff around! Don't assume any of this is set in stone! Best of luck DM-ing!
2020.09.25 08:26 LaenoSeeking feedback on encounter design!
So if you're running Storm King's Thunder with Bredella, Buggy, Corgael, Swag, and Wort, don't click the spoiler I'm looking for some feedback on an encounter I've designed--Is it too hard, too complicated, whatever feedback is appreciated. I apologize for the length and that I can't make the formatting better while still using the spoiler tag. I'm running a sidequest for a character arc, at the end of SKT. So the party should be around 12-13. It's 5 of them, wizard, cleric, druid, barb/bard, and rangerogue. The quest for the party was started by asking an oracle (during Storm King's Thunder) "Where is the secret to the longevity of life?" by the wizard, who is a gnome who "accidentally" turned to necromancy in her pursuit of extending/expanding life (with good intentions, as she didn't want things to die of old age, etc.) I responded, by improvising, "In the humid south, the land of the lazy, dangerous lizards" with this idea that the party would go find the fountain of youth, in the D&D world (referencing Florida where Ponce de Leon landed, and crocodiles, which I'll replace with either giant crocs, etc). My lead up to this will be heading to a village, near the fountain of youth, but all who drink from it eventually become uncontrollably angry, withdrawn, or suffer from some other ill effect. Those who do not continue to drink of the waters perish. Many have come to the area to seek the source, and explore the cave systems in the area, hoping to drink from the spring itself for immortality without the ill effects. I'll set up a series of encounters involving travelling to the fountain, and an underground cave system/dungeon crawl, with the goal of having 4-6 encounters prior to the trap/room below (and will likely have a battlemap drawn up for them for the room). I've also tried to design and write it out in such a way that I can eventually share/publish it for others. Entry Text: You come into a large chamber, with a gentle slope to the bottom, with a high, arched roof. A large yellow glowing orb shines like a dim sun in the middle of the room, floating 10 feet above a dark pool of water that reflects it's luminosity. Surrounding the orb are six pale blue crystals of varying shapes, reflecting brilliant light throughout the chamber.. Assorted bones and discarded possessions litter the room. The only movement in the room is water, large globules coming up from the pool, coursing over the orb, and dripping upward into a lighter, glowing pool above. Drip... drip... drip... The cave is essentially circular, with a radius of 30 feet, centered on the large glowing orb, which floats 10 feet above the pool, and 10 feet below the ceiling above. Water occasionally drips back down from the ceiling. The crystals are spread evenly in a circle around the orb, approximately 15 feet from it. There is only the one entrance to the chamber. Complex trap (Level 11-14; Dangerous) Trigger: Activates when crystal or orbs touched, or when more than 3 lifeforms are within 20 feet for > 1 minute (adjust for size of party). Initiative: Central Orb activates on initiative 20, and Crystals activate on Initiative 10. ACTIVE ELEMENTS: Central Orb: Pulses a 30 foot radius (the entire chamber) with dark energy, adsorbing any living creature's life force, forcing a constitution save, taking 6d10 Necrotic Damage on a failed save, or half as much on a success. Promise of Everlasting Life: Creatures must also succeed on a DC 15 Wisdom saving throw or move their move speed towards the central orb, or half that on a success. Crystals: Pulse in a 15 foot radius centered on each crystal. Any non-undead creature in the radius is afflicted by the Contagion spell (DM may pick, or roll a d6 to choose a random effect). Dynamic Element: Each round, the central orb's necrotic pulse becomes stronger, sucking life into the pool, increasing damage by 2d10. Countermeasure Examples: Central Orb: Dispel magic (DC 18 to reduce 3d10, DC 15 for 2d10, and DC 12 for 1d10 damage reduction), stops if damage reaches 0 dice. For attacks, AC 20, Damage Threshold 10, HP 30, and resistant to nonmagical piercing and slashing damage. Crystals: Dispel magic (DC 15 to deactivate). AC 18, Damage Threshold 6, HP 20, resistant to nonmagical piercing and slashing damage. Deactivating 4 of 6 crystals disables the trap, causing the central orb to crash to the pool below. If a player is directly below the orb, they must make a dexterity saving throw, DC 15 to dodge out of the way or take 2d10 bludgeoning damage on a failure. Fully dispelling or destroying the main orb causes the crystals to pulse 5 feet less on each subsequent turn, until they stop completely at a radius of 0 feet. The Promise of Everlasting Life effect also ceases when the Central Orb is destroyed. Exit Doors: May be unlocked with thieves tools (DC 20), or forced open with athletics check (DC 24). Knock may also open the door (consider decreasing DC of other checks for a more challenging encounter). Use the above as a guide for other creative solutions from your players.
Greetings - I made an item! This is for a player of mine who wants to be on a quest for knowledge - they don't care what they find, but only are interested in keeping it. I wanted to make it useful and mechanically cool, but not game-breakingly so. Can you guys comment on any holes you see? The LIBRARY DOOR A small, ornately carved wooden door, three feet tall by one-and-a-half wide. On the outside of the door is a hasp with a locked padlock. Unfortunately, there is no second hasp, nor is there a key to the lock. When the Library Door is placed on a solid wall at least six inches thick, the door can be opened to the Library, an extradimensional space designed to preserve knowledge. The Library is approximately eight feet wide by forty feet long by four feet tall. The walls are covered in shelves, containing many books and tomes. Small niches interrupt the shelves in isolated places, containing special items and other treasures. Few doors open out of the main room - glimpses through these doors reveal similar rooms, though none appear to contain books. Each time the door to the Library is closed, the niches and shelves rearrange to a new pattern, even adding doors where none existed before. The Library is administered by an oversized ferret named Henry (pronounced ohn-ree, the French way). Henry wears a red vest and fez, and seems hunched over with the effects of age. Henry can read, and communicates in a particularly profane form of sign language. He will only communicate with or work for those creatures who have presented him with a special gift - an ornate book or manuscript. Henry maintains the organization of the books and guards the treasures of knowledge within. He appears to favor organizing the books by size, an odd and pretty useless way of categorizing knowledge. Henry will always accept a gift of any item, and freely loans out the knowledge within the Library. To obtain information from the Library:
Make an ability check based on the topic of the information in question.
The following topics gain advantage on the ability check: history, medicine, religion, and nature.
The following topics gain disadvantage on the ability check: arcana, survival, and deception (fiction).
If the player has previously handled or read the book, and can recall its exact size, add +5 to the ability check.
If the player knows the exact title of the book in question, add +2 to the ability check.
If the player desires to have Henry search the records for a specific bit of information (i.e., the name of the fourth Baron of Luskan), subtract -2 from the ability check.
If the player desires to have Henry search the records for general information (i.e. "what magical item might save me?"), subtract -5 from the ability check.
If the player enters the Library (see below) to search for the information themselves, add +1 for every hour the player searches the shelves, up to a maximum of +4.
Compare the modified ability check to the DC. On a successful roll, Henry (or the player) finds the relevant reference book, and delivers it to the player. Further study of the book may be required to get the information from the book.
The DM sets the DC as required, according to the following guide:
Information not contained in the library is impossible to find, regardless of time spent, advantage, or other attempts.
Forgotten information (records of minor events more than 250 years ago, genealogy beyond 500 years, personal journals of people beyond 500 years, etc.) - DC 30
Obscure information (records of minor events more than 100 years ago, or major events beyond 1000 years, individual building plants, journals and information about average people within the last 100 years, etc.) - DC 25
Rare information (records of minor events in recent times, major events more than 500 years ago, plans for castles and fortresses, information on rare or extinct creatures, records of nobility and prominent persons, etc.) - DC 20
Common information (records of major events more than 100 years ago, maps of cities and states, information on common plants and creatures, etc.) - DC 15
Common knowledge (major current events, maps of continents, general information, etc) - DC 10.
Rules and limitations:
Information can only be in the library if the player or a predecessor added it. As such, secret information is not likely to be available. Records of current events far from the player, records from other realms of existence, one-of-a-kind books, etc. are not likely to be in the Library.
Henry loans out all knowledge freely, and does not keep secrets - however, failure to return a book results in Henry banning the player from further inquiries until the book is replaced.
Henry will not permit creatures of any type to stay in the library when the door is closed. Creatures that attempt to do so are found on the next opening to be a small pile of ash and bones in a corner of the library.
Henry will accept any gift - as long as it is given and not loaned. Henry will not "hold something" for a player - all items passed to him are given to him. Henry will accept any item, but items other than books, scrolls, maps, and similar literature is likely to be disposed of through a side door. Such items are unrecoverable (unless one travels to the Library).
Certain items of a sentimental or particularly ornamental value may be stored by Henry in an alcove at his discretion. Generally, these are knickknacks or doodads - entirely useless, but they remind him of a favored keeper of the Door.
The Library exists as an extradimensional space, connected to the Door and several other points. When other items containing extradimensional spaces are attempted to be placed in the Library, Henry will scream and attempt to block it. If such an item is forced inside, it explodes, spilling its contents all over the library. The door is immediately slammed and locked, the contents of the other space are disposed of as above, and the library is unavailable for up to six months at the GM's discretion.
Destruction of door connecting the Library results in detaching it from the door. New doors may be bound by traveling with such a door to the Library through another route. Only one door may be so bound per plane of existence. Damage to the door renders it unusable - however, the door may be cleaned up and fixed (500 gold for extensive damage) and then reopened as before.
2020.09.25 02:17 char-o-latte[Sell][US] Name your price (within reason!) on lots of High-End stuff! Tom Ford, Chantecaille, Cle de Peau, Victoria Beckham x Estee Lauder, Sisley, Dior, Guerlain, Clarisonic, etc.
Shipping: (US Only)
Name your price! Prices listed are basically suggestions, but I'll accept your offer if it's reasonable. :)
Shipping free with purchases over $25!
Shipping starts at $4 unless the package I send to you is either large, heavy, or both.
To avoid extraneous trips outside of my house, I'll drop all packages to the post office on Monday.
Accepted: PayPal G&S
While I do think I have priced these items at a very low and reasonable price given the product and the condition, I am willing to compromise on price within reason. While I am really looking to clean house, please do be fair with any requests! I will be moving shortly, so I'm eager to sell- clear out the clutter and recoup a few dollars.
Please do not PM until we have agreed upon payment in the comments. Once interest is expressed for a given product, I will reserve the product for you for an hour. After that, it will be available for others. I will keep in mind bed time and work time so long as you let me know prior to scampering off.
I will honor timestamps. Once an item is sold, I will cross it off in the table.
Reddit does not notify me of edits made to existing comments; Instead of editing your comment, please reply to my response (if applicable) to add or remove items. Edits make time stamps much less useful and I may take a while to see changes to your request.
If you are interested in multiple products, we can probably come to a bulk price.
I am not looking to swap- selling only. Trying to purge, here!
Please feel free to ask me questions about the products! If you'd like to see swatches, the product compared with another, or different angles, etc., I'm happy to provide additional photos.
2020.09.25 02:01 Mafnas22(SELLING) Added a ton of codes for MA / Vudu / iTunes. Star Wars SAGA, Deadwood Series, Entourage Series, Game Of Thrones, plus collection sets! I have a $4 section and below list. New shipment of Disney codes added! Large list of 4Ks at bottom of list. See entire list.
CURRENTLY UPDATING POST AT THE MOMENT Prices are firm Venmo - CashApp - ppFF Take a look at the bottom of listing for Terms Of Sale Codes are verified again right before sending to you ISO: Justice League vs Fatal Five. + Wonder Woman Bloodlines. — Nothing else, have every other DC Animated. Also, looking to purchase exclusive skins for Fortnite (Xbox One only) as well. Skins primarily after Season 5. Everything before that my husband already owns. ————————————— Star Wars COMPLETE SAGA 10-Movie Set for GooglePlay — These will PORT to all services if linked All x10 films in HD for $40 1 Phantom Menace + 2 Attack Of The Clones + 3 Revenge Of The Sith + 4 New Hope + 5 Empire Strikes Back + 6 Return Of The Jedi + 7 Force Awakens + 8 Last Jedi + 9 Rise Of Skywalker + 10 Rogue One A Star Wars Story Will ONLY separate 7-9 + Rogue One for $15 Will NOT separate 1-6 —————🔥 DEALS Big Little Lies - FULL Season 1 - $3.50 V Big Little Lies - FULL Season 1 - $3.50 i Big Little Lies - FULL Season 1 - $3.50 GP In loving memory of Chadwick Boseman Black Panther - $2 GP (LOTS AVAILABLE) Black Panther - $2 MA (LOTS AVAILABLE) Boardwalk Empire - Complete Series - $30 iTunes / $30 GP Deadwood - Complete Series - $25 GP / $35 Vudu or $25 if you spend additional $25 Entourage - Complete Series - Season 1-8 - $40 GP Game Of Thrones - Season 1-7 ONLY - $45 GP or FREE with any $70 purchase (Have given lots of these away already and still stocked up) Hannibal - Complete Series - $15 Vudu True Blood - Complete Series - $20 GP / $25 iTunes Wire - Complete Series - ~~$25 GP / $30 Vudu / $30 iTunes or FREE with $45 purchase~~ ———————————————— 4K Disney / Marvel / Pixar Aladdin - ANIMATED - MA $6 Avengers - Endgame - MA $5 Avengers - Infinity War - MA $5 Brave - MA $7 Call Of The Wild - MA $6 Captain Marvel - MA $6 Cars - MA $6 Frozen 1 - MA $5 Good Dinosaur - MA $7 Lion King - 2019 - MA $7 Lion King - ANIMATED - MA $7 Thor 1 - MA $9 Thor 2 - Dark World - MA $9 Thor 3 - Ragnarok - MA $7 Zootopia - MA $6 ——————————————— TV Shows Chernobyl 5-Part Miniseries - V $9 Game Of Thrones - Seasons 1-7 ONLY - iTunes $50 Game Of Thrones - Complete Series - Vudu $55 / iTunes $55 Gotham - Season 1 - V $7 Outlander - Season 1 V1 + Season 1 V2 + Season 2 + Season 3 - V $35 Supernatural Season 10 - V $9 Supernatural Season 11 - V $9 Supernatural Season 12 - V $9 Supernatural Season 13 - V $9 Walking Dead - Season 7 - V $8 ———————————————- Collection Sets 007 Daniel Craig 3-Movie - V $15 Batman 4-Film - Batman + Returns + Forever + And Robin - MA $17 Batman ANIMATED Series + BOTH Bonus Movies - $45 Die Hard 5-Movie - MA / Vudu $22 Hobbit 3-Movie - All x3 Extended films - MA $30 Hotel Transylvania 3-Movie - MA SDs $14 Insidious Chapter 2 + Chapter 3 + Last Key - MA SD $10 Leprechaun Collection - V $22 4K Mission Impossible 6-Movie Collection - VUDU $30 4K Mission Impossible 6-Movie Collection - ITUNES $30 Mission Impossible 4-6 - Ghost Protocol + Rogue Nation + Fallout - HDX Vudu $6.50 Mummy Trilogy - Mummy + Returns + Tomb Of The Dragon Empire - MA $10 Open Season Trilogy - MA SD $14 Rick And Morty - Season 1-3 - V $25 Saw 8-Film - GP / V $22 Smurfs 3-Movie - MA $15 Spider-Man 4-Film - Homecoming + Far From Home + Into The Spider-Verse + Venom - MA $22 Tremors 6-Movie Collection - MA $35 Trolls 1 + Trolls 2 - World Tour - MA $14 Universal Monsters 6-Movie Collection - MA $25 ———————————————- HDs / HDX — $5 EACH Angry Birds Movie - MA Annabelle 2 - Comes Home - MA $8 BlacKkKlansman - MA $7 Book Of Life - MA / V / i $6 Carrie - 2013 - V / GP Cloudy With A Chance Of Meatballs 2 - MA Crank 2 - High Voltage - i Crazy Rich Asians - MA $8 Deadpool 2 - Super Duper Cut - MA / V / GP $6 Doom - Annihilation - MA $8 Dora And The Lost City Of Gold - V Dr Seuss The Grinch - MA $8 Emoji Movie - MA Equilibrium - GP $9 Ex Machina - V $7 Ferdinand - MA / V / GP $6 Game Night - MA $6 Geostorm - MA $7 Getaway - MA $6 Ghostbusters - Answer The Call - Extended - MA Glass - MA $6 Good Boys - MA $7 Goosebumps 2 - Haunted Halloween - MA $7 Halloween - 2018 - MA Hereditary - V $6 Hidden Figures - MA / V / GP Hobbit 1 - An Unexpected Journey - EX - MA $9 Hobbit 2 - Desolation Of Smaug - EX - MA $9 Hobbit 3 - Battle Of The Five Armies - EX - MA $9 Home Alone 2 - Lost In New York - MA / i / V / GP House With A Clock In Its Walls - MA $6 Jumanji 1 - Welcome To The Jungle - MA Jurassic Park 1 - MA Jurassic Park 2 - Lost World - MA Jurassic Park 3 - MA Jurassic World - PART 4 - MA Jurassic World - Fallen Kingdom - PART 5 - MA Just Mercy - MA $8 Justice League - Doom - MA Justice League - Throne Of Atlantis - MA $7 Justice League vs Teen Titans - MA $7 Kick-Ass 2 - V Kick-Ass 2 - i $7 King Kong - Ultimate Edition - MA Kung-Fu Panda 3 - MA LEGO Ninjago Movie - MA Les Miserables - MA Max 1 - MA Maze Runner 3 - Death Cure - MA / V / GP / i Murder On The Orient Express - MA Nun - MA $8 Other Side Of The Door - MA $8 Pitch Perfect 3 - MA Possession Of Hannah Grace - MA $7 Queen And Slim - MA $7 Ready Player One - MA Searching - MA $9 Slender Man - MA Smallfoot - MA $6 Smurfs - Lost Village - MA Sorry To Bother You - MA $7 Superman Unbound - MA Teen Titans Go! To The Movies - MA $7 Teen Titans - Judas Contract - MA $7 Terminator 4 - Salvation - MA $6 Three Billboards Outside Ebbing, Missouri - MA / V / GP Truth Or Dare? - MA Turbo - MA Turning - 2020 - MA $8 Uncle Drew - GP / V $6 Us - MA Winchester - V / i $6 Yesterday - MA $8 —————————————— HDs / HDX — $4 EACH 300 Rise Of An Empire - MA 5th Wave - V A Good Day To Die Hard - Extended - MA / V Crawl - V Divergent 1 - V Divergent 2 - Insurgent - V First Purge - MA Gallows 1 - MA Get Smart - MA Gods Of Egypt - V Hunger Games - Catching Fire - V Hunger Games - Mockingjay 2 - V Hunger Games - Mockingjay 2 - GP Huntsman - Winter’s War - Extended - MA Last Witch Hunter - V Legend Of Hercules - V Magnificent Seven - V Man Of Steel - MA Pain And Gain - i Passengers - MA Rio 2 - MA Rise Of The Guardians - MA Top Gun - V Valerian And The City Of A Thousand Planets - MA Widows - 2018 - MA ———————————————— HDs / HDX — $3.50 EACH (SDs are stated) Action Point - i Adventures Of Tintin - i ? Alpha - MA SD American Sniper - MA Arrival - V Arthur Christmas - MA SD Call Me By Your Name - MA SD Captain Underpants - First Epic Movie - MA Chappie - MA SD Cowboys And Aliens - i ? Despicable Me 1 - V Despicable Me 3 - V Dredd - V Due Date - i ? Equalizer 2 - MA SD Fences - V Fate Of The Furious - Extended P8 - MA Fury - MA SD G.I. Joe 2 - Retaliation - V Hercules - 2014 - rock - V Hugo - V Hugo - i John Wick - V Jonah Hex - i ? Jurassic World - V Noah - i Pitch Perfect 1 - V Rings - i Roman J Israel, Esq - MA SD Sicario 2 - Day Of Soldado - MA SD Slender Man - MA SD Spider-Man - Homecoming - MA Star Trek 2 - Beyond - V Star Trek 3 - Into Darkness - V Taken 2 - MA / V / GP Terminator 5 - Dark Fate - V Terminator 4 - Genisys - V Warm Bodies - GP / V Wrath Of The Titans - MA ————————————————- HDs / HDX — $2.50 EACH 007 Skyfall - V All Star Superman - i ? Anchorman 2 - Legend Continues - V Annihilation - V Argo - MA Bad Grandpa - i Bangkok Dangerous - i ? Bumblebee - i Daddy’s Home 2 - V Dark Knight Rises - PART 3 - MA Deepwater Horizon - V Expendables 2 - V Fast And Furious 4 - i ? Fast Five - Extended - V Fast Five - Extended - i Fast And Furious 6 - Extended - V Fate Of The Furious - Theatrical P8 - V Forgetting Sarah Marshall - i ? Ghost In The Shell - 2017 - V Girl On The Train - V Heaven Is For Real - MA SD Instant Family - V Interview - MA SD Jack Reacher 2 - Never Go Back - V Magic Mike 1 - MA Mummy - 2017 - tom cruise - V Overlord - V Paul - i ? Perfect Guy - MA SD Pet Sematary - 2019 - V Playing With Fire - V Red 2 - V Resident Evil - Final Chapter - MA SD Rocketman - V Sausage Party - MA SD Secret Life Of Pets 1 - V Serenity - 2005 - V Sherlock Gnomes - V Sing - V Split - V SpongeBob Movie - Sponge Out Of Water - V SpongeBob Movie - Sponge Out Of Water - i Teenage Mutant Ninja Turtles - 2014 - V Ted 2 - Unrated? - i Transformers 3 - Dark Of The Moon - V Transformers 4 - Age Of Extinction - V Transformers 5 - Last Knight - V Twilight - Breaking Dawn 2 - V Walk - 2015 - MA SD Warcraft - MA Wonder Park - V XXX - Return Of Xander Cage - V ——————————————— Disney / Marvel / Pixar — ALL TITLES ARE HD. Link your MoviesAnywhere account to GooglePlay account and movies will migrate. DMI points may be available for MA. Feel free to try to redeem points. 101 Dalmations - MA $5 Adventures Of Ichabod And Mr Toad - GP $5 Aladdin - 2019 - MA $5 Aladdin - ANIMATED - GP $3 Aladdin - ANIMATED - MA $4 Aladdin 2 - GP $9 Aladdin 3 - GP $9 Ant-Man - GP $6 Ant-Man And The Wasp - GP $6 Avengers 1 - MA $6 Avengers - Age Of Ultron - MA $6 Avengers - Endgame - GP $3 Avengers - Endgame - MA $3 Avengers - Infinity War - GP $3 Avengers - Infinity War - MA $3 Bambi 2 - GP $6 Beauty And The Beast - 2017 - GP $4 Beauty And The Beast - 2017 - MA $4 Beauty And The Beast - ANIMATED - GP $5 Beauty And The Beast - ANIMATED - MA $5 Big Hero 6 - GP $4 Big Hero 6 - MA $4 Bolt - GP $9 Brave - GP $5 Call Of The Wild - GP $3 Call Of The Wild - MA $4 Captain America Civil War - GP $4 Captain America - Civil War - MA $5 Captain America Winter Soldier - GP $6 Captain Marvel - GP $3 Captain Marvel - MA $4 Cars 1 - GP $4 Cars 1 - MA $4 Cars 2 - GP $4 Cars 3 - GP $4 Cars 3 - MA $4 Cinderella - 2015 - GP $5 Cinderella 2 - MA $7 Cinderella 3 - MA $7 Coco - GP $6 Disney Nature - Born In China - GP $4 Doctor Strange - GP $3 Doctor Strange - MA $4 Dumbo - 2019 - GP $5 Finding Nemo- GP $4 Finding Nemo - MA $5 Finding Dory - GP $2 Finding Dory - MA $3 Frozen - GP $3 Frozen - MA $3 Frozen 2 - GP $6 Frozen 2 - MA $6 Good Dinosaur - GP $5 Guardians Of The Galaxy V1 - GP $5 Guardians Of The Galaxy V2 - GP $2 Hannah Montana - The Movie - iTunes $4 (Stays in iTunes) **Hercules - ANIMATED** - GP $5 Hercules - ANIMATED - iTunes $7 Incredibles 2 - GP $4 Incredibles 2 - MA $4 Into The Woods - MA $5 Iron Man 3 - GP $4 Iron Man 3 - MA $4 Inside Out - GP $5 Jake And The Never Land Pirates - Peter Pan Returns! - iTunes $7 FULL MOVIE - Not available in iTunes, only the episode from the tv show is available. This is the full 2-hour movie. (Stays in iTunes) Lady And The Tramp - GP $6 Lady And The Tramp - MA $7 Lilo And Stitch 1 - MA $10 Lilo And Stitch 2 - MA $10 Lilo And Stitch 2 - GP $9 Lion King - 2019 - GP $4 Lion King - ANIMATED - GP $5 Little Mermaid - MA $8 Little Mermaid 2 - Return To The Sea - GP $9 Little Mermaid 3 - Ariel’s Beginning - GP $9 Maleficent - GP $5 Mary Poppins Returns - GP $5 Moana - GP $4 Moana - MA $5 Monsters University - GP $6 Nutcracker And The Four Realms - GP $5 Peter Pan 1 - GP $6 Peter Pan 2 - GP $6 Pirates Of The Caribbean Dead Men Tell No Tales - GP $3 Planes - GP $5 Pocahontas 2 - MA $7 Princess And The Frog - GP $6 Princess And The Frog - MA $6 Queen Of Katwe - MA $6 Ralph Breaks The Internet - GP $4 Robin Hood - ANIMATED - GP $4 Santa Clause Trilogy - GP $15 Sleeping Beauty - GP $5 Sleeping Beauty - MA $6 Spies In Disguise - GP $5 Spies In Disguise - MA $5 Super Buddies - GP $5 Tarzan - ANIMATED - GP $9 Thor 1 - GP - $6 Thor Dark World - GP $6 Thor - Ragnarok - GP $3 Thor - Ragnarok - MA $4 Toy Story 1-4 - GP $20 Toy Story 1 - MA $6 Toy Story 3 - GP $5 Toy Story 3 - MA $6 Toy Story 4 - GP $5 Wrinkle In Time - GP $5 Zootopia - GP $4 ————————————————- 4Ks — $3 EACH or MARKED PRICE Addams Family - 2019 - i $8 Alvin And The Chipmunks - Road Chip - i $9 Amazing Spider-Man 1 and 2 - $19 Annihilation - i A Quiet Place - i Arrival - i $5 Battleship - i Bumblebee - i $4 Crawl - i $5 Daddy’s Home 2 - i Deadpool 1 - i $6 Deadpool 2 - Super Duper Cut - MA / V $9 Deepwater Horizon - i Despicable Me 1 - i $5 Despicable Me 3 - i $5 Despicable Me 3 - V $5 Dora And The Lost City Of Gold - i $7 Dredd - i $6 Everest - i Expendables 2 - i Fantastic Four - 2015 - i $7 Fences - i $4 Ghostbusters - Answer The Call - Extended - MA $7 Ghost In The Shell - 2017 - i G.I. Joe 2 - Retaliation - i $6 Girl On The Train - i Gladiator - i $5 Hercules - 2014 - rock - i $5 Hidden Figures - i $7 Hunger Games 1 - i Independence Day - Resurgence - i $6 Instant Family - i Jack Reacher 2 - Never Go Back - i John Wick 1 - i $5 Jumanji 1 - Welcome To The Jungle - MA $9 Justice League Dark - Apokolips War - MA $8 Kingsman 2 - Golden Circle - i $6 LEGO Movie - MA $6 Let’s Be Cops - i Logan - i $5 Maze Runner 2 - Scorch Trials - i $6 Meg - MA $8 Mission Impossible 4 - Ghost Protocol - i $4 Mission Impossible 5 - Rogue Nation - i $4 Mission Impossible 6 - Fallout - i $4 Miss Peregrine’s Home For Peculiar Children - i $7 Mountain Between Us - i $5 Mummy - 2017 - tom cruise - i $4 Night At The Museum 3 - Secret Of The Tomb - i $5 Overlord - i $5 Pacific Rim 1 - MA $9 Peanuts Movie - i $6 Pet Sematary - 1989 - i Pet Sematary - 2019 - i Pitch Perfect 1 - i $6 Pitch Perfect 2 - i $6 Playing With Fire - i $5 Rampage - MA $9 Ready Player One - MA $9 Red 2 - i $4 Revenant - i $7 Rise Of The Planet Of The Apes - i $6 Robin Hood - 2018 - i $7 Rocketman - i $5 Secret Life Of Pets 1 - i Serenity - 2005 - i $4 Sherlock Gnomes - i Sing - i Sonic The Hedgehog - i $8 Spider-Man - Homecoming - MA $9 Split - i Teenage Mutant Ninja Turtles - 2014 - i Terminator 5 - Dark Fate - i $5 Terminator 4 - Genisys - i $5 Terminator 2 - Judgement Day - MA $8 Transformers 3 - Dark Of The Moon - i $5 Transformers 4 - Age Of Extinction - i Transformers 5 - Last Knight - i Twilight - Breaking Dawn 2 - i Ugly Dolls - i $7 Uncle Drew - i $6 Venom - MA $9 War For The Planet Of The Apes - i $5 Why Him? - i Wonder Park - i X-Men Apocalypse - i $6 X-Men Days Of Future Past - i $6 XXX - Return Of Xander Cage - i ————————————————— All purchases are TRACKED. If buyer decides to redeem a portion that wasn’t agreed on, then I will ask to submit payment. If you do not wish to pay then I will contact the mods for further assistance. Then you will be blocked. Everything Disney related are split For PayPal, send via Friends Family. Codes are not sent unless agreed price is fully sent. I am NOT responsible for fees from PayPal
2020.09.25 01:00 Vamp2020[US-FL][H] DC, Marvel, Disney, Anime, Icons, Games, Movies, Con Exclusives, Store Exclusives, Vaulted and more! [W] PayPal
Prices below do not include shipping. Glad to do Bundle deals/discounts. If there is anything you’re interested in looking up closer, let me know and I’ll be happy to send pics! Ship mostly to the lower 48 states, but am willing to ship to Hawaii/Alaska/PCanada/Aussie/EU for at-cost insured shipping🙂 https://imgur.com/a/XXK1Sdl Anime Naruto Sexy-SOLD Buzz-Off ECCC-40 Aang - 22 MHA Box Sealed-60 Todoroki-35 Deku Season 3-15 Mirio Togata-NFS Endeavor-25 Sasuke Cursed-SOLD Ken Kaneki Chrome-20 OG Pikachu-17 Charmander Flocked-20 Bulbasaur Flocked-20 Gotenks Ghost Kamikaze-20 Dead Yamcha-25 SS Vegeta Gold Chrome w/ Stack-30 Badman Vegeta-15 SSGSS Goku Kamehameha-NFS Gohan w/ Sword-12 Failed Fusion 2 Pack-20 Roshi-15 SS Future Trunks HT-18 SS3 Goku-30 SS2 Vegeta-15 Zamazu GitD-15 Trunks-10 SS Goku-10 Bulma-10 Final Form Frieza-10 Perfect Cell-10 Star Wars Jawa Futura Sealed w/ Stack-SOLD Kit Fisto-NFS Garindan-20 Mando Deathwatch Two Stripes-20 Mando Chrome Beskar-25 The Armorer-15 AT-AT Driver-12 Combat Assault Tank Trooper-15 Tarful/EmperoClone Trooper 3-Pack-33 Medical Droid-12 Resistance BB Unit-10 Chopper Imperial Disguise-15 R5-D4-12 Offworld Jawa-12 Max Rebo-15 Finn w/ Saber-5 Poe Dameron-5 Dryden Voss-20 Porg chase-12 Misc Dovahkin-30 Maximus Helmet-50 Fruit Brute w/ Stack- SOLD The Hunter Metallic-20 Will Riker-20 Gerard Way Black Parade-20 Bruce Lee Flying Man Gold-25 Wally Gator Blue-25 Babe Ruth Black & White-15 Super Grover-25 Krombopulos Michael-22 Rick Facehugger-15 Scary Terry Neon-30 Witchiepoo/Cling/Clang TT-50 shipped CeCe Parekh-10 Zouwu GitD-15 Newt Scamander Postcard-12 Prince Akeem McDowell's Uniform-12 Prince Akeem Gold-20 Wilma Flintstone-40 Betty Rubble-35 The Phantom-10 Steve Hiller-6 Alien-7 Chekov-10 Chekov Survival Suit-10 Jean Girard-15 Cal Naughton Jr-20 Tom Servo-30 GoT & Horror Night King Metallic-12 Night King GitD-15 Jamie Lannister w/ Gold Hand-35 OG Arya Stark-10 Arya Stark-15 Nymeria-30 Sprocket-20 Georgie Denbrough-10 Wendy Torrance-SOLD Annabelle-15 Norman Bates- SOLD Pennywise w/ Balloon Metallic-35 Ed Bloody-35 Evolving Dalek Sec-20 Video Games Geralt Igni GitD-20 Ciri GitD-32 Kerrigan-18 Blanka ThinkGeek-9 Jumpscare Baby-10 King Dice E3-12 Doom Marine Gold-15 Doom Marine White-15 Nathan Drake Brown shirt-10 Nathan Drake Naughty Dog- 15 Aguilar-9 Swarm Sniper-8 Black Hole Bomb 8-Bit E3-10 Mega Man Ice Slasher-15 Mega man retro-10 Evie Frye-5 Sombra Translucent-10 Summer Games McCree-12 Mercy-10 Symmetra-8 Reaper Hellfire-10 Demogorgon Chase 8-Bit-20 Demogorogon 8-Bit-10 Lucas 8-Bit-10 Barb 8-Bit-20 Mike 8-Bit-10 Dustin 8-Bit-10 Ad Icons & Disney Black Cauldron 2 Pack-25 Metallic Mickey 3 Pack-30 Elliot-40 Sanderson Sisters 3 Pack-40 Big Yella-23 Cap'N Crunch-15 Bazooka Joe-10 Sugar Bear-15 Peter Pez TT-25 Emerald City Crusader Male-12 Toucan w/ SDCC Shirt-20 Freddy Funko as Zuko Red-35 T-Bone ECCC-31 Guardian form Sora-15 Final Form Sora-30 Final Form Sora Damaged-25 Halloween town Sora-20 Goofy-12 Wizard Donald-14 Meeko-15 Madame Leota GitD-30 Bambi Flocked-20 Winter Belle-20 Pinocchio Lying PIAB-30 America Cares Bear-15 Negatron-15 Gosalyn Mallard-10 Dreamland Dumbo-10 Cat in the hat w/ Fish Bowl-10 Marvel Gitd Zombie Mysterio- 20 Iron Man Gauntlet-30 Stan Lee Superhero-45 Ronin-10 Hawkeye Quantum Suit-12 Wong-20 Rocket Quantum Suit-12 War Machine Quantum Suit-12 General Stan Lee-25 OG Captain Marvel Masked-12 Captain Marvel Flying Unmasked GitD-15 Nick Fury w/ Goose-15 The Collector Gold-20 Star-Lord Mixtape-20 Stan Lee Xandarian Ladies' Man-15 Valkyrie Endgame-15 Valkyrie-20 Dark Phoenix GitD-15 X-23 TRU-20 Agent 13-10 Thanos Chrome Set Org/Purp/Blue-30 Man-Thing-20 Spider-Gwen Unmasked-12 OG Carnage-18 OG Green Goblin-18 Crossbones-7 Spider-Man Gift Set Upside-Down Spidey/DVD/Socks-55 Mysterio GitD-15 Stealth Suit Spider-Man-10 Crossbones-8 TV Steve Irwin w/ Turtle-35 Princess Di Red Dress (Chase)-40 Prison Mike-25 Dwight Schrute Recyclops w/ Flower-25 Goldenface-30 Jareth-30 Trap Jaw Comic-12 Michael Jordan UNC-25 Fugitive Predator Black Chrome-12 Nega Scott-25 Matt Patel & Demon Chick 2 Pack-30 Baxter Stockman-20 Rita Repulsa-10 Yellow Ranger Metallic-15 Red Ranger Metallic-15 Kato Toy Tokyo-15 Daryl Dixon-10 Biker Daryl-15 Daryl Dixon Prisoner-20 Negan Bloody-20 Punk Eleven-14 Dustin Snowball Dance-15 Hopper Chase-15 Hopper Biohazard Suit-20 DC Beast Boy-45 Joker Batman SDCC 2017-20 Aquaman Motherbox-12 Aquaman Patina-12 Aquaman Aqua-12 Wonder Woman Sepia-10 Diana Prince-25 Wonder Woman Shield-10 Killer Croc Hooded-7 Killer Croc-5 Joker Boxer-12 Joker Tuxedo-12 Batgirl NYCC-15 Green Lantern John Stewart-SOLD Lobo-12 Impopsters-10 each excl. below Impopster Killer Croc-15 Joker Batman Loot Crate-15 Impopster Set of 9 Pops-90 Jinx-10 Killer Moth-10 Blackfire-10 Trigon-10 Villain TT Set-35 Raven Grey-10 Raven Orange-10 Raven Pink-15 Raven Red-15 Raven "Colors" Set-45 Bear flocked-8 King Tut-5
Open to all offers. Just need to unload some extra comics I have around. Shipping not included. All read once, bagged, boarded, put into a long box. Can post photos on request. Image/Other Indie Ice Cream Man 4, 6, 8-12 $20 Paper Girls 7-15 $25 Monstress 11, 12 $7 Black Hammer 5-7, annual $20 Hadrians Wall 1-3 $10 Mighty Morphin Power Rangers 1, 2, 5 $6 Black Cloud 1, 2 $5 Snow fall 1-7 $10 Extremity 1-3 $5 Romulus 1-3 $5 Here’s Negan Hardcover $10 Mayday 1 $2 Rock candy mountain 1 $2 Once and future queen 1 signed $2 Lady castle 1 $2 Regression 1 $5 Royal city 1 $2 Eclipse 1 $2 The Few 1 $3 Horizon 1 $2 Moonshine 1 $2 Rose 1 $2 Cannibal 1 $2 Image first — revival, invincible, nowhere men, black science, east of west -- FREE with purchase Marvel Thor 5 (2020) $45 Power Man and Iron Fist 1-10 (Walker 2016) $10 Amazing X-men 1-19, annual (Aaron/host) $30 Avengers/X-men AXIS 1-9 $15 Champions 1-7, MU 1-7 (Waid) $15 Moon Knight 1-8, 13 (Lemire) $30 Punisher 1-11, annual (Cloonan) $15 Old man Hawkeye 1-12 (2 is second print) $20 Poe Dameron 1-15, annual $18 Black Panther 1-8 (Coates) $20 Guardians of the Galaxy 1 (bendis) $2 Guardians Team Up (bendis) 1, 2, 4, 5 $4 Kingpin 1, 2 (Rosenberg) $2 Hulk 1-12, 14-16, annual (Waid/Duggan) $20 Han Solo 1-5 $12 C3po 1 $2 Dr Aphra 1, 2, 6 (Gillen) $5 Infamous Iron Man 1 $2 Nighthawk 1-6 (Walker) $10 Jessica Jones 1-7 (bendis marvel now) $10 Spiderwoman 6, 7 (Hopeless) $2 Wolverine 2-7, 12 (Cornell) $10 Fantastic Four 2 (Slott) $2 DC Nightwing Rebirth 7-9 $3 Dark Knight III Master Race 1-9 $20 Justice League Rebirth, rebirth issue, 1-9 $10 All Star Batman Rebirth 1-12 $24 New Superman Rebirth 1-5 (yang) $5 Superman Rebirth, Rebirth second print, 2-25, annual $20 Batman Beyond Rebirth, 1 $2 Deathstroke rebirth, 5 (Priest) $2 Blue Beetle Rebirth, rebirth, 1 $2 Wonder Woman rebirth rebirth, 1 (x2) second prints, 2, 4, 6, 8-11 $12 Action Comics 976 $2 Justice League Mighty Morphin Power Rangers 1 $5 Flash Rebirth 2 $1 Batman Who Laughs Grim Knight 1 $5
2020.09.24 22:21 WahbanatorCrafting Deep Dive and Thoughts
So I, like many others who play this game, looked at the crafting rules in this game we love so much, and blanched at the complexity and the tables required to preform the task. But I had the day off today, and accidentally fell into the rabbit hole of precious materials and asking questions regarding them that eventually led me to understand the crafting system and... well, it's still not entirely clear haha XD So if you'll join me, let's take a deep dive into the crafting system together for my thoughts and confusion! :)
It all started when I found Elven Chain Armor and was intrigued by its properties. But then I asked "What's the difference between standard and high grade?" I had seen that distinction a few times already, but never really understood what it meant. I found this:
Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level. High-grade items use the purest form of the precious material, and can be used to Craft magic items of any level holding any runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item. (Page 578)
So that answered that. But that last line got me thinking about the comparison between it and regular materials and whether or not they had grades as well.
I couldn't find a direct answer, but near as I can tell, only precious material have grades, and the grade determines the maximum level of magical rune (including fundamental rune) a weapon or armor has. Both precious and common material are limited in the number of property rune based on its potency rune class. So, for example, both a +1 full plate and +1 mithral (low-grade) full plate are limited to 1 property rune each because they only have a +1 potency rune, but the mithral full plate is further limited to 8th level potency and property runes until it's upgraded to standard grade.
CRAFTING WITH MATERIALS
But all of this gets even fancier when you try to craft items with these precious materials. Obviously you need to have the material on hand to craft, plus additional costs on top of that, but they actually have chunks and ingots of precious material to help craft with. On top of that, there's also a level and proficiency limit to the quality of the item you can craft.
You need to be an expert to craft low-grade items
You need to be a master for standard grade items
Then you need to be legendary for the high grade items.
From this, we can determine that you can only craft low-grade items as early as level 2 (for rogues or investigators), and only up to level 8 items and runes. Standard as early as 7, up to 15. And high-grade as early as 15, without a limit of level.
INGOTS AND CHUNKS CONFUSION
As for what the chunks and ingots are worth... I have no earthly idea. I mean, it's easy enough to look up how much an adamantine ingot is worth, but how much does this discount the crafting? A chunk of precious material has L bulk, and an ingot has 1 bulk, but it can't be that this is how much they reduce of the item when you craft, right? So, let's say an ingot of precious material is enough for 1 bulk of material of the item, that would mean that a full plate of precious material requires 4 ingots since it's 4 bulk. But that doesn't add up with what it says in the crafting Adamantine Armor section:
Price 1,600 gp (+160 gp per Bulk) Craft Requirements The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk.
So an adamantine full plate will cost 2240 gp outright, or 280gp of the armor's initial cost when crafting it.... But one adamantine ingot is worth 5000 gp. So idk... that's kinda vague... basically it just seems like it's a bonus reward GMs can provide to crafty PCs and doesn't really seem worth it to go out and buy it explicitly for crafting. If anybody has clarity on this matter, that would be grand.
CRAFTING IN GENERAL
Back to more solid rules, when you craft in general, 50% of the costs are spent upfront on material. In the case of precious material, 10% must be of the precious material for low-grade, 25% for standard, and all of it for high grade. For example, if you want to craft a silver weapon worth 20 gp total. 10 gp must be spent upfront on material. Of that 10 gp, 1 gp must be for silver of low-grade, 2 gp and 5 sp for standard grade, and 10 gp for high grade silver. After 4 days crafting, you roll a check. On a success, you can spend the rest of the material for the item instantly at 100% the remaining cost to instantly acquire the item. Alternatively, you can reduce the cost by a certain amount according to the earn income table on page 236. On a failure, you can salvage the material and try again, and on a critical failure, you lose 10% of the material spent. How much is of what they don't say. Do you lose 10% of the mundane material or the precious material? Is it a weighted 10%? How weighted? Again, insight on this would be appreciated! Either way, a crit success treats your level as +1 for the cost reduction which is nice.
CRAFTING EXAMPLE (+2 RESILIENT ADAMANTINE FULL PLATE)
So let's combine everything we just learned to see it in action. Let's say you want to craft a +2 resilient adamantine full plate armor. Magic armor is level 11 which means you need to be as well. But there's a chink in this armor. Adamantine can only be standard grade which has a minimum level of 12; so that's actually the level we need to be. So et's say your GM gave a month to craft this armor. What you'll need is...
To be at least level 12 (The item minimum level)
Have master proficiency in crafting (which allows to craft standard grade precious material items)
The initial raw materials for it which must include adamantine worth at least 200 gp + 20 gp per Bulk. In this case 280 gp worth of adamantine. This satisfies the "at least 25% of the cost for precious material of standard grade".
But you also need the rest of the 50% of the cost of the item of a +2 resilient full plate. In this case, an additional 420 gp. Of course, it might be the case that the Adamantine Armor actually costs 1,600 gp (+160 gp per Bulk) for a total of 2,240 gp instead of the typical 1,400 gp for mundane full plate. In that case, the rest of the cost is 840 gp.
Have the formula for all these things (+2 rune, resilient rune, full plate) but I think a +2 resilient formula also exists, and idk if unleveled items even have formulas.... good thing full plate is level 2 lmao, but that's not relevant. I also don't know if the formula for adamantine is a thing? Clarity here would be helpful.
Have at least 4 days of downtime, with more if you want a discount (we're assuming a month here, because our GM is super nice).
Have crafting tools... obviously lol
Now that everything is in place, it's finally time to start crafting! The DC for a level 12 uncommon item is 32. A wizard with Magical Crafting, magical proficiency and max Int (+4) at this level will have a +22 to this check; not terrible odds, but not amazing. On a success, they can spend an additional day reducing the cost of this 2,240 gp item by.... 10 gp.... ten. A day.... 15 gp on a crit success, and he has to retry on a failure AFTER losing 4 days of time. With the month of Downtime our wizard has, that reduces the cost of this full plate from 2,240 gp to just 1980 gp. And AAAAALLLLLL this trouble, for adamantine armor. What's the benefit of Adamantine you might ask? Hardness 14; HP 56 (BT 28) compared to normal full plate: Hardness 9; HP 36 (BT 18), and a discount of 260 gp after 30 days on a success..... oh and it looks black.
I don't exactly know if all this trouble is worth it. The system is vague, cumbersome, and offers little to gain. How often to enemies attempt to Sunder your weapon or armor? How much will 260 gp save you long term? So how can this be more useful? Well I found a house rule somewhere on Reddit last month (forgot the user's name). Basically, the house rule said that, after 4 days of crafting, you can acquire the item at 75% of its full cost + 1% per level of the item (65% + 1% on a Critical Success). In this example of the +2 resilient adamantine (standard grade) full plate goes from 2,240 gp to just 1948 gp and 8 sp. That seems like a fair price to me for 4 days of crafting (and all the investment in the skill and feats needed). After a month of additional downtime crafting, the cost of the item goes down to 1688 gp and 8 sp. This is still more than +2 resilient full plate at full price which I think is fair for the addition of the adamantine trait. But what do you guys think? Do you use crafting at your gaming tables? Has it been satisfying or worth it? Is this house rule unfair or reasonable? What's the value of chunks or ingots? Do you use the precious material armor cost, or the magic item cost? Hopefully this deep dive was fun for you too.
One half of this figure’s body is gleaming and beautiful with an angelic wing, while the other is scaled, scarred, and blackened.
Amorphous Anatomy (Ex) Belial’s constant shapechanging occurs within their body as well as outwardly, causing their vital organs to rapidly shift configuration and location. This grants the archdevil a 50% chance to ignore additional damage from critical hits and sneak attacks, and renders them immune to polymorph effects. Belial recovers from physical effects that cause the blinded, deafened, or dazzled condition after 1 round by shifting their form to create new sensory organs to replace those that were compromised. Baleful Beauty (Su) No matter what form Belial takes, the archdevil can adopt an aspect of unearthly beauty, causing either all humanoids (if in a humanoid form or the archdevil’s true form) or all creatures of the archdevil’s assumed type (if in another form) within 30 feet with line of sight to Belial to be filled with lust for them. Such a creature rushes toward the splendid figure to kiss the archdevil on its next turn, subjecting itself to the effects of Belial’s caress. Alternatively, the archdevil can adopt a guise of extreme and appalling horror, causing creatures of that type to become nauseated for 1d6 rounds and to take 1d6 points of Strength damage. A creature can resist either effect with a successful DC 39 Will save, and a creature that successfully saves against either effect is immune to that effect for 24 hours, though it must attempt a new save against the opposite effect. This is a mind-affecting emotion effect. The DC is Charisma-based. Caress (Su) A creature caressed or kissed by Belial gains 2 negative levels, and must succeed at a DC 39 Fortitude save or also take 1d4 points of Intelligence, Wisdom, and Charisma damage. As a swift action when using a spell-like ability, Belial can force a single creature currently suffering from any of these effects from a caress to roll twice on any saving throws against that spell-like ability and to use the lower result. The save DC is Charisma-based. Change Shape (Su) Belial can assume the form of any creature when changing shape, but the specific powers granted are limited to those available in the options for greater polymorph. Using change shape is a move action for Belial. Fiendish Fluttering (Ex) If Belial strikes a creature with both wings in the same round, the target is staggered for 1 round and dazzled for 1d4 rounds by flying feathers and scabrous scales. With a successful DC 41 Fortitude save, the target negates the staggered condition and reduces the duration of the dazzled condition to 1 round. This is a vision-based effect. The save DC is Constitution-based. Hedonistic Hope (Su) When any creatures (friend or foe) within 30 feet of Belial gain a morale bonus or a beneficial emotion effect, Belial can choose to gain the same benefit (including the highest bonus, if there are multiple morale bonuses of the same kind). In addition, when Belial confirms a critical hit, they suppress all morale bonuses affecting the target for 1 minute. Ranseur Mastery (Ex) Belial can attack adjacent foes with a ranseur as if it were not a reach weapon, and counts as a 20th-level fighter for the purposes of fulfilling feat prerequisites for ranseur related feats. Reflexive Shapeshifter (Su) Once per minute as an immediate action when Belial would be struck in melee by a non-reach weapon, the archdevil can use change shape to assume a different form of a smaller size, gaining a +10 dodge bonus to their AC against that attack; if this causes the attack to miss, they take no damage and can then move up to 30 feet in any direction before automatically reverting to their previous form. This ability and movement do not provoke attacks of opportunity.
Belial, the Pale Kiss, was created by Asmodeus as an object of adoration, a being that would be perfect in form and face in the eyes of every creature. The Prince of Devils granted Belial virtually unlimited malleability of form, enabling them to become whatever and whomever might be most alluring to those the archdevil encountered, along with a boundless imagination to create inspirational art and implements of war. Belial finds equal bliss in pleasure and in pain and revels in the act of creation, whether of innovations in magical or martial fields. The Pale Kiss designs new weapons for the legions of Hell, shapes new manifestations of magic for the minions of devilry to unleash upon foes, and even spawns entirely new races of infernal servitors, though the fiend cares little for creations once birthed, swiftly moving on to new interests. Belial’s true natural form is unknown to all but Asmodeus, who has not shared even with Belial the secret of the archdevil’s infernal genesis. The Pale Kiss changes shape almost constantly, at times seemingly without conscious thought. In council with the other lords of Hell, Belial typically appears as a delicately built humanoid between 5 and 6 feet tall with pale skin and hair but burning eyes, with one half of their body shining and angelic and the other as scarred, misshapen, and grotesque as the most hideous malebranche. Their weapons and gear are always finely crafted, though marred where they defaced them in their erratic rages. Belial’s carnal lust is both expansive and insatiable, and they freely shift form, species, and gender when engaging with mortal and immortal lovers across the universe, leaving innumerable halffiends of every description in their wake. Belial's Cult Belial is revered by those who crave wanton pleasures and forbidden desires but who hide beneath a mask of respectability and propriety. Adulterers celebrate the archdevil’s rites alongside sadists, torturers, and worse; all two-faced deceivers willing to plumb the depths of depravity to fulfill their desires seek Belial’s felicitations. The Pale Kiss’s sacred places are often in large cities or remote and beautiful natural settings that hide grisly boudoirs and orgiastic abattoirs. Belial’s unholy symbol is a split-faced mask, one side of which is smiling and white and the other frowning and red. Their favored weapon is the ranseur. The Pale Kiss grants access to the domains of Charm, Destruction, Evil, and Law, and to the subdomains of Catastrophe, Devil, Lust, and Rage.
*How do/would you use this creature in your game? *What are some tactics it might use? *Easy/suitable modifications? *Encounter ideas
Player Discussion Topics
*Have you ran into this creature before (how did it go)? *How would you approach it? Next Up Seru *Required disclaimer: This post uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This post is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit http://paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit http://paizo.com. Previous Posts
Hey all, Just something I've been noticing what seems to be the meta choice and lists that say double Jeweled Gauntlet (JGJG) is best in slot. From all the number crunching I've done, Jeweled Gauntlet & Rabadon's Deathcap (JGDC) should be better in almost all situations.
TL; DR: JGDC does on average 57.5 more damage than JGJG and should be considered to be best in slot whenever JGJG is mentioned Note: Apparently JG is bugged and is causing it to do more damage than what is stated here.
Base Stats of JG:
15% Spell Power
20% Critical Strike Chance
Allows ability to critically strike
Increases critical strike damage by 50%
Base Stats of DC:
70% Spell Power
Champions have a base 25% critical strike chance and critical strikes do a total of 1.5x damage base. That means total stats for a champion are the following: JGJG
30% Spell Power
65% Critical Strike Chance
150% Critical Strike Damage
85% Spell Power
45% Critical Strike Chance
100% Critical Strike Damage
Let's use Ahri 1* as the example here which does 500 damage on cast. JGJG: Damage without crit (35% chance): 1) 500 * 1.3 = 650 Damage with crit (65% chance): 2) 650 x 2.5 = 1625 Expected Damage (average): 3) 650 x 35% + 1625 * 65% = 1283.75
In 35/100 cases, JGDC (no crit) will do 275 more damage than JGJG (no crit).
In 20/100 cases, JGJG (crit) will do 700 more damage the JGDC (no crit)
In 45/100 cases, JGDC (crit) will do 225 more damage than JGJG (crit)
That means 80% of the time JGDC > JGJG, but in the other 20% JGJG > JGDC.
EDIT: As a neat side note, JGIE has an expected (guaranteed) damage of 1100 and DCDC has an expected (guaranteed) damage of 1200. That means that w you don't have perfect items, you can go DCDC / IEJG and you'll come out ahead of the DCJG and JGJG in 35 / 100 cases. Of course JGDC and JGJG will significantly outperform them in the other 65/100 cases.
The sound of flapping wings and an angry hiss accompany the appearance of this flying snake.
Poison (Ex) Bite or spit venom—injury; save Fort DC 15; frequency 1/minute for 6 minutes; effect 1 Con damage plus blindness for 1 minute; cure 1 save. Spit Venom (Ex) As a standard action, a seru can spit venom up to 30 feet. This is a ranged touch attack with no range increment. Any opponent hit by this attack is exposed to the seru’s poison.
A seru is an underground variety of telepathic venomous snake with the wings of a bat. These creatures have long held a special relationship with serpentfolk, and some legends suggest the snake-god created these winged vipers to assist the serpentfolk in their war against humanity. Intelligent enough to form their own culture, many serus live entirely separate lives from serpentfolk enclaves. Even so, many serpentfolk wizards still seek out serus to bind them as familiars. A spellcaster must have the Improved Familiar feat, be of an evil alignment, and be an arcane caster of level of 7th or higher to gain a seru familiar. Serus are natural predators that prefer to track prey by scent. When ready to strike, they spit venom into the eyes of a victim and use ambush tactics to wear down their targets. When presented with overwhelming odds or those capable of resisting their venom, serus tend to flee and hide among their cavern rocks. Serpentfolk often use serus to watch their territorial borders. These creatures serve both as a deterrent and as telepathic spies that can quickly alert their masters to the presence of outsiders. They sometimes enter into friendships with degenerate serpentfolk, participating in raiding parties as equal companions and trackers, or else command them by acting as mouthpieces for purecastes. An adult seru weighs approximately 20 pounds, with a body nearly 3 feet long and a wingspan of 5 feet. A mated female lays two to five eggs every year, but many fall victim to underground predators before they ever hatch. Serus have an average life span of 25 years.
Environment: any land (jungles, swamps, or underground)
*How do/would you use this creature in your game? *What are some tactics it might use? *Easy/suitable modifications? *Encounter ideas
Player Discussion Topics
*Have you ran into this creature before (how did it go)? *How would you approach it? Next Up Astral Deva, Angel *Required disclaimer: This post uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This post is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit http://paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit http://paizo.com. Previous Posts
2020.09.24 16:38 NunnyTheDogIdeas for buffing or reworking underwhelming perks
Hi! These are my ideas for a lot of problematic perks in this game that people don't seem to like, I tried coming up with simple buffs or reworks to try and keep their basic idea the same, but make them a lot more viable. Of course, I am not a master at this game by any means. I haven't run every one of these perks, and I don't know the purpose of every one, so I might completely miss the point of one.. sorry if that happens! In that case, please give feedback on which ideas you think do or don't work, and any ideas you had. I'd love to hear feedback! And if there is any perks you like on here, feel free to say! This isn't supposed to be a personal attack on anyone, this is just some random guy talking about a game he likes. Anyway, this is a list of some of the most problematic perks I've heard people talk about:
Left behind You'll get the job done... no matter the cost. For every sacrificed survivor, all survivors gain a 1/2/3% boost to all action speeds, as long as there is at least 2 remaining generators. The last remaining survivor can see the aura of the hatch within 24/28/32m
Left behind has an extremely narrow use case. If you happen to be the last survivor, you can see the hatch if it's close by assuming that the killer hasn't already closed it. Pretty much, you're giving up a perk slot in order to maybe see the hatch if you get lucky. First off, the boost to all action speeds is supposed to give it a lot more use throughout the game. Sometimes survivors can start off badly, and it can be almost impossible to redeem yourself after that, especially if someone DC's after their first down. This is supposed to keep the game going, but the requirement for at least 2 gens to remain is so that the endgame isn't too easy for survivors either. This is a bit like the old left behind, but supposed to be much more versatile. Also, the aura of the hatch is shown to all survivors, since that should make the perk have at least a little more use. I think the idea of Left Behind is a bit fundamentally broken, but I tried.
Deja Vu Unlocks potential in one's Aura-reading ability. Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes. For 60 seconds at the start of the trial, you see the auras of generators within 24/28/32m. The last generator you worked on will be highlighted in yellow to you, and for 30/45/60 seconds after leaving it, the generator cannot regress any further than 20/25/30%.
Deja Vu is usually only useful to newer players, so this is supposed to expand it's use, it's kind of an entire rework. I like this idea, but I feel like it would have to be balanced perfectly to work, since on its own, the effects may not be substantial enough to warrant bringing it, but if everyone brought it, it could make the game even worse for the killer. I don't know if this is a good idea at all, but I tried.
Slippery Meat You have developed an efficient way to evade harm. The odds of freeing yourself from the Hook is increased by 4/5/6%, and you gain 1 extra escape attempt. The next trap of any kind that you run into will not activate, but Slippery Meat is disabled for 120/90/60 seconds after that.
This is just supposed to make slippery meat a lil bit better since it kind of only has use against The Trapper. (Maybe it will work the same as usual against the trapper though, just to be safe.)
No Mither You like to take the lead, and buy your friends some time. You begin fully healed, but suffer from the Broken status effect for the duration of the trial. While you are in a chase, action speeds for all other survivors are increased by 5/10/15%. After unhooking an ally, the exhaustion effect will decrease 25% faster for 5/10/15 seconds. Grants the ability to fully heal from the dying state.
This is supposed to make No Mither a good perk for those who enjoy chases, adding a lot of high-risk, high-reward to it, as well as encouraging them to unhook a lot more. I feel like No Mither is supposed to be a perk for those who really know what they're doing, and this is supposed to encourage it.
Up the Ante For every survivor on a hook, all survivors gain a 3/4/5% luck increase, are unhooked 25% faster, and have their struggle timer slowed by 5%. While hooked, survivors see your aura within 32/36/40m range, and the penalty of escape attempts is reduced by 50%.
This rendition of up the ante should be perfect for stealthy survivors who can evade the killer, or altruistic survivors who try to save their teammates with all their might. This should also be good for early game situations where most survivors have been hooked, in which case there is a 24% chance of escaping.
Autodidact Your healing speed is reduced by 20% at the start of the trial. Skill checks are 25% more common For each great skill check you hit, gain a token, up to a maximum of 3/4/5 tokens. Each token will increase your healing speed by 20% Hitting a normal skill check or failing a skill check will remove all tokens.
Autodidact can honestly harm your teammates at the start of the match, and usually doesn't get to the broken phase until later in the game. This rendition is supposed to remove the huge flaw it has, and reward survivors for consistently hitting great skill checks instead of just becoming broken as the match progresses.
We're officially into the second half of this very bizarre 2020 MLS Regular Season. LAFC ran rampant at home to Vancouver scoring 4 goals in the first 14 minutes of their match, which set an MLS record for the fastest 4 goals scored in league history. The Whitecaps wouldn't help themselves, failing to record a single shot on target all game. Over in Colorado, the Earthquakes continued their poor 2020 campaign losing 5-0 to the Rapids. That brings the Earthquakes goal difference to -21 through 13 games. The Western Conference remains up for grabs after last night's results. Only 4 points separate Seattle in 1st with RSL in 8th. On the other hand, over in the East, we're seeing a bit of separation. The Crew have opened up a 5 point lead on the chasing pack of Orlando, Philly and Toronto who are all level on 25. 7 points separate that chasing pack from 5th place New England.
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