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#cr 7 limited edition
zb1net · 1 year
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"Trick or Treat" Event & Bubble Giveaway
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ZB1 Network is excited to host our first Halloween event! 👻🎃🦇 From Oct. 7 to Nov. 4, knock on our inbox and request any type of ZB1-related content you want to see: edits, fanart, gifs, graphics, and/or videos! Examples:
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Every day, requests will be compiled into a list on our event page which anyone can complete. Multiple creators can complete the same prompt.
In addition, Participating content creators will be entered into a giveaway for a free one-month Bubble subscription to a ZEROBASEONE member!
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Bonus: If you tag another content creator in the post, that entry will count as double!
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If you have any questions about the event or in general, please feel free to contact us. To view our other events, see our event tag. Interested in becoming a ZB1Net member, enjoying member perks, and joining our Discord? Apply here.
cr. divider by saradika
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roserysttrpggarden · 11 months
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Homebrew Class design For Dummies: Part 4: Class Resources
Hi there~! Hope you're having a lovely day. Welcome to the fourth-edition of Homebrew Class Design for Dummies, if you haven't read part 1, 2 and 3 click the links there. But in case you're new here, this is a series of write up i've decided to write to help anyone who wants to make a custom class for Fifth-Edition.
What is a Class Resource.
A class recourse, as the name implies is a resource pool that the player has to keep track off as they play that class. The most obvious example of this is Monks Ki points and Sorcerers Sorcery points,. Though these can also show up in other, much smaller ways. such as Channel Divinity on clerics and Lay on Hands for paladins.
If you don't wanna come up with an entirely new resource pool, then you can also look to other resources, such as spell slots, hit points or even hit dice as your classes resource if you really want too.
The Monk Problem
An issue that can come up with class-specific resource pools is that your class needs to expend it to do just about anything, this is most obviously showcased by 5e's Monk. Monk has several problems I might make a write-up on in the future, but for now i'll go over its Ki feature.
Monk has a resource known as KI, you gain an amount of ki points equal to your monk levels, which you regain on a short or long rest. You use your Ki points to fuel the following: Flurry of Blows, Patient Defense, Step of The Wind, Deflect Missiles (To make an attack roll) Stunning Strike, Diamond Soul (To reroll a saving throw) and Empty Body. If you include the optional class features then you also can include Ki-Fueled Attack, Quicken healing and Focused-Aim. That's 7-10 features. Now add also add on top of that how you have very limited ki in actual play (1st-12th-level) and that you don't have a way to reliable recover Ki mid-fight, it leads to an overall bad play experience, no one likes to operate at half capacity for most of the adventuring day.
Solutions
An obvious solution to the monk problem is to give them a way to regenerate their resource in the midst of combat, maybe your class can regain their specific resource by dropping a creature to 0-hit points, or after a critical hit. Or maybe they can spend an action to recover spent uses of their resource. Though if you plan to use the former, make sure you put a CR cap so the player can't punch a couple rats to regain their resource. That's called the "Bag of Rats' If you're curious. Keep how your resource is used because a way to easily recover it might not always work depending on the class.
Using a Class Resource
Okay, so your class has a resource pool they need to manage, sweet. But now you have to figure out how your class uses said resource, is it used to amplify your classes existing feature similar to sorcery points or superiority dice? Or is it used to create new effects. Generally what your classes resource does should be used to enforce the playstyle you envision. Say for example you want your class to be a healer, allow them to heal and cleanse effects using said feature.
while this might seem obvious to some, your classes special resource should also be incorporated in some way into their subclasses, otherwise stick to PB times per day or X modifier times per day. Which nicely segways me onto:
Tracking
Something to look out for when making a class with a resource pool is making sure there isn't too much tracking involved. An immediate example that comes to mind is the UA Mystic, which could gain up to 71 psi point at the highest levels. Which is an issue cause no where else in D&D do you have to track that, but unlike Lay on Hands, it's not like you're tracking an even number either (5 per level) the result is that it becomes cumbersome to constantly look back at the document or your sheet to track how many you have. Another example of which is the Psionic Soul Sorcerer, which added a second resource in the form if PSI Dice to the Sorcerers kit, which leads to confusion since you're juggling two big pools at once.
In general it's a good idea to limit tracking where you can, you can even make your classes main resource unlimited use, which yes would require more to keep balanced, but it'll go a long way in making your class easy to pick up and play.
Summary
To summarize the points of this write up, when making a class resource you should:
Figure out how the resource pool manifests. (Points, die, etc)
Make sure it fits within your classes overall themes and playstyle.
Keep tracking as limited as you can (Or want)
Experiment with it
The Avatar
Last but not least, I will give a little update on the Avatar. Since I last posted I decided to scrap the radiance die because simply put, I couldn't think of how to make them interesting to use without treading too much on other features, much less how to incorporate them into subclass progression. And personally, epithets feel much more like an avatar thing than the radiance dice ever did.
In exchange. Avatars that reach 6th-level can now cause an epithet to ascend, which reads as follows:
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The idea behind it is that if you have an epithet you really enjoy using, you can have it ascend and cause it to become stronger. It's also meant to help keep the epithets viable as you gain levels in this class, an example of this is the Mighty epithet, where if you cause it to ascend, as shown here:
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Holy hell, I am so sorry for taking this long on the series. I got caught up with other projects + reworking the avatar itself, so this ended up being put on the backburner until now. Hopefully I can get the next entry: Subclasses out in a timely manner, but we shall see.
But that's all I have for today, make sure to like + share my content if you enjoy, have a nice day, go out and make some homebrew.
Homebrew Class design For Dummies: Part 1: The Foundation
Homebrew Class design For Dummies: Part 2: Getting Started
Homebrew Class design For Dummies: Part 3: Finishing the base class
Guide to Balancing Classes
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magicthepathfindering · 11 months
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Journal Entry 1 - Myr
Originally created as one-minded servants of Memnarch to serve without question. For a long time there method of creation was lost as both Myr Sentinels and other dangerous constructs, guarded the Myr Creation sites.
However, thanks to the newly opened Omenpaths, and more than a little stealth focused magic, I have successfully infiltrated several of those facilities, and today I shall share the creation of the five basic myr constructs.
Through an advanced creation process, including but not limited too a turbine and an incubator, the metal that Myr are crafted from, allows them to manipulate different types of Mana. Iron myr wield red mana, silver wields blue, and so on and so forth.
This mana manipulation makes them incredible useful as familiars to spellcasters, as they allow additional spellcasting versatility, albeit very limited.
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Under the cut are the thoughts behind, and the stat blocks for the five mana myr: Copper, Gold, Iron, Lead, and Silver. This is for the Pathfinder 1st Edition rule system.
There were two things I wanted to highlight, in the design of the basic Myr creatures.
The attributes of their different metals
Their connection to a specific-coloured mana.
For the first one, Materials, I used pathfinders Ultimate Equipment section “Special Materials” It looked at Bronze which is says also works for Copper, I used Gold, I looked to Bestiary 1’s Animated Object for creatures made of a “common metal” for iron, I used UE’s Alchemical silver for the silver myr, and lead armor, lead blades, and other things for Lead – including Lead’s Wikipedia article.
And After all of that, I found Green Ronin Publishings “metal clad creature” page on d20pfsrd, which makes special rules for creatures clad in all of the specific materials for myr.
So that was a real Brian David Gilbert on Fire Emblem Archtypes, wasted time moment (its a reference, if you know you know).
Regarding to the price of creating a Myr, I compared it to a small creature from players handbook (gnomes) and after that 50 lbs of raw material felt appropriate, using the prices for the different trade goods. Unfortunately Lead doesn’t have a canon price under the different tables for Trade Goods. However, Bestiary 5’s Lead Golem says 10.000 pounds of lead costs 7500 gp. Meaning that the price of 1 pound of lead is 7 sp and 5 cp.
So, I changed my way of thinking and did this instead. I created a “Default Myr” which the different metal clads templates from Green Ronin could then be put onto.
This “Default Myr” is created based on the rules for new types of Constructs in Ultimate Magic, stating that Dex is low to average, it has no Con or int core, average wisdom and charisma 1. I also decided that they are Small creatures, and the used the bestiary 1 rules for base stats according to size, stating that Strength is 6 and Dexterity 12.
Ultimate Magic also states that they should stick fairly close to the Monsters Statistics by CR table in Bestiary 1 (table 1-1).
Default Myr – Cr 1/2
XP 200 N Small Construct (Myr) Init +1; Senses darkvision 60 ft., Low-light vision; Perception +1 AC 13, touch 12, flat-footed 12 (+1 dex, +1 natural, +1 size) Hp 15 (1d10+10) Fort +0, Refl +1, Will +1 Defensive Abilities Hardness 5; Immune Construct trait Speed 30 ft. Melee Slam +0 (1d3-2) Str 6, Dex 12, Con -, Int -, Wis 13, Cha 1 Base Atk +1, CMB -2, CMD 9 Skills: Each myr receives 2 skill ranks per HD, limited to skills that use Strength or Dexterity, and it cannot have more skill ranks in skills that use int, wis, or cha, than the highest among the ones who create it (meaning one can be the main creator with 2 ranks in Craft Weapons, and use an assistant with 6 ranks, to allow the Myr to have up to 6 ranks in that skill) Note that a Myr cannot have more skill ranks in a skill than it has HD (as all creatures) and it has no class skills. SQ Metal-Clad, Mana Aspect
Copper-Clad Myr
Challenge Rating: +2 Armor Class: increase its Natural Armor bonus with 3. Defensive Abilities: Light Fortification (25%) Damage Resistance: Fire 10. Weaknesses: Vulnerability to Electricity Speed Reduce speed by 10 ft. Attacks: If it has no natural attack, the Copper-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Skills: The Copper-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on one Craft skill of the creators choice. Ability Scores: +2 wisdom, -2 Charisma (can’t be reduced below 1)
Gold-Clad Myr
Challenge Rating: +1 Armor Class: increase its Natural Armor Bonus by 2. Defensive Abilities: Light Fortification (25%) Damage Resistances: Fire 10. Weaknesses: Vulnerability to Electricity Speed Reduced speed by 10 ft. Attacks: If it has no natural attack, the Gold-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on any one Profession skill of the creator’s choice. Ability Scores: -6 Dexterity, +2 Intelligence (if it has an intelligence score), -2 Wisdom (minimum 1), +6 Charisma
Iron-Clad Myr
Challenge Rating +3 Armor Class: Increase its Natural Armor Bonus by 6 Defensive Abilities: Heavy Fortification (75%) Damage Resistances: Fire 15 Weaknesses Vulnerability to Electricity, Rust Vulnerability Rust Vulnerability (Ex): Creature counts as ferrous for the purpose of rusting attacks such as Rusting Grasp. Speed Reduced speed by 10 ft. Attacks: If it has no natural attack, the Gold-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Special Abilities: Iron Limbs (Ex): An iron-clad creature’s natural attacks and grapple deal damage as Cold Iron weapons, overcoming damage reduction just as a Cold iron weapon would. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. Ability Scores: +2 Strength, -4 Dexterity (minimum 1), +2 Constitution (if it has a constitution score), and -2 Wisdom (minimum 1).
Lead-Clad Myr
Challenge Rating: +1 Armor Class: increase its natural armor bonus with 3 Defensive Abilities: Fortification (25%), Divination Immunity Divination Immunity (Ex): A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect Magic, Detect Poison, Detect thoughts, and Detect Alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry. Damage Resistances Electricity 5 Speed Reduce speed by 10 ft. Attacks: If it has no natural attack, the Copper-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Special Abilities: Virulent Poison (Ex): If the metal-clad creature possesses a natural poison attack, its DC increases by 1. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on Survival Checks made to avoid getting lost. Ability Scores: -6 dexterity (minimum 1), +4 constitution (if it has a constitution score), -2 intelligence (if it has an intelligence score, minimum 1), -2 wisdom (if it has an wisdom score, minimum 1), -2 charisma (if it has an charisma score, minimum 1).
That’s the Myr Material part out of the way, but what about the spell part? Instead of looking through hundreds of spells to find which ones exemplify the colours that the Myr use, I opted to go an easier route and effectively give them all a fitting cleric domain or sorcerer bloodline. This grants them a limited amount of spells per day, as well as a spell-like ability.
Each Coloured Mana Aspect has three sub-Aspects, depending on things the colour embodies.
Colour aspects grant the Myr the following: A spell-like ability that can be used 3 times per day modified by its Wisdom Modifier (minimum of 3 times per day). Additionally, it grants a spell that it can use once per day as a spell-like ability. Additionally, for any spells that mimic spells, and uses Caster Level, the Myr uses its HD as such.
White Mana Aspect
Requirements Gold-clad creature with the Myr subtype.
White mana embodies Community, Order, and Protection.
Aspect of Community
Healing Touch (Sp): The Myr can touch a creature as a standard action, and heal it for 1d4+1 hit points. This ability can restore HP to both living creatures and constructs, but not undead.
Bless (Sp): Once per day, as a spell-like ability, the Myr can cast Bless using its Wisdom as its spellcasting ability.
Aspect of Order
Prohibition (Su): As a standard action, the Myr can command a creature within 30 ft. of it to refrain from committing a particular action (including any referenced in the spell Forbid Action). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage, and the effect ends
Protection from Chaos (Sp): Once per day, as a spell-like ability, the Myr can cast Protection From Chaos using its Wisdom as its spellcasting ability.
Aspect of Protection
Protective Touch (Su): As a standard action, the Myr can touch a creature and grant it a +2 bonus to AC and CMD for 1 minute. If it uses this ability again, any current previous uses immediately ends. It cannot use this ability on itself.
Shield (Sp): Once per day, as a spell-like ability, the Myr can cast Shield using its Wisdom as its spellcasting ability.
Blue Mana Aspect
Requirements Silver-clad creature with the Myr subtype.
Blue mana embodies Knowledge, Artifice, and Illusions
Aspect of Artifice
Artificers Touch (Sp): The Myr can cast Mending, not at-will but a limited number of times per day. Unlike the normal use of this spell, it can be used to repair other constructs for 1d6 hit points.
Crafter’s Fortune (Sp): Once per day, as a spell-like ability, the Myr can cast Crafter’s Fortune using its Wisdom as its spellcasting ability.
Aspect of Illusion
Blinding Ray (Sp): As a standard action, the myr can make a ranged touch attack against a foe within 30 ft. Creatures with HD 1 are blinded for 1 round, creatures with more HD are dazzled for 1 round instead.
Color Spray (Sp): Once per day, as a spell-like ability, the Myr can cast Color Spray using its Wisdom as its spellcasting ability.
Aspect of Knowledge
Recall (Su): With a touch the Myr can cause a creature to recall a bit of forgotten information, allowing it to retry any Knowledge skill check it has made within the past minute, gaining an insight bonus equal to the Myr’s Wisdom modifier (minimum +0).
Know the Enemy (Sp): Once per day, as a spell-like ability, the Myr can cast Know the Enemy using its Wisdom as its spellcasting ability.
Black Mana Aspect
Requirements Lead-clad creature with the Myr subtype.
Black mana embodies Ambition, Death, and Power
Aspect of Ambition
Self-Realization (Su): The Myr gains a +1 bonus on saving throws against Polymorph, petrification, and transmutation effects. Additionally, the first time each day the Myr succeeds its saving throw against such an effect, it gains 1d6 temporary hit points and a +2 bonus on attack rolls and saving throws for 1 minute.
Bane (Sp): Once per day, as a spell-like ability, the Myr can cast Bane using its Wisdom as its spellcasting ability.
Aspect of Death
Decaying Touch (Sp): When the Myr hits a creature with a touch attack or natural weapon attack, it can spend a use of this power to deal 1d6 necrotic damage to that creature.
Cause Fear (Sp): Once per day, as a spell-like ability, the Myr can cast Cause Fear using its Wisdom as its spellcasting ability.
Aspect of Power
Power Surge (Su): As a standard action the Myr can grant itself a +2 insight bonus on attack rolls, AC, CMD, and Saving Throws until the end of its next turn.
Enlargement (Sp): Once per day, the Myr can temporarily and magically increase in size, gaining benenfits as if it was a humanoid creature that had Enlarge Person cast on it.
Red Mana Aspect
Requirements Iron-clad creature with the Myr subtype.
Red mana embodies Fire, Lightning, and Freedom
Aspect of Fire
Fire Bolt (Sp): As a standard action, the Myr can unleash a bolt of fire against a foe within 30 ft. as a ranged touch attack. If it hits, this deals 1d6 fire damage.
Burning Hands (Sp): Once per day, as a spell-like ability, the Myr can cast Burning Hands using its Wisdom as its spellcasting ability.
Aspect of Freedom
Liberation (Su): As a free action, the Myr can ignore all impediments to movement and mobility, as if affected by Freedom of Movement.
Sanctuary (Sp): Once per day, as a spell-like ability, the Myr can cast Sanctuary using its Wisdom as its spellcasting ability.
Aspect of Lightning
Lightning Arc (Sp): As a standard action, the Myr can unleash an arc of lightning against a foe within 30 ft. as a ranged touch attack. If it hits, this deals 1d6 electricity damage.
Shocking Grasp (Sp): Once per day, as a spell-like ability, the Myr can cast Shocking Grasp using its Wisdom as its spellcasting ability.
Green Mana Aspect
Requirements Copper-clad creature with the Myr subtype.
Green mana embodies Nature, Animals, and Growth
Aspect of Animals
Hawk’s Eyes (Su): Unlike other Aspect powers, this is not used per day but instead always active. The Myr gains a +2 bonus on initiative checks and Perception checks.
Magic Fang (Sp): Once per day, as a spell-like ability, the Myr can cast Magic Fang using its Wisdom as its spellcasting ability.
Aspect of Growth
Oversized Fists (Su): As a swift action, the Myr can the next natural attack it makes that hits, to deal damage as if the Myr was 1 size category larger.
Enlargement (Sp): Once per day, the Myr can temporarily and magically increase in size, gaining benenfits as if it was a humanoid creature that had Enlarge Person cast on it.
Aspect of Nature
Thorn Thicket (Su): As a standard action, the Myr can cause the ground in a 5-foot radius burst centered on it to sprout twisting thorn vines. Any creature moving through it must travel half speed or take 1 bleed damage; if activated in an area with numerous plants (grass, weeds, trees, etc) the area also becomes difficult terrain. This lasts for 1 minute, after which the vines crumble to dust.
Thorn Javelin (Sp): Once per day, as a spell-like ability, the Myr can cast Thorn Javelin using its Wisdom as its spellcasting ability.
Final Note; I really hope that the tumblr post format didn't completely butcher this, hopefully it's readable. At some point I'll likely make a new post with the actual stat blocks for the five Myr.
And I hope you enjoy this.
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ghor-dranas · 2 years
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Don't be suspicious: Group Stealth Checks in Critical Role - Vox Machina edition!
Hello and welcome to the first of a four part series looking at group stealth checks in all three campaigns of Critical Role! This first post is looking at Vox Machina, the second will be the Mighty Nein, the third Bells Hells and the fourth will be a comparison between the three. I've split it in this fashion for easier consumption because there's a LOT of data here. All of them will be tagged under both #cr-stats and #don't-be-suspicious for your perusal.
Disclaimers first!
Most of the data on this post was compiled by @critrolestats, who I'm eternally grateful for, but some of it was done by myself, and all charts and graphs were made by myself. As such, everything is subject to human error.
Now, what is a group stealth check, and why am I looking at them specifically?
A group stealth check, for sake of this project, is any time 4 or more members of an adventuring party roll a stealth check at the same time. I chose 4 as the start point fairly arbitrarily, mainly to limit my data set. As for why I'm looking at it, I just think it'd be fun to see which party is statistically the sneakiest.
Let's begin under the cut!
Vox Machina made 88 group stealth checks over the main campaign and all of their specials. Their overall average is 24.48014
But before we get deeper into the nitty gritty, I first must acknowledge a certain spell that wildly skews averages. Pass Without Trace is a wonderful spell that adds a +10 to everyone's rolls, and so because it is so powerful, I'd charted every time the used it, and take it into consideration in each table.
So, first of all, let's look at each individual member of Vox Machina's averages.
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Unsurprisingly, Vax is head and shoulders above everyone else, and Pike is dead last. A quick reminder that this is not their total for all stealth checks ever, but for every time they participated in a group stealth check.
As I mentioned Pass Without Trace, let's look at it specifically.
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So, as we can see here, Vox Machina cast Pass Without Trace for well over half of their group stealth checks. About 64.77% in fact. In which case, why don't we compare how well they do with the spell up versus without.
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Almost exactly 10 points better, nice!
Now, I mentioned that these checks start at 4 participants and go up, but how many people exactly are in these checks? How often is it just four people? I'm so glad you asked, have another chart!
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Interestingly, despite being a group of 7, the highest frequency is groups of 6! This could be due to a combination of Vax scouting ahead instead of participating, and Pike's frequent absences.
If you're looking at this and wondering "how the fuck did they have 9 participants in some of these checks?" then this is the part where I inform you that they had guests partake in these checks!
Vox Machina had a total of 23 group stealth checks performed with at least one guest present, and 12 with 2 guests at once. Which guests? Let's see!
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15 separate guests! Yes, we are including Scanlan 2 as a guest and not lumping him under Scanlan, simply for weird technical reasons. I am not going to do that math, but if you want to you can take Scanlan's average from above, and Scanlan 2's average from below and work it out from there.
Speaking of guest's averages!
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Our sneakiest guest is Kerrek, with 26.5, and our least sneaky is Lyra with 11. But wait, this doesn't factor in Pass Without Trace! Lyra didn't have Pass Without Trace for her single check, and Kerrek did for both! Hell, Tova had it for both of hers, which means her ACTUAL average is 5. That'd be due to the disadvantage caused by her armour. As you can see, there are a lot of contributing factors here that I can't possibly account for, so this is what we've got.
One quick note to end on is that most of these numbers are rounded to two decimal places, simply because the full numbers looked really messy.
These stats are pretty interesting, but they don't really say a lot on their own, there's no point of comparison here for the other groups! Well, in that case please stay tuned for the next three posts in the series, where I'll be looking at everyone else. Once again, you can check those posts out under the #don't-be-suspicious tag on my blog.
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apinyachakriiauto · 2 years
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แนะนำรถยนต์มือสองสุราษฎร์ธานี อัพเดทล่าสุด 2023
รถมือสองสุราษฎร์ธานีราคาเริ่มต้นที่เท่าไร มีรุ่นใดน่าใช้งานบ้าง แนะนำรถมือสอง สุราษฎร์ ภาคใต้ มะขามเตี้ย เมือง สุราษฎร์ธานี ตลาดนัดรถมือสอง สุราษฎร์ธานี เป็นเจ้าของรถมือสองสภาพดีราคาถูกได้ง่ายๆ
จังหวัดสุราษฎร์ธานีนับเป็นอีกจังหวัดหนึ่งในภาคใต้ที่มีขนาดใหญ่และมีประชากรอาศัยอยู่เป็นจำนวนมาก กอปรกับสภาพเศรษฐกิจของจังหวัดสุราษฎร์ธานีที่มีความโดดเด่นทั้งในด้านเกษตรและการท่องเที่ยวซึ่งมีนักท่องเที่ยวปีละกว่าล้านคนเข้ามาท่องเที่ยวในจังหวัดนี้ส่งผลให้ตลาดนัดรถมือสอง สุราษฎร์ธานีเองก็มีความคึกคักอยู่โดยตลอด อีกทั้งรถยนต์มือสองสุราษฎร์ธานีก็มีให้เลือกในหลากหลายรุ่นทั้งรถอเนกประสงค์ SUV , รถกระบะ 4 ประตู รถกระบะตอนเดียว กระบะแค็บ , รถเก็งซีดาน 4 ประตู และรถแบรนด์ยอดนิยมจากยุโรปทั้ง BMW และ Mercedes Benz เสริมด้วยเต็นท์รถมือสองสุราษฎร์ธานีมีให้เลือกชมในหลายร้านโดยเฉพาะรถมือสอง สุราษฎร์ ภาคใต้ มะขามเตี้ย เมือง สุราษฎร์ธานีซึ่งถือเป็นแหล่งใหญ่ที่คนสุราษฎร์ธานีมักไปเลือกชมรถมือสองกัน นอกจากนี้แล้วยังมีรถบ้านสุราษฎร์ธานีให้เลือกชมอีกเช่นเดียวกันในเว็บไซต์ Chobrod.com ตลาดรถออนไลน์ที่มีรถมือสองสุราษ ฟรีดาวน์ให้เลือกมากที่สุดในไทย
อัพเดทราคารถยนต์มือสองสุราษฎร์ธานี ล่าสุด 2023
รถมือสอง สุราษฎร์ธานี Honda Jazz รุ่น 1.5 S i-VTEC ปี 2021 ราคาประมาณ 550,000 บาท
รถมือสอง สุราษฎร์ธานี Toyota Hilux Revo รุ่น 2.4 Z Edition J Plus ปี 2020 ราคาประมาณ 485,000 บาท
รถมือสอง สุราษฎร์ธานี Isuzu D-Max รุ่น 1.9 Space Cab L DA ปี 2019 ราคาประมาณ 510,000 บาท
รถมือสอง สุราษฎร์ธานี BMW รุ่น X4 2.0 xDrive 20d M Sport 4WD ปี 2018 ราคาประมาณ 1,990,000 บาท
รถมือสองสุราษ ฟรีดาวน์ Honda HR-V รุ่น 1.8 E Limited ปี 2017 ราคาประมาณ 599,000 บาท
รถมือสองสุราษ ฟรีดาวน์ Mercedes Benz C350e 2.0 e AMG Dynamic ปี 2016 ราคาประมาณ 1,490,000 บาท
มือสองสุราษฎร์ธานี Honda CR-V รุ่น 2.0 E ปี 2015 ราคาประมาณ 539,000 บาท
มือสองสุราษฎร์ธานี Toyota Camry รุ่น 2.0 G ปี 2014 ราคาประมาณ 530,000 บาท
รถยนต์มือสองสุราษฎร์ธานี Honda Brio รุ่น 1.2 Amaze S ปี 2013 ราคาประมาณ 278,000 บาท
รถยนต์มือสองสุราษฎร์ธานี Toyota Fortuner รุ่น 3.0 V ปี 2007 ราคาประมาณ 458,000 บาท
จากการสำรวจประกาศขายรถมือสองสุราษฎร์ธานีในเว็บไซต์ Chobrod.com ตลาดรถออนไลน์ชั้นนำที่ดีที่สุดในประเทศไทยพบรถบ้านสุราษฎร์ธานีเป็นจำนวนมาก โดยมีราคาจำหน่ายเริ่มต้นที่ประมาณ 200,000 บาท ถึง 1,000,000 บาท โดยเฉพาะรถในกลุ่มอเนกประสงค์แฮทช์แบ็ก 5 ประตู เช่น Honda CR-V ปี 2014 ราคาเริ่มต้นประมาณ 530,000 บาท และ Suzuki Swift รุ่น 2.1 GL ปี 2017 ราคาประมาณ 348,000 บาท เท่านั้น ซึ่งถือว่ามีราคาไม่สูงนักเมื่อเปรียบเทียบกับราคาจำหน่ายรถ SUV ในปัจจุบัน สำหรับรถในกลุ่ม SUV เหล่านี้สามารถตอบโจทย์การใช้งานได้อย่างหลากหลายทั้งเป็นรถครอบครัวเนื่องจากมีเบาะนั่งภายในที่สามารถบรรจุผู้โดยสารได้มากถึง 5 ที่นั่ง เสริมด้วยโครงสร้างตัวถังที่มักจะถูกดีไซน์ให้มีรูปทรงที่ปราดเปรียวมีความคล่องตัวสูงและห้องโดยสารที่มีขนาดใหญ่ 
ในส่วนของผู้ที่มีความสนใจรถ PPV ขนาด 7 ที่นั่งก็ยังมี Toyota Fortuner ปี 2017 มีราคาเริ่มต้นเพียง 450,000 บาท และ Ford Everest ปี 2015 ราคาเริ่มต้นที่ 790,000 บาท สามารถรองรับการใช้งานในรูปแบบรถครอบครัวได้เป็นอย่างดีด้วยห้องโดยสารที่มีขนาดใหญ่พร้อมฟังก์ชั่นอำนวยความสะดวกที่ครบครันซึ่งถือเป็นจุดเด่นของรถรุ่นนี้ กอปรกับการติดตั้งเบาะนั่งภายในที่มีมาให้ถึง 7 ที่นั่งจึงสามารถรองรับการใช้งานในรูปแบบรถครอบครัวได้เป็นอย่างดี เสริมด้วยระบบขับเคลื่อนที่มีให้เลือกใช้งานทั้งในรูปแบบรถขับเคลื่อน 2 ล้อ 2WD และระบบขับเคลื่อน 4 ล้อ 4WD ซึ่งสามารถรองรับการใช้งานในเส้นทางทุรกันดารและการขับขี่แบบออฟโรดได้อีกด้วย
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นอกจากนี้แล้วตลาดนัดรถมือสอง สุราษฎร์ธานี รวมไปถึงเต็นท์รถมือสองสุราษฎร์ธานียังมีให้เลือกชมในหลากหลายพื้นที่เกือบทั่วทั้งจังหวัดโดยเฉพาะรถมือสอง สุราษฎร์ ภาคใต้ มะขามเตี้ย เมือง สุราษฎร์ธานีซึ่งนับเป็นศูนย์รวมในการจำหน่ายรถมือสองในเมืองสุราษฏร์ธานีพร้อมโปรโมชั่นรถมือสองสุราษ ฟรีดาวน์ให้ท่านได้เป็นเจ้าของรถคันโปรดได้อย่างง่ายดายอีกด้วย หากสนใจรถมือสองสุราษฎร์ธานีสามารถค้นหาข้อมูลเพิ่มเติมได้ที่ Chobrod.com
การซื้อ-ขายรถมือสองสุราษฎร์ธานี
การซื้อขายรถมือสองสุราษฎร์ธานีสามารถที่จะทำได้ในหลากหลายวิธีทั้งจากการซื้อยังเต็นท์รถมือสองโดยตรงซึ่งมีตั้งอยู่เกือบทั่วทั้งจังหวัดโดยเฉพาะรถมือสอง สุราษฎร์ ภาคใต้ มะขามเตี้ย เมือง สุราษฎร์ธานีซึ่งถือเป็นศูนย์รวมจำหน่ายรถยนต์มือสองที่มีให้เลือกหลากหลายเต็นท์พร้อมราคาจำหน่ายที่ไม่สูงมากนักเพียงแค่ท่านเดินทางเข้าไปสอบถามรายละเอียดรถรุ่นที่ท่านต้องการพร้อมราคาจำหน่ายซึ่งท่านจะได้รับข้อมูลรายละเอียดรถอย่างครบถ้วนพร้อมทั้งตรวจสอบสภาพรถและเจรจาทดลองขับได้โดยตรง อีกทั้งเต็นท์รถมือสองตลาดนัดรถมือสอง สุราษฎร์ธานีโดยส่วนใหญ่รถที่นำมาจำหน่ายมักจะเป็นรถบ้านสุราษฎร์ธานีโดยตรงซึ่งมีสภาพดี ราคาถูกและมีความน่าเชื่อถือ อีกทั้งยังได้รับโปรโมชั่นเด็ดรถมือสองสุราษ ฟรีดาวน์ที่ช่วยให้ท่านสามารถเป็นเจ้าของรถมือสองคันที่ต้องการได้อย่างง่ายดายมากยิ่งขึ้นในราคาที่ประหยัดมากที่สุด
อย่างไรก็ตามนอกจากการซื้อขายรถยนต์มือสองโดยตรงที่เต็นท์รถแล้วยังมีการค้นหารถมือสองในช่องทางออนไลน์อีกรูปแบบหนึ่งผ่านเว็บไซต์ Chobrod.com ตลาดรถออนไลน์ชั้นนำที่รวบรวมเอารถมือสองสุราษ ฟรีดาวน์และรถบ้านสุราษฎร์ธานีเอาไว้ให้ท่านเลือกชมมากที่สุดในประเทศไทย เพียงแค่ท่านเปิดเว็บไซต์ Chobrod.com พร้อมระบุจังหวัดที่ต้องการค้นหารถ เช่น สุราษฎร์ธานีแล้วกดค้นหาท่านก็จะได้พบกับรถยนต์มือสองสุราษฎร์ธานี ราคาถูก สภาพดี เป็นจำนวนมาก หรือ หากท่านต้องการขายรถบ้านสุราษฎร์ธานี เจ้าของขายเองก็สามารถที่จะลงประกาศได้ฟรีไม่มีค่าใช้จ่ายเพียงระบุรายละเอียดของรถพร้อมภาพประกอบให้ครบถ้วนประกาศขายรถมือสองสุราษฎร์ธานีของท่านก็จะได้รับการอนุมัติโพสต์และกระจายไปยังแพลตฟอร์มต่างๆของ Chobrod.com เพื่อช่วยให้ท่านสามารถขายรถมือสองสุราษฎร์ธานีได้อย่างรวดเร็วมากที่สุดในราคาที่ท่านพึงพอใจมากที่สุดอีกด้วย
หากท่านสนใจรถยนต์มือสองสุราษฎร์ธานี รถมือสอง สุราษฎร์ ภาคใต้ มะขามเตี้ย เมือง สุราษฎร์ธานี ค้นหารถบ้านสุราษฎร์ธานี สภาพดี ราคาถูก เจ้าของขายเอง มีความน่าเชื่อถือ เปรียบเทียบราคารถมือสองสุราษฎร์ธานี ตรวจเช็คราคารถมือสองสุราษ ฟรีดาวน์ เลือกรถมือสองสุราษฎร์ธานีรุ่นที่ตอบสนองต่อการใช้งานของท่านได้ที่ Chobrod.com ตลาดรถออนไลน์ชั้นนำที่ดีที่สุดในประเทศไทย
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pathfinderunlocked · 2 years
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Feral Lizard Shifter - CR 1 Shifter
Insert Jungle Book song of your choice here.
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Artwork from Flip Flappers by Studio 3Hz, badly edited by me.
A feral lizard shifter is a wild feral child, who has learned to fight as the beasts do.  Perhaps a family of wild fire drakes found this orc girl as a baby and nurtured her, raising the feral child.  She uses supernatural powers granted to her by the gods, emulating the abilities of the creatures that cared for her.
In combat, this NPC is likely to fight alongside wild beasts, using combat maneuvers to grapple, push and trip her targets.  Raised among drakes, she’s comfortable with heights and will attempt to lure her enemies near cliffs to push them off, since she understands that her own strength is limited.  She relies on her stealth to get a surprise round.
Usually the young template is worth -1 challenge rating, but this is still very much a CR 1 enemy.  It didn’t have any natural armor to lose, and it has Agile Maneuvers so the strength penalty doesn’t mean as much.
Feral Lizard Shifter - CR 1
Dressed only in what appears to be a tablecloth that she seems to have bitten a hole in the middle of and used as a poncho, this feral orc child snarls at you.  She can’t possibly be more than five or six years old.
XP 400 Young orc shifter 2 CN Small humanoid (orc) Init +6 Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 18, touch 18, flat-footed 12 (+6 Dex, +1 size, +1 Wis) hp 13 (2d10-2) Fort +2, Ref +9, Will +1 Defensive Abilities defensive instinct, feral ferocity Weaknesses dayrunner
OFFENSE
Speed 30 ft. Melee 2 claws +3 (1d3+1) Special Attack minor lizard aspect
STATISTICS
Str 13, Dex 22, Con 8, Int 6, Wis 12, Cha 5 Base Atk +2; CMB +7; CMD 18 Feats Agile Maneuvers Skills Linguistics -2, Survival +5 (+6 to follow tracks), Stealth +14 Language Draconic, Druidic SQ shifter’s claws, wild empathy Gear none
SPECIAL ABILITIES
Minor Lizard Aspect (Su) The feral lizard shifter can shift into her lizard aspect’s minor form for 5 minutes per day, gaining gain a +4 competence bonus on Acrobatics checks.  The duration need not be consecutive but must be spent in 1-minute increments.  Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn.  This is not a polymorph effect, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
Wild Empathy (Ex) The feral lizard shifter can improve the attitude of an animal.  This ability functions as a Diplomacy check to improve the attitude of a person.  The feral lizard shifter rolls 1d20-1 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the feral lizard shifter and the animal must be within 30 feet of one another and under normal conditions.  Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The feral lizard shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Feral Ferocity (Ex) The feral lizard shifter possesses the ferocity ability which allows her to remain conscious and continue fighting even if their hit point totals fall below 0.  The feral lizard shifter is still staggered at 0 hit points or lower and loses 1 hit point each round as normal.  Additionally, the feral lizard shifter gains a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points.
Dayrunner (Ex) The feral lizard shifter suffers a –2 penalty on all ranged attack rolls.
Defensive Instinct (Ex) When unarmored, not using a shield, unencumbered, and conscious, the feral lizard shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). This is already calculated into her statistics.
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless.
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luxury-residences · 1 month
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Embassy Grove Luxury Villas in Kodihalli, Bangalore | 4 & 5 BHK Villas for Sale
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Discover the Luxurious Lifestyle at Embassy Grove, Bangalore
Embassy Grove is a premium residential project that redefines luxury living in the heart of Bangalore. Located in the serene surroundings of Rustumbagh, Off Old Airport Road, this exclusive gated community offers a harmonious blend of modern design, sustainable living, and convenience. With a starting price of ₹10.50 Cr Onwards* and sizes beginning from 4851 Sq. Ft., Embassy Grove is an unparalleled address for those seeking opulence and comfort.
A Glimpse into Embassy Grove
Embassy Grove Villaments feature meticulously designed 4 & 5 BHK Duplex and Triplex Villaments, each offering a private terrace garden, three car parks, and state-of-the-art security systems. Spread across 7.93 acres with just 106 limited edition villas, this low-density development ensures privacy and exclusivity for its residents. Whether you are enjoying the private pool with a sundeck in your villament or taking advantage of the lavish clubhouse, Embassy Grove promises a life of luxury and tranquility.
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Project Highlights
106 Limited Edition Duplex and Triplex Villaments
IGBC Platinum Certified Homes: Reflecting a commitment to responsible luxury and sustainability.
Zero Vehicular Movement at Ground Level: Enhancing safety and minimizing noise pollution.
Private Pool with a Sundeck in Each Villament
Premium Lifestyle Amenities: Including home automation and modern security systems.
World-Class Amenities at Embassy Grove
Embassy Grove Villaments offer a plethora of amenities that cater to every aspect of luxury living. From 24/7 Concierge Services managed by Quintessentially to Centrally Air Conditioned Villaments with Italian Marble Flooring, every detail is designed for your comfort. The project also features a Fully Fitted Kitchen, Rain Water Harvesting System, and indoor and outdoor recreational areas such as a Kid's Play Area, Games Room, and Outdoor Café. For your daily needs, a Convenience Store is located within the community.
Exclusive Floor Plans & Sizes
Designed by renowned architects, the villaments at Embassy Grove are a testament to modern luxury and functionality. Each unit is centrally air-conditioned and crafted to offer maximum comfort.
Duplex: 4339 - 4386 Sq. Ft. (Sold Out) | 53 Villaments
Triplex: 4851 - 4936 Sq. Ft. | 53 Villaments
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Eco-Friendly Living
Embassy Grove is proud to be IGBC Green Homes Platinum Pre-certified, ensuring that your home is not just luxurious but also environmentally responsible. The project incorporates several resource-saving features, making it a model of sustainable living.
Prime Location Advantages
Located 500 M from the 18-hole KGA Golf Course and in close proximity to Bangalore’s key landmarks, Embassy Grove offers unmatched connectivity and convenience. Whether it's the Hotel Leela Palace or the Indiranagar Club, everything you need is just a stone's throw away.
500 M from Indiranagar - Old Airport Road Flyover
1.5 KM from Hilton Bangalore
3 KM from Koramangala
4 KM from MG Road
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Why Choose Embassy Grove?
If you are looking for a home that offers both luxury and convenience, Embassy Grove is the perfect choice. With its strategic location, world-class amenities, and commitment to sustainability, it provides an unparalleled living experience in one of Bangalore's most sought-after neighborhoods.
Discover more about Embassy Grove and explore the Embassy Grove price, Embassy Grove floor plan, Embassy Grove for sale, and Embassy Grove Villaments options. Visit the official website to view Embassy Grove photos and schedule a visit to experience the grandeur for yourself.
Explore more luxury apartments in Bangalore By Premium Developers at Promising location
Contact Us:-
Website:- www.luxuryresidences.in
Call:- 9899055035
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cagemasterfantasy · 2 months
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Changes to Cleric for One DnD
Disclaimer: I may not have all of the changes made what I am going over is just what was revealed. So please don't go getting your panties in a bunch. With that being said here are the changes to Cleric for the next edition of DnD.
Level 1 Divine Order: One of the biggest changes to the new Cleric is that you no longer receive a subclass at level 1. Instead you now get it at Level 3. To make up for this substantial revision at level 1 Clerics now get to choose from one of 2 Divine Orders as follows:
Protector: You get proficiency with Martial weapons and can use Heavy armor.
Thaumaturge: Provides an extra cantrip from the Cleric spell list and grants a bonus to your Arcana or Religion checks equal to your Wisdom modifier (with a minimum of +1).
Level 2 Channel Divinity: In 5e Channel Divinity was a core class feature that allowed you to channel the divine energy of your god to fuel a variety of magical effects. At Level 2 that included the ability to Turn Undead as well as a Channel Divinity feature based on your domain. Additional Channel Divinity effects were added as you advanced in level. For new Cleric Channel Divinity is more or less the same but you now get to choose one of the following options (which is really designed to make up for the lack of subclass at 1st level):
Divine Spark: As a Magic action, you can focus divine energy towards any creature you can see within 30 feet of you. You can then choose to heal or harm the target by rolling a 1d8 and adding your Wisdom modifier (this scales up to 2d8 at Level 7, 3d8 at Level 13 and 4d8 at Level 18). If you choose to heal, the target recovers that number in Hit Points. If you choose to harm, the target must make a Constitution saving throw and takes that number in your choice of Radiant or Necrotic damage if they fail the save or half that if they succeed.
Turn Undead: In 5e you use an action to brandish your holy symbol and utter a prayer at which point any undead that can see or hear you within 30 feet of you must make a Wisdom saving throw or be Frightened by you for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move the creature can use the Dodge action. The new Cleric is more or less the same with the exception that the creature is both Frightened and Incapacitated.
Level 5 Sear Undead: This new feature is based on 5e Destroy Undead (which was also available at level 5). The way the new feature works is that whenever you use your Channel Divinity to Turn Undead you can roll a number of d8s equal to your Wisdom modifier. Each Undead (regardless of CR level) that failed their save suffers Radiant damage equal to your roll and the Turn Undead effect also remains in place. This is a major change to the Cleric that really buffs what was otherwise a somewhat limited feature in 5e and lets you potentially damage undead that you otherwise would never have been able to touch.
Level 7 Blessed Strikes: Blessed Strikes first appeared as an optional Level 8 feature in Tasha’s Cauldron of Everything, but has now become a core feature of the new Cleric that’s available at Level 7. For those of you who haven't read Tasha's Cauldron of Everything the feature lets you choose one of the following options:
Divine Strike: Once per turn, when you hit a creature with a weapon attack roll you can add an extra 1d8 of your choice of Radiant or Necrotic damage.
Potent Spellcasting: You can now add your Wisdom modifier to damage dealt from any Cleric cantrip.
Notably these 2 options are available to a number of Clerics subclasses from 5e so if you are playing using the older (and still compatible) rules you’ll only be able to select one option for your new Cleric.
Level 10 Divine Intervention: In the 5e this core Cleric feature let you call upon your god for aid. You then described the assistance you sought and rolled percentile dice. If you rolled a number equal to or lower than your Cleric level your deity intervened (with the DM choosing the nature of the intervention). If your deity intervened you couldn’t use this feature again for 7 days. If you god did not intervene however you could use the feature again after a Long Rest. For the new Cleric this feature has been overhauled somewhat. Now you can choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. You can then cast it without expending a spell slot or Material components. The 7-day delay in using it again is also now gone meaning you can call upon Divine Intervention immediately after completing a Long Rest. According to Wizards of the Coast this rule change was designed to avoid some of the ambiguity of the old 5e feature not to mention the small likelihood of the intervention actually occurring.
Level 14 Improved Blessed Strikes: This improved version of Blessed Strike provides a buff to whatever option you previously chose at Level 7:
Divine Strike: If you choose Divine Strike at Level 7 you now get a 2d8 of extra Radiant or Necrotic damage when you hit a creature with a weapon attack.
Potent Spellcasting: If you chose Potent Spallcasting at Level 7 when you deal damage with a Cleric cantrip you now grant Temporary Hit Points equal to twice your Wisdom modifier to yourself or another creature within 60 feet of you.
Level 20 Greater Divine Intervention: For the 5e version of Cleric this feature was simply known as Divine Intervention Improvement and meant that your call for intervention automatically succeeded with no dice roll required. For the new Cleric however at Level 20 you call upon your god and are able to cast the spell Wish with no roll required. After using Divine Intervention to cast Wish you have to wait 2d4 Long Rests before using the feature again.
The subclasses for Cleric are: Life Domain, Light Domain, Trickery Domain and War Domain as I said earlier you know get your subclass at level 3 instead of level 1.
Life Domain: Disciple of Life and Preserve Life have moved to level 3, and Blessed Strike has become a base Cleric ability. Your Domain Spells now also include the Aid spell in addition to Bless Cure Wounds and Lesser Restoration.
Light Domain: Warding Flare and Radiance of the Dawn are now available at level 3. The spell See Invisibility has also been added to the Domain Spells list.
Trickery Domain: You now gain Blessing of the Trickster and Invoke Duplicity at level 3. In addition, the Mirror Image spell has been replaced with Invisibility. At level 6 you can now also swap places with your illusion whenever you create or move it using your Bonus Action. At level 17 your illusion grants Advantage to you and your allies when you attack a creature within 5 feet of it and if you dispel the illusion you can grant a number of Hit Points equal to your Cleric level to any creature within 5 feet of it.
War Domain:  Your Domain Spells list now has Guiding Bolt. War God’s Blessing has also been changed from a single-use attack roll bonus and now allows you to cast Shield of Faith or Spiritual Weapon without a spell slot and without requiring Concentration for up to 1 minute.
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urbanrise · 3 months
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Urbanrise Paradise on Earth: Your Sanctuary in Bangalore
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Proximity to Kanakapura Road ensures that Urbanrise Paradise on Earth is well-connected to various parts of Bangalore. Whether for work or leisure, reaching your destination is both easy and convenient.
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lascltribe · 2 years
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5ecardaday · 6 years
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Air Elemental.
Differing in immense ways from their wind elemental cousins, but easily confused as being one and the same, air elementals are vicious creatures. Embodying the chaotic forces of storm winds, every one of these elementals is unique in that they are connected at all times to the Elemental Plane of Air.
Planar Energies. At the center of every air elemental sits a miniature planar portal, which feeds energy from the Elemental Plane of Air directly into the elemental’s body. The other side of these portals sit very near to the edge of the elemental planes, close to the Demiplane of Lightning, in the Sea of Storms. Air elementals are native to this area, and when they are on their home plane, these miniature planar portals disappear for a time. It is only when an air elemental is summoned to another plane that the connection resumes.
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demigoddessqueens · 2 years
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Main Masterlist (as of 07/20/2022)
Per an anon ask, I have best compiled all of the inbox request and or prompts I have received from over a while. Hence all the updated hyper links and lists of fandoms down below. I will also post this on my main pinned post as well.
Edit (7/20/2022): so apparently there’s a link limit, so I’ll make a second composite masterlist to add on some remaining ones from my blog. As of now, here’s what is compiled so far. 💕
Ao3
Ao3 link above👆is a Hodgepodge of other fics, drabbles, fan weeks, fandoms and series/WIP’s
Kinktober 2022
LINK TBA
Final Fantasy - Sephiroth
Critical Role
Vox Machina - don’t you break my heart // the princess // dating hc’s // swan princess // baby VM // baby VM2 // falling // soft Percy // baby VM girl // first steps // guardian Vax // gods and glory // baby VM angst // poly vaxleth // angry hc’s // mirajane reader // love potion // shy with kisses // cool but fierce // bonded for life // holding hands // Snow White sleep // Percy romance // sweet scanlan // “arranged marriage”angst // under pressure // magic tattoos // Mother’s Day // powerful witch // Percy soulmate // tragic past //
The Mighty Nein - crush hugs with VM // angst // Caleb writing prompt //
Bell’s Hells and Crown Keepers - nicknames with VM // kissing prompts with Percy //
EXU: Calamity - loquacious HC’s // leaving Avalir angst //
Genshin Impact - red panda // love goddess
Arcane and League of Legends - I wrote and write for Viego // Viktor, Jayce, and Silco
Love Languages
Assassin’s Creed - Arno // Ezio // feat multifandom // multifan tea hc’s //
Pirates of the Caribbean - James Norrington
Marvel/DC - I have drabbles and stories for Loki, Jotun Loki, Thor: Love and Thunder (WIP), Aquaman, Superman, and The Batman (Battinson) and many more on my Ao3
nightcrawler
Monster Fics - These are either centric to my OC (Hazel) or are Reader-centric
Curtain call
Star Wars - There’s also some Darth Maul, Boba Fett, and Mandolorian stuff on my ao3 well
Castlevania - artsy love // beach day with CR // multi boys love hc’s // shy kiss // music hc’s // holding hands // I forgot a kiss with CR // wolfwalker HC’s // parent headcanons // linking pinkies // painful past //
Alucard - hit for Alucard // bath hc’s // dragon love // dragon love 2 // lounging love // hesitant, shy reader // cowboy alucard // sequel spin-off // prompt 50 kiss // prompt 8 kiss // hollow knight // prompt 38 i love you // prompt 39, 17 kiss // caring for sick // magician love // expressive love // wearing his coat // affectionate one //
Isaac, Hector - family HC’s (with trev and Al) // Disney princess w/ Trio and VM // hector 16 prompt kiss // 
Trevor, Sypha -  artsy love
Greta -  artsy love // poly with OT3 // poly with Alucard 
Dracula - taking a hit w+ Trevor, Hector and Isaac //  multi boys love hc’s // shy kiss // Lisa apprentice //
Dragon Age - Wolfwalkers
Hellboy/Hellboy II
Baldur’s Gate - Astarion
The Witcher - Geralt
Blood of Zeus
bikini beach // drunk with CV // seraphim smut and angst
Stranger Things
Eddie Munson - blackbird /// i need a hero
Steve and Eddie poly smut
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spottedenchants · 2 years
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A Speculative Timeline of Events - The Tales of Exandria: The Bright Queen
Hey there! Here's a speculative timeline of the comics, working backwards from the story's 'present day' (with a TL;DR of my own interpretation at the end)
Though there are plot summaries on the CR wiki, be aware there are big spoilers ahead, so view at your own discretion below:
(last edited June 30, 2022)
1. When is the 'present day' of the comics?
As stated by the official media timeline of Critical Role, The Tales of Exandria: The Bright Queen takes place around 855 PD.
2. When does Quana Kryn's anamnesis take place?
The core narrative of the four-issue story—Leylas and Quana Kryn searching for and retrieving the Dynasty's sixth beacon, and the subsequent birth, growth, and death of their child, Caelestis—is framed by an unnamed ward (eventually revealed to be the reborn Quana Kryn) undergoing anamnesis with the aid of Umavi Skysybil Abrianna Mirimm.
This being the case, all relayed events within this framing at any given point are either a) the stories of Exandria, the Luxon, Leylas, Quana, and Caelestis as told by Abrianna or b) memories of Quana herself.
Given that Issue 4 wraps up with the reveal of Quana's identity, who then resumes her duties alongside Leylas to seek out Caelestis (who has also been reborn) and to 'restore a beacon' (probably the one Lolth got her leggies on and corrupted), it would make narrative sense that Quana's anamnesis takes place in the 'present day' of the story.
**A Caveat**
There is yet another framing around this story of Quana's anamnesis that could instead be considered the 'present day'. This is indicated by the potential link between the very first dialogue box in Issue 1 and the very last page of Issue 4. In the final page, Abrianna is much more withered, and returns from her apparent recollection of assisting Quana through anamnesis in order to help another adolescent through the same process, whose phrasing, "I'm lost", may have thrown Abrianna into memory in the first place. This could mean that Quana's anamnesis actually took place quite a while before 855 PD.
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(ID in alt text)
That said, working from the opposite direction, in Issue 3, Leylas visits Xarzith Kitril at the tail end of her consecution campaign. This city was constructed in 811 PD (EGTW pg. 148), meaning Quana's anamnesis must take place no earlier than 821 PD for reasons stated in point 3 (drow adolescence) below.
Because I could not find any in-canon references about the Dynasty having/knowing of more than their four unique beacons at any point before—or by—the time the Dynasty regains their fourth beacon while putting this post together (though if anyone has refs indicating otherwise with more depth than Hytroga's definitely-fake broken beacon frame, please let me know because that changes everything 👀), I am considering all events within the comic (save for the creation of Exandria stuff) as taking place after the peace talks in Unndilar 836 PD.
Given that Quana was alive and an adult during the peace talks, this places her earliest time of death (in order to be reborn) in the latter half of 836 PD and pushes her earliest anamnesis year to 846 PD, again for reasons stated in the sentence above and in point 3 below.
With the addition of time from point 4 (Caelestis' birth) below, Quana's anamnesis is bumped to 848 PD at its earliest.
Including the events of points 5 (Leylas' return from the Dreadnest), 6 (acquisition of beacon 6), and 7 (acquisition of beacon 5) below, we can bump Quana's anamnesis a year further to around 849 PD.
Thus, taking these extra limits into consideration, we can place Quana's anamnesis sometime between 849 PD and 855 PD.
**Caveat Over**
For simplicity's sake (and based on how well everything else slots together following this point in time), I'm opting to stick with Quana's anamnesis taking place in the 'present day'.
In other words, the reborn Quana Kryn undergoes anamnesis around 855 PD.
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Before diving into the rest, I would like to add another disclaimer: for lack of any CR-canon explanations of drow maturity rates (as far as I could find), I referenced generalizations of human maturity timescales instead. As such, the rest gets exponentially more speculative as we go on.
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3. When does Quana die?
We know that consecuted souls begin undergoing anamnesis around adolescence and that such souls are implanted into newborn infants (EGTW pg. 268), so because Quana is in the process of anamnesis at the start of Issue 1, and she is a drow, we know she was reborn 1 drow adolescence-age ago.
If adolescence begins around 10-13 years old, assuming a quick soul-return-implant, Quana Kryn (and Caelestis) dies around 842-845 PD.
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4. When is Caelestis born?
Given that Caelestis is a toddler/young child at the time, we can place her age somewhere around 2-4 years old when she and Quana die.
Alongside this, Leylas is said to have consecuted thousands on her campaign following her return from the Dreadnest in Issue 3. The ritual of consecution takes about a day, so assuming a campaign rate of one consecution per beacon per day with 328 days in an Exandrian year (TCSR pg. 9), Leylas can consecute about a thousand people in three years if she's going around with only one beacon. Maybe she had other Umavi going out and consecuting people in order to get that count up to thousands (plural), or maybe group consecutions are a thing. This is very loosey-goosey and could simply be a matter of phrasing, but I may as well include it.
Taken all together, Caelestis is born somewhere between 838-843 PD.
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5. When does Leylas return from the Dreadnest?
Assuming drow gestation is similar to that of humans (9 months), and noting that Quana is due a few weeks after Leylas leaves in Issue 3, Leylas returned from the Dreadnest at least 7 or 8 months before beginning her consecution campaign.
Additionally, in Episode 7 of Campaign 3, set on 23 Brussendar 843 PD (C3E25 takes place on 14 Sydenstar 843 PD), Bell's Hells are in the Dreamscape Theater where there is a poster for a show titled "Esmer and the Child of Light". Caelestis is referred to by similar titles ("The First New Soul Born of The Light", "Born of The Luxon", "The Bright Child", "The Living Incarnation of The Luxon's Light") from her conception forward, so it is possible this show is in reference to her and a yet unknown "Esmer". The poster is described in a collection noted as being from 'throughout the years', indicating the poster has likely been up for more than a year, but without further specificity, C3E7's date will set the latest limit for this time frame.
Depending on time-of-year placement and prior deductions, Leylas returns from the Dreadnest anywhere from early-to-mid 837 PD to early 843 PD.
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6. When does the Battle of Ghostwall take place?
At the beginning of Issue 2, Abrianna states that the consecuted soldiers who died in the battle have already undergone anamnesis, indicating they have been back for a while (i.e. they are > 10 years old in 855 PD (see point 3)). Abrianna also mentions there were searches through the Ghostlands "in the days that followed" the battle, so the time between the battle and Leylas entering the Dreadnest likely wasn't particularly long either.
Assuming Leylas wasn't in the Dreadnest for several months or more, we can conclude the Battle of Ghostwall (and the acquisition of the Dynasty's sixth beacon from the Dreadnest) also takes place between early-to-mid 837 PD to early 843 PD.
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7. When does the Dynasty acquire their fifth beacon?
In Issue 1, Leylas mentions that Quana has been sad "these last months", to which Quana says her mood is because she's feeling nothing about the Dynasty gaining beacons.
There is no mention of the Dynasty having more than four beacons at any time before the peace talks in Campaign 2 and the return of their fourth beacon, and as such, I'm putting a hard 'earliest' limit on the acquisition of their fifth.
Depending on how many months have passed between beacons 5 and 6, the Dynasty can have recovered the fifth beacon anytime between Unndilar (5th month of 11) 836 PD and late 842 PD.
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As you can see, there's a fair amount of wiggle room even within the bounds I've decided to draw!
For another point of reference, Campaign 2 ends (pre-epilogues) in Sydenstar 836 PD (7th month).
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TL;DR:
My personal interpretation of the timeline for Touching Sentiments purposes:
In 855PD, a ~12-year-old reborn Quana Kryn undergoes anamnesis. Just before Quana's rebirth in 843 PD, she and ~3-year-old Caelestis Kryn die. Caelestis' birth in late 840 PD is heralded by Leylas' prophetic dream and the acquisition of the Dynasty's sixth beacon in early 840 PD. The Dynasty acquires a fifth beacon a few months prior in late 839 PD.
Bullet point format with a little more ~seasonal~ detail (again, my interpretation):
Late 839 PD: The Dynasty acquires their fifth beacon
Early 840 PD: The Dynasty acquires their sixth beacon
Mid-to-late 840 PD: Leylas begins her consecution campaign
Late 840 PD: Caelestis Kryn is born
Spring/Summer 843 PD: Quana takes Caelestis into the Vermaloc Wildwood to be executed, and she and Caelestis both die within the reach of a beacon
Late Spring/Summer/Early Fall 855 PD: Quana undergoes anamnesis and returns to Leylas' side to search for Caelestis
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If you made it this far, thanks for reading! :D
Here is a cat for you: ♡ॢ₍⸍⸌̣ ʷ̣̫⸍̣⸌₎
(Also feel free to let me know if there are any glaring errors 👀 I would like this to be reasonably accurate! xD )
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jiminieloved · 3 years
Text
Ultimate Jikook Timeline Pt 107
In The Soop 1
Episode 1
Part 1
2:38 the staff says that Jimin will be wearing a new hanbok, so JK asks him “you’ll be wearing a hanbok?”
23:10 Jimin point out the punching bag that JK requested and looks at him
24:26 JK calls Jimin to give him a hat
27:46 playing with the punching bag together, then Jimin gives little playfull punches on JK
32:32 Jimin, JK and Hobi playing soccer together
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@poemforthesmallthings
Part 2
17:46 JK goes to the kitchen and tells Jimin he cooked, so he isn’t helping with groceries for that reason, Jimin scolds him saying everyone is helping, Jimin says he doesn’t have to do anything but he should get ready for work next time, then JK pretends to pull Jimin’s shorts down
24:25 they are sitting close and JK helps Jimin putting boxing bandages on, then Jimin talks about how JK snores
25:49 JK still helping Jimin with the boxing bandages
28:24 boxing together
29:22 Jimin tells Hobi that he taught the Brazilian kick to JK and that he is really good at it
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@themoonispurple7
Behind
No moments on this one
Episode 2
Part 1
8:03 Jimin asks JK to help him moving the ping pong table, JK teases him but then helps him move the table
9:10 Jimin fixes the table and JK practices boxing, they talk to each other while doing it
15:32 JK watches Jimin and Namjoon playing ping pong
17:09 playing ping pong together
Part 2
16:09 not a Jikook moment, but JK grabs the Absolute Pride limited edition vodka bottle and looks at it
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Behind
0:13 Jimin teases JK saying he underestimated him about moving the table
Episode 3
Part 1
16:35 Jin asks where did Jimin and JK go, because there’s only them missing
20:28 Jimin slaps JK’s butt and asks him if he is going to make something in the kitchen
24:28 sitting close and doing a puzzle together
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@themoonispurple7
Part 2
26:53 after the others left, Jimin and JK stayed in the room, both of them building blocks
38:54 Tae is about to fling the pan and JK tells him not to fling it at Jimin
41:15 Jimin goes sit next to JK
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@themoonispurple7
Behind
0:11 JK watches Jimin and Tae playing ping pong
Episode 4
Part 1
No moments on this one. They spent most of this part sleeping
Part 2
14:15 JK slaps Jimin’s butt in the background
14:49 cleaning the dishes together, Jimin asks JK to dry the dishes for him
29:05 Jimin tries to distract JK while he plays de vr game
31:55 Jimin helps cooking and JK goes to the kitchen and puts his arms around Jimin and Hobi, then just around Jimin
33:37 Jimin says he cried once because JK made ramyeon for him and it was too spicy
35:03 when they are about to leave, Jimin says he is going with JK
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@themoonispurple7
Behind
3:49 Jimin offers food to JK
6:00 together in the kitchen
Episode 5
Part 1
14:48 Jimin realizes that he forgot his luggage so JK says he brought a lot of clothes, then Jimin quickly holds his hand
23:15 together in the kitchen
28:57 playing baseball together
30:32 Jimin hurts his hand with the ice so JK puts the ice on the floor and pretends to hit it and Jimin laughs at it
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Part 2
35:35 Jimin reacts to the food in a positive way and JK checks his reaction
Behind
5:10 playing baseball together
5:25 together in the kitchen talking about the bad smell of vinegar
Episode 6
Part 1
0:50 Jimin asks JK if he is staying at the floating house, because he heard there’s water leaking there and tells him to check it and then. putting an arm around his waist, he actually directs him to go talk to Tae
1:45 the captions mention that Tae asked Jimin to bring JK to talk to him
2:10 Jimin goes near them and tells about the excuse he invented to bring JK and touches JK’s head
5:20 JK says he thinks he would have had a lot of fights if the spoke casually to Jimin and Tae back when they were trainees
41:25 Jimin goes get JK to eat lunch
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Part 2
No moments on this one
Behind
No moments on this one either. They were doing different activities
Episode 7
Part 1
9:12 Jimin lends his phone to JK
15:58 together in the kitchen, Jimin asks if he can try the sauce JK made and JK tells him it is hot, Jimin tries the sauce and compliments it
18:00 Jimin helps JK in the kitchen
21:30 JK tries to find a solution for the burned chicken problem and Jimin says “Jungkook-ah, fighting!”
33:47 Jimin watches JK doing a goofy dance
Part 2
20:46 JK enters Jimin’s room after lunch, he cuddles him at 21:03
24:30 Jimin explains the mosquito net incident, where Jimin and JK were drunk and playing around when Jimin broke JK’s mosquito net
41:00 Jimin listens to “My Time” while getting on the canoe
48:55 Jimin and JK singing karaoke together
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Behind
2:40 Tae reads JK’s personality type and Jimin agrees that’s how JK is
2:57 the mosquito net moment, Jimin and JK playing around drunk at night
Episode 8
Part 1
36:22 Jimin films JK dancing in front of the firecrackers, at 36:40 he just films JK even though the firecrackers are over
48:37 JK adds Jimin to his teams at the mafia game
Part 2
33:24 Jimin says JK did a great job with his painting
34:54 they are going home, JK goes in the same car as Jimin and Yoongi
35:32 Jimin tells JK that this is the perfect time to sing the opening song they made
Part 3
8:58 sitting close, Jimin laughs and touches JK’s chest
10:02 same here
Behind
No moments on this one
Information compiled by @lagalaxiedemochi.
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thecreaturecodex · 3 years
Text
Vermicious Knid
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Image by Joseph Schindelman, © Alfred A. Knoph publishing
[If you were unaware, there’s a sequel to Charlie and the Chocolate Factory. It’s titled Charlie and the Great Glass Elevator, and it’s wild even by the standards of Roald Dahl. It’s a pair of loosely connected vignettes rather than the straight through line of the book;  the first involves taking the Great Glass Elevator into space and rescuing the crew of the Space Hotel USA from an attack by aliens, and the second half involves trying to de-age Charlie’s grandparents so they’ll get out of bed, and then rescuing them from the consequences of taking too many de-aging pills.
The aliens are the vermicious knids, which get a mention in the first Charlie and the Chocolate Factory movie (which Dahl worked on while writing Great Glass Elevator). They’re shapeshifting floating oozes, and their blank eyes struck me as incredibly sinister when I was like eight years old. Art of them that is not from one or other edition of the book is thin on the ground, and I went with the edition that I grew up with, but of course.]
Vermicious Knid CR 10 NE Ooze This greenish-gray creature resembles an egg shaped mass of muscle with wide, staring eyes. As you watch, it shifts its form to create appendages with remarkable speed.
The vermicious knids are predatory oozes that cruise the depths of space, preying on those who would venture beyond the safety of a planet. The last survivors of a planet that lost its atmosphere, vermicious knids roam the void in deadly packs. They are capable of surviving on as little as the carbonaceous minerals found in asteroids, but they like killing for the sheer fun of it. A vermicious knid is almost pure muscle, able to stretch and shape its body in a variety of useful ways.
Most vermicious knids are somewhat prideful creatures, and take the time to intimidate foes before actually attacking them. Shaping their bodies to spell out threats is a common tactic, although the knids’ vocabulary is typically limited. Their primary mode of attack is to pull their body into a teardrop shape and ram with their pointed underside, but they can create lobes of their bodies to form ghastly claws, fangs and tentacles, or stretch out a pseudopod to strike an enemy from a great distance. A vermicious knid can withstand blows and is invulnerable to cold and electricity. Acid, fire and magic are the best ways to dispatch one of these horrors. Vermicious knids are tenacious to the point of stupidity, and almost always fight to the death.
Although vermicious knids are agile and strong in the vacuum of space, they cannot survive planetfall on their own. They are uncomfortable in heavy atmospheres, but more dangerous to them is the heat of reentry. Vermicious knids thus content themselves with preying on creatures bold enough to come to them, but a few particularly enterprising individuals attempt to find ways to get aboard spaceships or otherwise protect themselves long enough to make it to the surface of a planet. A vermicious knid’s reproduction is tied to how much it has to eat, and a well fed knid can divide by fission as often as once a day. A single vermicious knid making its way to the surface of a world could unleash a plague of apocalyptic proportions.
Vermicious Knid   CR 10 XP 9,600 NE Medium ooze Init +10; Senses darkvision 120 ft., Perception +6 Defense AC 21, touch 21, flat-footed 21 (+10 Dex, +1 dodge) hp 123 (13d8+65) Fort +9, Ref +14, Will +7 DR 7/-; Immune cold, electricity, mind-influencing effects Defensive Abilities ooze traits, uncanny dodge Offense Speed 60 ft., fly 120 ft. (perfect) Melee gore +19 (3d8+15) or 4 split attacks +17 (1d8+5) Space 5 ft.; Reach 5 ft. (35 ft. with extend reach) Special Attacks extend reach, split attacks Statistics Str 30, Dex 30, Con 20, Int 3, Wis 17, Cha 9 Base Atk +9; CMB +19 (+21 sunder); CMD 40 (42 vs. sunder, cannot be tripped) Feats Dodge, Improved Sunder, Intimidating Prowess, Multiattack, Power Attack, Mobility, Spring Attack Skills Fly +21, Intimidate +12, Linguistics -3, Perception +6 Languages Aklo, Common (cannot speak) SQ no breath, starflight Ecology Environment void Organization solitary, pair, pack (3-6) or flotilla (7-12) Treasure incidental Special Abilities Extend Reach (Ex) As a full round action, a vermicious knid may extend a pseudopod an additional 5 feet per 2 HD (plus 30 ft. for an average specimen) in order to make a melee attack. It does not threaten this area—its reach is treated as normal for a creature of its size for the purposes of making attacks of opportunity. Split Attacks (Ex) As a swift action, a vermicious knid may divide its body up into multiple natural weapons. Each of these is treated as a secondary natural attack that deals 1d8 plus ½ the knid’s Strength modifier, and can deal piercing, slashing or bludgeoning damage, as the creature decides. Starflight (Su) A vermicious knid can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided that the knid knows the way to its destination.
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samrriegel · 3 years
Photo
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As creators, it’s important that we strive to create a positive relationship between our content and community while still retaining our rights. With this in mind, we’d like to share our new content policy covering how you can use our IP.
(you can click the link embedded above or click the readmore. there is a lot of text!)
Everyone at Critical Role is extremely honored and humbled by the interest our incredible community has shown in the stories that we tell, the shows that we produce, and our company in general. We think it’s pretty amazing that our fans want to create artwork, websites, and other works (“Projects”) based on our intellectual property (“IP”). Our IP includes any unique material our team creates — things like the names of our campaigns (for example, Vox Machina and Mighty Nein), our characters (for example, Grog Strongjaw or Beauregard Lionett), story locations (like Whitestone or Nicodranas), company slogans (such as How Do You Want to Do This?), as well as written content and all related artwork, music, etc. We are generally cool with Projects that follow the rules outlined below, but we reserve the right to remove Projects that, in our view, misrepresent these rules or use our IP inappropriately. We want our fans to continue celebrating our world and sharing their talents with the community, but for Critical Role (“CR”) to exist as a company, our legal advisors have suggested we establish some ground rules for how our IP can be used!
1. What can I develop with Critical Role’s intellectual property (“IP”)?
Free stuff for the community to view, with some exceptions. Critical Role allows you to use, display and create derivative works based upon Critical Role’s IP, strictly for noncommercial (except as specifically provided below) community use. CR reserves the right to use our sole discretion to deny anyone the use of our IP at any time, for any reason or no reason. If we deny you the right to use our IP, you must stop developing, publishing, or distributing your Project immediately.
In all cases, the use of our IP with your Projects must be appropriate for our Critter Community. Projects cannot be defamatory, offensive (including but not limited to anything transphobic, sexist, homophobic, racist, ableist, ageist), or harmful to others (as determined solely by CR).
2. Can I create a project that is commercial in nature?
You may not create commercial Projects, including any Project that (without a written license agreement from us):
i) crowdsources any portion of its funding; ii) involves a business or legal entity; iii) gates the content with a paywall (e.g., Patreon, YouTube Premium, etc.), unless it is also legitimately available elsewhere for free; or iv) involves the sale of merchandise utilizing CR IP
We prohibit the use of our IP in interactive games, apps, and downloads. Please do not take any part of our IP (e.g., character appearance, character abilities, maps, icons, items, etc.) and use it in a game or app for other than your own private, noncommercial use. We do not allow any Projects utilizing our IP to appear in any app stores, including the Apple Store or Google Play, unless they have a written license agreement from us.
No monetized novels, theatricals or the like. You are not permitted to write, produce or create any novels, theatrical productions or other adaptations that include CR’s intellectual property without our express written permission.
Fan fiction is generally permitted (and enjoyed!) by CR, as long as the content is not monetized and otherwise follows the guidelines of this policy.
You are not permitted to manufacture, promote, or distribute (for free or otherwise) any merchandise (such as apparel, game pieces, accessories, etc.) that bear any CR IP without a separate, express written agreement between you and Critical Role.
Critical Role, on occasion, collaborates with and licenses third parties for the creation and distribution of Official CR Merchandise. These agreements are separate from this CR Fan Content Policy.
3. What about passive ad revenue?
This is one of those exceptions we mentioned earlier. We permit fans to promote their Projects on websites, streams, or videos and passively generate revenue through appropriate advertisements, including pre-roll ads, ad breaks, and sponsor ad overlays. No inappropriate direct ads or sponsorships—we alone decide what qualifies as inappropriate, but if you won’t see it on Critical Role, it is probably not appropriate.
We permit individual fans to solicit personal donations or offer subscription-based content while livestreaming, so long as non-subscribers can still watch the live stream concurrently. In other words, you may have your Project behind a paywall, so long as the Project is legitimately also available for free in some other way.
Your use of CR Content must be transformative in nature. You cannot simply re-upload our content. Examples of potential transformative works include:
Animatics
Compilation videos
Remix edits
Added commentary
Music/ music videos
Cosplay content
Art / draw alongs
GIFs / memes
React videos
For longform CR content: Originally 2 hours or more in length (e.g., Critical Role, Exandria Unlimited, and One-Shots)
CR allows your passive monetization of under 10 minutes of content usage per episode
CR may claim monetization or execute an automatic takedown for over 10 minutes of content usage per episode
For medium-length CR content: Originally between 1-2 hours in length (e.g., Between the Sheets, Narrative Telephone)
CR allows your passive monetization for under 5 minutes of content usage per episode
CR may claim monetization or execute an automatic takedown for over 5 minutes of content usage per episode
For short CR content: Under 60 minutes (e.g., Handbooker Helper, All Work No Play)
CR may claim monetization or execute an automatic takedown, which includes any “clips” or “memes”
4. Can my Project make reference to Critical Role?
We’d love that! Just make sure that your Project follows the other guidelines in this policy and clearly let people know it is a fan Project and not an official CR Project. That is, you are not permitted to state or imply that your Projects are affiliated with, sponsored, or approved by Critical Role. You may not create a Project in a manner that could cause other Critters to believe that it is an official CR work. If you share your Project with others, please conspicuously include the following disclaimer (e.g., on your Project’s website):
Portions of the materials used may contain trademarks and/or copyrighted works of Critical Role. This material is not official, is provided for free, noncommercial entertainment purposes only, and is not endorsed by Critical Role.
5. Can I create CR-related video content before the content is available on Critical Role’s YouTube channel?
No. Please be considerate. So it’s clear, any posting or other unauthorized disclosure of CR-created content prior to its official release on YouTube (or an authorized media-sharing platform) is strictly prohibited. In regards to spoilers, even after an episode’s release, spoilers can ruin a fan’s experience and we always aim to avoid them. Please be respectful of others and do not deliberately push plot reveals on people who are actively avoiding learning about them. If you are releasing fan content after its official release on the CR YouTube channels, we ask that you please offer spoiler disclaimers (or appropriate hashtags) as a courtesy.
6. What about CR fan art that’s shared publicly during or after a livestreamed RPG broadcast and before the VOD is available on YouTube?
Boy, we love ourselves some amazing Critter fan art. We also want to ensure that artists are taking every precaution not to spoil an episode before its official release on the CR YouTube channel. Please ensure that your artwork is not audiovisual in nature and follows the guidelines set forth in this policy. Again as a general courtesy, please include spoiler disclaimers (or appropriate hashtags) whenever possible.
7. Is all content in a Critical Role video available for use?
No. Certain CR videos contain music or other content that Critical Role doesn’t own. Critical Role, at times, enters into licenses with 3rd party content providers to enhance CR videos for viewing. Since CR cannot grant you a license to use someone else’s content, you’ll need to get permission from the copyright owner(s) before using their content. If you include non-Critical Role music or other content in your video, do so at your own risk. Your video could be subject to filtering or takedown notices by the owner of the copyright in the original work.
8. Can I use Critical Role’s Logos or Trademarks?
Generally, no, and only in limited instances. Use of Critical Role’s brands, logos, character names, actor names, actor and character likenesses and other IP are only to be used in connection with the discussion of Critical Role works, Official Products and non-commercial Projects in compliance with this Policy. Critical Role expressly prohibits uses of its Trademarks to promote your business or merchandise. You may not register domain names, social media accounts, or similar stuff that uses any of our trademarks, trade names, character names, etc. without expressed written consent.
You definitely may not use any CR trademarks as keywords, titles, or search tags for products that are infringing or counterfeit.
9. Can Critical Role use my Project?
Yes. We want fans to create and share cool things with each other, and we want to remove barriers to sharing. Because you are using Critical Role IP, if we celebrate or spotlight a fan Project, or make something that somehow resembles a fan Project, by posting it publicly you give Critical Role permission to spotlight or share your Project with the world. By using Critical Role IP in the creation of your Project you give CR authorization to share your Project in any way at our sole discretion. Critical Role will always attempt to contact artists in these instances and/or provide proper artist credit whenever possible.
10. What if my Project is not covered here?
If your creative efforts are not covered by this Policy, you’ll need our prior, written approval before you put it out in the world. If you have any questions or creative content you want to make that isn’t covered by this Policy, contact us by sending us an email to [email protected]. Written approval is required for Projects that are outside of the scope of this policy.
If you don’t hear from us, it does not mean we approve of your requested use of our IP.
11. Anything else?
Yes. Critical Role reserves the right to change this Policy at any time with no notice whatsoever, but we’ll do our best to communicate any changes widely as soon as we can in the interest of remaining transparent with you.
Please note that we are constantly developing new content and creating new IP that will fall under these guidelines.
Thank you so much for your attention to this policy. Our main goal is to ensure that the Critical Role community remains creative and vibrant as it’s always been. Our content policy will protect what we own today for the long haul so that we can continue to create magic for all of you for many years to come. If you have any questions at all, please reach out to us at [email protected] or via critrole.com/contact.
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