Friday, March 18, 2011

Answers To Supplemental Questionnaire

abandoned on the beach ...


Sea: giant waves that I overlook.
The only certainty is that soon someone will notice me ..
and I relive the joy in the waves of my sea ..

Do Women Like Men To Shave Privates

Carrion Creeper - Monsters II Questron n.6

Name Questron II: Carrion Creeper
name in Ventura Worm carcasses, Creeping Death Eaters


DESCRIPTION
horrible to see the Worm carcasses seems a sort of giant centipede , his body divided into seven segments, including five with specialist arts: three pairs of short webbed feet, a useful move in swampy environments where usually lives, and two pairs of long tentacles each 4 to 6 feet.
Normally the worm uses to move the legs and tentacles for investigating, and mouthing tusk remains of animals or plants on which it feeds. When you hear
threat is lifted vertically by positioning the head and tentacles two segments, as shown.

COMBAT
Being tall in fighting stance just like a goblin Worms carcasses did not look very dangerous, but they can be. First of all I can spit clots powerful stomach acid, which allows them to digest any organic substance, to almost 20 steps. They then head houses a toothed mouth with two large tusks of considerable size compared to the rest of the body and can cause serious injury and even mutilation with one powerful bite, in addition to always be well moistened of gastric acid.
The creature then use the four tentacles to hold off other predators. These in fact are coated with a substance irritating, can cause ulcers on the skin, but only on exposed areas. The worm does not use the tentacles to attack, but only to trap the opponent's legs trying to inflict damage with the substance of which they are held. This can happen in the event of damage to each other, fighting the worm has a threshold of +3 in favor of the worm if the opponent does not have an offensive weapon to reach at least 3.

SPECIAL
Protection: Leather (2 +1 MAX5)
natural weapons : 4 Tentacles (* / 1/0/po4), Bite (5d6 +3/2/40 / po2) plus 2 acid damage for each +1 now (so for a 8 +4 you suffer damage from acid ).
stinging secretion: the worm's tentacles are covered with an irritating substance that causes ulcers. Contact with the skin of PV inflict 2d6 +5 damage for burn
clot gastric acid : the worm can spit 6d6/4p clots by gastric acid can also corrode fixtures of organic material.

READY FOR USE

CARRION CREEPER LEVEL 2: PV: 50, Secure: 2 +1 MAX5, SO: 12, Dodge: 13
FOR: 13 AB: 9 AG: 26 RI: 23 RE: 10 EP: 17 IN: 0 SA: 4 FR: 9 VO: 4
natural weapons: 12, Dodge: 13, ambush: 9, Spit clots acid: 15
natural amenities: Leather (2 +1 MAX5), 4 Tentacles (0/1/0/po4) +2 d6 +5 damage from burns on exposed parts,
Bite (5d6 +3/2/40 / po2 ) +2 acid damage for each +1 immediately clots acid (6d6 from acido/4p)

CARRION CREEPER LEVEL 3: PV: 50, Secure: 2 +1 MAX5, SO: 12, Dodge: 14
FO : 13 AB: 9 AG: 26 RI: 24 RE: 10 EP: 17 IN: 0 SA: 4 FR: 9 VO: 4
natural weapons: 12, Dodge: 14, ambush: 10, Spit clots acid: 15
Equipment natural leather (2 +1 MAX5), 4 Tentacles (0/1/0/po4) +2 d6 +5 damage from burns on exposed parts,
Bite (5d6 +3/2/40 / po2) +2 acid damage +1 for each immediately clots acid (6d6 from acido/4p)

CARRION CREEPER LEVEL 4: PV: 55, Secure: 2 +1 MAX5, SO: 13, Dodge: 15
FOR: 14 AB: AG 9 : 27 RI: 24 RE: 11 EP: 17 IN: 0 SA: 4 FR: 9 VO: 4
natural weapons: 13, Dodge 15, ambush: 11, Spit clots acid: 16
natural amenities: Leather ( MAX5 2 +1), 4 Tentacles (0/1/0/po4) +2 d6 +5 damage from burns on exposed parts,
Bite (5d6 +3/2/40 / po2) +2 acid damage for each +1 immediately clots of acid (6d6 from acido/4p)

CARRION CREEPER LEVEL 5: PV: 55, Secure: 2 +1 MAX5, SO: 14, Dodge: 17
FOR: 14 AB: 9 AG: 27 RI: 25 RE: 11 PE: 17 IN: 0 SA: 4 FR: 9 VO: 4
natural weapons: 14, Dodge: 17, ambush: 13, Spit clots acid: 17
natural amenities: Leather (2 +1 MAX5), 4 Tentacles (0/1/0/po4) +2 d6 +5 damage from burns on exposed parts,
Bite (5d6 +3/2/40 / po2) +2 acid damage for each +1 immediately clots acid (6d6 by acido/4p)

CARRION CREEPER LEVEL 6: PV: 60, Secure: 2 +1 MAX5, SO: 16, Dodge: 18
FOR: 14 AB: 9 AG: 29 RI: 25 RE: 12 PE: 17 IN: 0 SA: 4 FR: 9 VO: 4
natural weapons: 16, Dodge: 18, ambush: 13, Spit clots acid: 18
natural amenities: Leather (2 +1 MAX5), 4 Tentacles (0 / 1 / 0/po4) +2 d6 +5 damage from burns on exposed parts,
Bite (5d6 +3/2/40 / po2) +2 acid damage for each +1 immediately clots acid (6d6 from acido/4p )

CARRION CREEPER LEVEL 7: PV: 60, Secure: 2 +1 MAX5, SO: 17, Dodge: 19
FOR: 14 AB: 9 AG: 29 RI: 26 RE: 12 EP: 17 IN: 0 SA : 4 FR: 9 VO: 4
natural weapons: 17, Dodge: 19, ambush: 14, Spit clots acid: 19
natural amenities: Leather (2 +1 MAX5), 4 Tentacles (0/1/0/po4 ) +2 d6 +5 damage from burns on exposed parts, Bite (5d6 +3/2/40 / po2) +2 acid damage for each +1 immediately clots acid (6d6 from acido/4p)

CARRION CREEPER LEVEL 8: PV : 65, Secure: 2 +1 MAX5, SO: 17, Dodge: 21
FOR: 15 AB: 9 AG: 30 RI: 26 RE: 13 EP: 17 IN: 0 SA: 4 FR: 9 VO: 4
Weapons natural: 17, Dodge: 21, ambush: 15, Spit clots acid: 19
natural amenities: Leather (2 +1 MAX5), 4 Tentacles (0/1/0/po4) +2 d6 +5 damage from burning up exposed parts,
Bite (5d6 +3/2/40 / po2) +2 acid damage for each +1 immediately clots acid (6d6 from acido/4p)

CARRION CREEPER LEVEL 10: PV: 70, Secure: 2 +1 MAX5, SO: 20, Dodge: 24
FOR: 15 AB: 9 AG: 32 RI: 27 RE: 14 EP: 17 IN: 0 SA: 4 FR: 9 VO: 4
Natural Weapons: 20 Dodge, 24, ambush: 16, Spit clots acid: 21
natural amenities: Leather (2 +1 MAX5), 4 Tentacles (0/1/0/po4) +2 d6 +5 damage from burns on exposed parts,
Bite (5d6 +3/2/40 / po2) +2 acid damage for each +1 immediately clots acid (6d6 from acido/4p)

CARRION CREEPER LEVEL 12: PV: 75, Protection: 2 +1 MAX5, SO: 22, Dodge: 26
FOR: 16 AB: 9 AG: 33 RI: 28 RE: 15 EP: 17 IN: 0 SA: 4 FR: 9 VO: 4
Natural Weapons: 22 Dodge,: 26, Stretch ambush: 18, Spit clots acid: 23
natural amenities: Leather (2 +1 MAX5), 4 Tentacles (0/1/0/po4) +2 d6 +5 damage from burns on exposed parts,
Bite (5d6 +3 / 2/40/po2) +2 acid damage for each +1 immediately clots acid (6d6 from acido/4p)

CARRION CREEPER LEVEL 15: PV: 80, Secure: 2 +1 MAX5, SO: 24, Dodge: 30
FOR: 16 AB: 9 AG: 34 RI: 29 RE: 16 EP: 17 IN: 0 SA: 5 FR: 10 VO: 4
natural weapons: 24, Dodge 30, ambush: 21, Spit clots acid: 25
natural amenities: Leather (2 +1 MAX5), 4 Tentacles (0/1/0/po4) +2 d6 +5 damage from burns on exposed parts,
Bite (5d6 +3/2/40 / po2) +2 acid damage for each +1 immediately clots acid (6d6 from acido/4p)

Reflections +1 +1

fundamental characteristic
Nuts & Bonus
base
Bonus characteristics, basic level NPC's
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Forza 2d8+2 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6 +7 +7 +7 +7 +8
Ability 2d8 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Agility 2d8 +8 +12 +14 +14 +15 +15 +17 +17 +18 +19 +20 +21 +21 +22 +21 +22 +22 +23 +24 +25 +25
2d8 +10 +12 +12 +13 +13 +14 +14 +15 +15 +15 +16 + 16 +17 +17 +18 +18 +19 +19 +20 +20 +21
Resistance 2d8-3 +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +7 +6 +7 +8 +9 +8 +9 +10
Perception 2d8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8 +8
Intelligence 0d8 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 + 1 +1 +1 +1 +1 +1 +1 +1
Wisdom 1d8-2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 - 2 -1 -1 -1 -1 -1 -1 -1
Coldness 2d8 +0 +0 +0 + 0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +1 +1 +1 +1 +1
Will 1d8 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 + 2 +2 +2

Feature CdB depends Level feature based on the level of PNG
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Weapons natural FOx2 AGx2 RI 1 2 2 3 4 5 6 6 7 8 9 10 10 11 12 13 14 14 15 16
Dodge AGx3 RIx2 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
ambush RIx2 AG SA FR 1 1 2 3 4 4 5 6 6 7 8 8 9 10 11 11 12 13 13 14
Spit clots acid 2d8 +4 1 2 3 2 4 5 6 6 7 8 9 10 10 11 12 13 14 14 15 16

Thursday, March 17, 2011

Alicia Rhodessome Like It

Spawn detested - Template Monstrous

DESCRIPTION
unfortunate souls. Among the victims of a powerful undead known as detested that devoured their head and forced a tie in their spirit horrible and heartbreaking. They still control the body that once was their body, but even now they are intangible, they still feel physical pain when the their body is damaged and the conditions under which it pays. This leads them to follow orders to the letter of the hated looking to you as soon as possible that their body is destroyed or becomes unusable for the purposes of the hated hoping that this would free them, but it rarely happens. Sometimes then the spirits have reached such a degree of madness because of the persistence over long periods (in the order of hundreds of years) in the state of subservience to the detested, that once free, however, are not able to rest and become events spiritualistic kind of immaterial, animate or some other body.
While no longer having the head of progeny is able to perceive what is happening in the area as if all his senses function normally.

TEMPLATE FOR THE PROGENY hate
fundamental characteristic

Percentage Change in
Nuts & Bonus
base
Force
170%
2d8 +18
Ability
65%
2d8-3
Agility
50% d8 +2
Reflections
60% d8 +4
Resistance
180%
2d8 +20
Perception
100%
2d8 +4
Beauty
30%
d8-2
level of experience 30%

COMBAT
Just as the offspring of the hated zombie has a way of fighting very straightforward and simple, simply hit until he ends with a few to do it. Unlike zombies, however, his actions in battle are directed precisely by the hated, which although not physically present, however, knows what happens as well as his own progeny. This means that the offspring almost always uses a weapon and more undead such act in concert. If
had levels of experience in life in a characteristic linked to them from fighting the undead will have an echo residual 30% of this level rounded excess. Whatever this feature it will be considered equivalent to struggle with the bat, as it is in this way that the undead using any weapon. The offspring has the characteristic Brawl at a level of experience equal to 40% of their level. If they possess the characteristic life in the Brawl to retain 50% of the level they had.

SPECIAL
Protection: ignores the first 10 points of damage from weapons, ranging however stolen after calculating the stroke critical.
undead: immune to all mind effects, pain, poison, suffocation and subject to critical hits only for amputations and fractures.

READY FOR USE

PROGENY OF THE CLOWN I hate LEVEL 7: PV: 135, Protection: 1 +1 Max4, SO: 14
FOR: 29 AB: 14 AG: 6 RI: 7 RE: 27 EP: 16 BE: 3, Fighting with the club: 14, Risse: 13
Equipment: ruined peasant dresses (1 + 1MAX4) Roncola (4d6 +2/2/45 / PO1)

BRIGAND progeny of hate LEVEL 7: PV: 160, Protection: 3 + 1MAX8, SO: 16
FOR: 38 AB: 10 AG: 8 RE: 10 RE: 32 EP: 12 BE: 3, Fighting with the bat: 16
, Risse: 16
Equipment: Sword (5d6 +4/3/55 / \u200b\u200bpo2) gambeson padded (20 +6 xMAX59 / 3 +1 xMAX9), boiled leather headgear (2 +1 xMAX7 / 4 +2 xMAX14) leather boots (3 + 2xMAX11 / 2 +1 xMAX7)

GUARD progeny of hate LEVEL 7: PV: 145, Secure: 10 +3 MAX28, SO: 15
FOR: AB 31 : 16 AG: 8 RI 9 RE: 29 EP: 12 BE: 3, Fighting with the club: 15, Risse: 14
Equipment: Cervelliera with nasal (9 +2 MAX24 / MAX42 18 +3), hauberk mesh (83 +3 +23 MAX225/11 MAX30), leather boots (3 +2 MAX11 / 2 +1 MAX7) Alabardina (6d6 +5/4/70 / PO3)

PIRATE progeny of hate LEVEL 7: PV: 135, Secure: 4 +1 MAX8, SO: 13
FOR: 27 AB: 12 \u200b\u200bAG: 11 RI : 9 RE: 27 EP: 10 BE: 3, Fighting with the club: 13, Risse: 14
Equipment: Clothing as a pirate (4 +1 MAX8) , ; collision Axe (5d6 +3/2/55 / \u200b\u200bpo2)

Wednesday, March 16, 2011

Sony Rdr-hxd995 Copy Recordings To External Hdd

Unification of Italy 150 years ...

Maine Dmv Inspection Sticker

Paper No. 2 of the Swallow - Part II - Project No.15 Witcher

POTION SWALLOW
There is the most beautiful birds of the swallow, the herald of spring and of renewed life. Even the dark mages, who developed the formulas for the witcher potions, have appreciated the charm of this bird, giving its name to the potion that accelerates the regeneration of vitality in an organism changed.
Effects: This potion speeds up healing, treating a number of hit points immediately retrieve and making every other minute until exhaustion effect.
Ingredients: swallow the potion by mixing an alcohol-based high-quality ingredients providing a whole part of vitriol, one ether and two parts REBIS.
number of hit points healed immediately, the number of hit points healed every minute and a maximum number of Hit Points recovered and production difficulties, try to overcome resistance to the toxins, resulting penalty to the same feature taking the potion and ounces of each ingredients are listed in the table below for each degree of power of the potion.

Grade Power
Difficulty
synthesis
PV healed
now / later
PV recovered every minute
Test on Res .
to Toxins
Malus Res
to Toxins in
Ounces of
ingredients
1
9
3 / 7
1
5
-1
½
2
13
5 / 10
3/2
8
-2
½
3
16
7 / 13
3/2
10
-3
¾
4
20
8 / 17
2
12
-3
¾
5
23
10 / 20
2
14
-4
1
6
26
11 / 24
5/2
16
-4
1
7
29
13 / 27
5/2
17
-5
1
8
32
15 / 30
3
19
-5
1 ½
9
35
16 / 34
3
21
-6
1 ½
10
38
17 / 38
7/2
23
-6
1 ½
11
41
19 / 41
7/2
25
-7
2
12
44
20 / 45
4
26
-7
2
13
47
21 / 49
4
28
-8
2
14
50
22 / 53
9/2
30
-8
15
52
23 / 57
9/2
31
-8
2 ½
16
55
24 / 61
5
33
-9
2 ½
17
58
25 / 65
5
35
-9
3

Tuesday, March 15, 2011

What Ius Open January 1 In Brampton

on the way down the escalator

How Do I Hang Drapes In A Corner?

Lucerta Returning Hero - Monster of the Month for March - Part II

Illustration and original concept of Cecilia Hernandez
LINK TO PART I

CHARACTERISTICS
Power of Ritual of Return: The hero is said Lucerta returned because it is was recalled to possess the body of one of his descendants through the ritual of Return.
This ritual, if completed successfully, in addition to giving full control of the body of her deceased discedente the spirit of the hero, gives the body a strength and a strength far superior to those of a shell of flesh and the eye sockets and This comes from the mouth all the time a sort of plume of smoke, which envelops the body like a tentacle color-changing, but where the red is dominant. This tentacle of smoke is thick with negative energy and if it were to enter into a living being will suffer a loss of contact with the table which gives the measure of power acquired by the ritual.
The hero can use this tentacle to attack a living being within the range indicated in Table offensive. The target may try to avoid the attack by using a suitable feature (such as Dodge or Escape, but also requires flexibility to +15) in a conflict against this same feature. If the target has the opportunity to parry or deflect somewhat something made up solely of negative energy can be used in a feature of combat in the conflict.
addition to the tentacle of smoke, the ritual gives the hero a superhuman strength, which is expressed in terms regolistici with the strength bonus indicated in the table, and a high resistance to physical damage, so most of the weapons simply bounce against his body, risking, if pointed or cutting, breaking even or losing the thread.



+10 8 3d6 +16 28 +5 MAX58 34 +19 +5 5d6 38 +21 +6 +22 23 +22 24 44 +25 +6 47 +26 +6 11 steps 30 48 +27 +6 50 +28 +6 MAX85 54 +30 +6 58 +32 +6
Power Level of the Ritual of Return
Bonus
Force
Protection
from physical damage
damage the tentacle of smoke
offensive flow of the tentacle of smoke
1
+5
10 +2 MAX20
2d6
5 steps
2
+6 11 +2 MAX23
2D6
5 Steps
3
+7 12 +2
MAX26 2D6
5 Steps
4
+7 14 +3
MAX29
2D6
6 steps
5
15 +8 +3
MAX32
3d6
6 steps
6
+9 16 +3 3d6 MAX35
6
steps
7
+10 18 +3 3d6 MAX38
7 Steps
19 MAX41 +4
7 Steps
9
+11 20 +4 3d6 MAX44
7 Steps
10
+12
MAX47 22 +4 4d6
7 Steps
11
+13 23 +4
MAX50
4d6
8 steps
12 +13 24 +4
MAX52
4d6 8 steps
13 +14 26 +5
MAX54
4d6 8 steps
14
+15 27 +5
MAX56
4d6 8 steps
15
4d6
9 steps
16 +16 30 +5 \u200b\u200b
MAX60
5d6
9 steps
17
+17 31 +5 MAX62
5d6
9 steps
+18 18
32 +5
MAX64 5d6
9 steps
19
MAX66
5d6
9 steps
20
35 +19 +5 5d6 MAX68
10 steps
21 +20 36 +5
MAX70
10 steps
22
MAX72
5d6
10 steps
MAX74
39 +6 6d6
10 steps
40 +6 6d6 MAX76
10 steps
25
42 +23 +6 6d6 MAX78
11 steps
26 +24 +6 43
MAX80 6d6
11 steps
27
MAX81
6d6
11 steps
28
+ 25
MAX82 46 +6 6d6
11 steps
29
MAX83
6d6
MAX84
6d6
11 steps
31
7d6
12 steps
32
51 +28 +6 7d6 MAX86
12 steps
33
+ 29 52 +6
MAX87
7d6
12 steps
34
MAX88
7d6
12 steps
35 +31 +6 55
MAX89
7d6
12 steps
36 +31 +6 56
MAX90 7d6
12 steps
37
MAX91
7d6
13 steps
38
59 +33 +6 MAX92
7d6
13 steps
39
60 +34 +6 MAX93
7d6
13 steps
40
62 +34 +6 MAX94
8d6
13 steps


INFORMATION ON THE BACK OF THE RITUAL
As we said the construction of the ritual of return is very complex and requires time in addition to requiring that the shaman can take and pass a test on Invoking the spirits of difficulty proportional to the power of the ritual of return and that the descendant has a strength of will sufficient to support the ritual itself, passing a test of willpower also precisely proportional to the power of the ritual of the return. Finally, during the ritual is necessary to sacrifice a large number of victims, that number grows significantly increases the power of ritual. This number becomes so large that if the tribe is seeking the help of the hero to save themselves and can not support such a number of losses, the shaman himself will sacrifice, and the extreme value of this gesture will be equal to that of many lives as the Board of Directors is Invoking the spirits of the shaman. The table below shows in detail the difficulty of the tests and the number of victims on each level in Power of Ritual Return .


Power Level of the Ritual of Return
difficulty of proof will of the descending
Difficulties Invoking the spirits of proof on the shaman
number
sacrifices required
1
10
20
13
2
10
21
14
3
11
22
16
4
12
24
17
5
12
25
19
6
13
26
21
7
14
27
23
8
14
29
25
9
15
30
28
10
16
31
31
11
16
32
34
12
17
34
37
13
18
35
41
14
18
36
45
15
19
37
49
16
20
39
54
17
20
40
60
18
21
41
66
19
22
42
72
20
22
44
80
21
23
45
87
22
24
46
96
23
24
47
106
24
25
49
116
25
26
50
128
26
26
51
141
27
27
52
155
28
28
54
170
29
28
55
187
30
29
56
206
31
30
57
227
32
30
59
250
33
31
60
275
34
32
61
302
35
32
62
332
36
33
64
365
37
34
65
402
38
34
66
442
39
35
67
486
40
36
69
534

Monday, March 14, 2011

Baby Shower Banners Wording

Cote and Mola - Project No.14 Witcher

DESCRIPTION
Cote and grinding are two tools used by Witcher in a particularly effective way to sharpen their swords making razor-sharp blades. Unless you fight against enemies with light armor of leather or animal, the blades remain sharp only a few shots as each impact with a surface that they fail to do attarversare smusserà wire canceling the positive effects of the previous sharpening. Specifically, the regulation, if a sword thrust is parried with the shield or the damage is completely absorbed by armor, plus or reduced to any value by a technique of block (as non-evasive) the benefits of membership will lost. In addition, for each hit inflicted
there is a percentage of all score maximum protection of the opponent hit the affiliate is still blunt. These percentages are cumulative to what the effect will not be stopped. So if you hit an opponent with protection there will be 4 +1 MAX9 9% of the blade loses the benefits of membership. And if you then face another opponent with 5 +1 protection max12 the percentage that the blade edge will lose 9% +12% = 21%.
Note: It is part of the daily tasks to maintain the warrior with his sword, so this is always sharp. This is normally done with a whetstone or a water wheel blade, depending on availability. The objects presented in this context must be regarded as far more efficient than those in common use due to particular mineral layers acts to achieve remarkable results. This means that their use is very limited, however, and that they once spent this layer become standard tools sharpening. For this the following objects are labeled as "special".

COTE SPECIAL TO THE SWORD
This special tool to sharpen the blades has 10 offices plus 5 for each degree of power . Each use consumes many positions as there are hard nuts to give the sword you want to sharpen. If the number of charges is less than that of the dice, blade sharpening benefit of special effects only if the number of charges is at least half the number of dice of the weapon.
In terms of mechanics, once the weapon was sharpened with a whetstone and this continues until that sharpening to be effective when you roll the dice to determine the damage all 1 and 2 will be treated as if it was pulled was pulled a 3.

MOLA SPECIAL FOR THE SWORD
This special tool to sharpen the blade has 8 charges 4 more for each degree of power . Each use consumes many positions as there are hard nuts to give the sword you want to sharpen. If the number of charges is less than that of the dice, blade sharpening benefit of special effects only if the number of charges is at least two thirds of the number of dice of the weapon.
In terms of mechanics, once the weapon was sharpened With this sharpening wheel and as long as that continues to be effective when you roll the dice to determine the damage all 1, 2 and 3 will be treated as if it was pulled was pulled a 4.

Sunday, March 13, 2011

Donjoy Defiance Price



colored reflections
under the bridge
the old tanneries
networks on the pier

How Long Does It Take Carbs To Leave Body

Slime Devil - Monsters DM n.23

Dungeon Master Name: Slime Devil
name in Ventura Devil Slime, Diaslime

"This lump of green, true to the ITS name, slime tosses That will poison and maim .

This demonic creature looks like a liquid mass that without efforts to get a remarkable result to recruit and retain a humanoid form. Despite this, the shots taken by his stubby fists have nothing to envy to those of a bat and the disgusting creature is able to rip pieces of his own ground and throw at opponents. Thanks to its ability to attack the organic matter that devil is a good opponent for both living beings and for their equipment.

Here are four versions of the slime devil's growing power.
To create your own monster in as much detail as you can see just below.

SLIME DEVIL IVELLO 5: PV: 195, Secure: 2 +1 MAX6, SO: 14
Features: FOR: 27, AB: 9, AG: 9, RE 16, RE: 39, PE: 19, IN : 15, HS: 9, VO: 19, FR: 29, Natural Weapons: 14, hurling projectiles of slime: 12
allocation natural rubber skin (2 +1 xMAX6) Ignores first 20 damage inflicted by weapons blow, fists held
of acid (5d6 +3/2/50 / po2) with the addition of 2d6 acid damage, shells of slime from 3d6 +2 / 4d6 45 more damage acid.
Special: Acid, slime, Devil immune to critical hits, poison, and the acid, immune to all effects that alter the mental state

SLIME DEVIL LEVEL 8: PV: 200, Secure: 2 +1 MAX6, SO : 18
Features: FOR: 28, AB: 11, AG 10, RI: 17, RE: 40, PE: 19,: 15, HS: 9, VO: 20, FR: 29,
Natural Weapons: 18, hurling projectiles of slime: 14
allocation natural rubber skin (2 +1 xMAX6), ignore the first 20 damage dealt with weapons blow, fists held
of acid (5d6 +3/2/50 / po2) with the addition of 2d6 acid damage, shells of slime from 3d6 +2 / 4d6 45 more acid damage.
Special: Acid, slime, Devil immune to critical hits, poison, and the acid, immune to all effects that alter the mental state

SLIME DEVIL LEVEL 12: PV: 210, Secure: 2 +1 MAX6, SO : 22
Features: FOR: 30, AB 12, AG 10, RI: 18, RE: 42, PE: 19,: 16, HS: 9, VO: 21, FR: 29,
Natural Weapons: 22, hurling projectiles of slime: 17
allocation natural rubber skin (2 +1 xMAX6), ignore the first 20 damage inflicted by weapons blow, fists held
of acid (5d6 +3/2/50 / po2) with the addition of 2d6 acid damage, 3d6 shells of slime from +2 to 45 more 4d6 acid damage.
Special: Acid, slime, Devil immune to critical hits, poison, and the acid, immune to all effects that alter the mental state

SLIME DEVIL LEVEL 17: PV: 225, Secure: 2 +1 MAX6, SO : 28
Features: FOR: 33, AB: 13, GA 11, RI: 19, RE: 45, PE: 19,: 16, HS: 9, VO: 22, FR: 29,
Natural Weapons: 28, hurling projectiles of slime: 22
allocation natural rubber skin (2 +1 xMAX6), ignore the first 20 damage inflicted by weapons blow, fists held
of acid (5d6 +3/2/50 / po2) with ' additional 2d6 acid damage, projectiles of slime from 3d6 +2 / 4d6 45 more acid damage.
Special: Acid, slime, Devil immune to critical hits, poison, and the acid, immune to all effects that alter the mental state

TABLES WITH EXAMPLES OF CHARACTERISTICS OF ADVANCEMENT TO LEVEL 20
Name
Feature
nuts and
bonus based
Bonuses fundamental characteristics depending on the level of the monster
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Forza
2d8+14
+16
+16
+17
+17
+18
+18
+19
+19
+20
+20
+21
+21
+22
+22
+23
+23
+24
+24
+25
+25
Ability
2d8
+0 +0
+0
+1
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3
+3
+4
+4
+4 +4
Agility
d8 +4 +4
+4 +4
+4 +4
+4 +4
+5
+5
+5
+5
+5
+5
+5
+5
+6
+6
+6
+6
+6
Reflections
2d8 +6
+6 +7
+7
+7
+7 +8
+8
+8 +8
+9
+9
+9
+9
+10
+10
+10
+10
+11
+11
+11
Resistenza
2d8+24
+28
+28
+29
+29
+30
+30
+31
+31
+32
+32
+33
+33
+34
+34
+35
+35
+36
+36
+37
+37
Perception
2d8 +10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
+10
Intelligenza
2d8+6
+6
+6
+6
+6
+6
+6
+6
+6
+6
+6
+7
+7
+7
+7
+7
+7
+7 +7
+7 +7
Wisdom
2d8
+0 +0
+0 +0
+0 +0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0 +0
Will
2d8 +10
+10
+10
+ 10
+10
+10
+11
+11
+11
+11
+11
+12
+12
+12
+12
+12
+13
+13
+13
+13
+13
Coldness
2d8 +20
+20
+20
+20
+20
+ 20
+20
+20
+20
+20
+20
+20
+20
+20
+20
+20
+20
+20
+20
+20
+20

Feature Name
CdB
depends
level of feature Depending on the level of the monster
1
2
3
4
5
6
7
8
9
10
Weapons natural
FOx2 RIx2 AG
1
2
2
3
4
5
6
6
7
8
Fling shells of slime
FOx2 AG PE AB
1
1
2
2
3
4
4
5
5
6
Feature Name
CdB
depends
level feature based on the level of the monster
11
12
13
14
15
16
17
18
19
20
Weapons natural
FOx2 RIx2 AG
9
10
10
11
12
13
14
14
15
16
Fling shells of slime
FOx2 AG PE AB
7
7
8
8
9
10
10
11
11
12

SPECIAL
Protection: rubbery skin (2 +1 xMAX6), ignore the first 20 damage inflicted by weapons blow.
Acid: the slime secreting an acid which are covered with tentacles and projectiles. The armor to protect them from damage, but normally those of organic material (leather, felt, wood, horn, bone) will suffer and you will subtract the damage from slime from their maximum security (the value written after the words MAX).
natural weapons: two fists held of acid (5d6 +3/2/50 / po2) 2d6 acid damage more
Slime: immune to critical hits, the poison and acid.
Devil immune to all effects that alter the mental state

Fling proeitti of slime
This feature can throw one hell of a slime composed of projectiles from his own material with an increase in difficulty depending on the distance 5 steps. Any projectile that hits deals 3d6 +2 / 4d6 45 more acid damage. Each time a devil recovers from its self-mass of a projectile PV deals 3 damage.