Rob Anybody Gonagale Oskar STR 16 +3 DEX 14 +2 CON 16 +3 INT 7

Total Page:16

File Type:pdf, Size:1020Kb

Rob Anybody Gonagale Oskar STR 16 +3 DEX 14 +2 CON 16 +3 INT 7 Rob Anybody Gonagale Oskar Gorum None Chaotic Neutral CHARACTER NAME PLAYER NAME DEITY REGION ALIGNMENT Barbarian (Invulnerable Rager) 1 Gnome Small / 5 ft. 3' 3" 44 lbs. Low-Light Vision CLASS RACE SIZE / FACE HEIGHT WEIGHT VISION 1 / 1/2 0 / 2000 66 Male Red Red, Wild 15 Character Level / CR EXP / NEXT LEVEL AGE GENDER EYES HAIR POINTS ABILITY EQUIPPED ABILITY ABILITY WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED ABILITY NAME SCORE SCORE MODIFIER DAMAGE PENALTY HP Walk 30 ft. STR hit points 16 Strength 16 +3 AC 17 : 15 : 13 = 10 + 4 + 0 + 2 + 1 + 0 + 0 + 0 + 0 20 -2 0 DEX armor class Dexterity 14 +2 TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE MISC MISS ARCANE ARMOR SPELL BONUS BONUS ARMOR TION CHANCE SPELL CHECK RESIST CON FAILURE PENALTY Constitution 16 +3 INITIATIVE +4 = +2 + +2 TOTAL SKILLPOINTS: 2 SKILLS MAX RANKS: 1/1 INT modifier KEY ABILITY SKILL ABILITY RANKS MISC 7 -2 SKILL NAME MODIFIER MODIFIER MODIFIER Intelligence TOTAL DEX MISC MODIFIER MODIFIER ✓ WIS 7 -2 Acrobatics DEX 4 = 2 + 1 + 1 Wisdom BASE ATTACK ✓ bonus +1 Appraise INT -2 = -2 ✓ CHA Bluff = Charisma 9 -1 CHA -1 -1 ✓ Climb STR 1 = 3 + -2 SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP Conditional Modifiers ✓ SAVE +2 vs. illusion spells or Craft (Untrained) INT -2 = -2 effects ✓ FORTITUDE +5 = +2 + +3 + +0 + +0 + +0 + Diplomacy CHA -1 = -1 (constitution) ✓ Disguise CHA -1 = -1 REFLEX +2 = +0 + +2 + +0 + +0 + +0 + ✓ (dexterity) Escape Artist DEX 0 = 2 + -2 ✓ Fly WILL -2 = +0 + -2 + +0 + +0 + +0 + DEX 2 = 2 (wisdom) ✓ Heal WIS -2 = -2 ✓ TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP Intimidate CHA -1 = -1 ✓ MELEE +5 = +1 + +3 + +1 + +0 + +0 + Perception WIS 4 = -2 + 1 + 5 attack bonus ✓ Perform (Untrained) CHA -1 = -1 RANGED +4 = +1 + +2 + +1 + +0 + +0 + ✓ attack bonus Ride DEX 0 = 2 + -2 ✓ Sense Motive WIS -2 = -2 CMB +3 = +1 + +3 + +0 + -1 + + attack bonus ✓ Stealth BULL DEX 4 = 2 + 2 GRAPPLE TRIP DISARM SUNDER RUSHOVERRUN ✓ Survival WIS -2 = -2 Offense +3 +3 +3 +3 ✓ +3 +3 Swim STR 1 = 3 + -2 Defense 15 15 15 15 15 15 = + + = + + HAND TYPE SIZE CRITICAL REACH ✓ ✗ *Greatsword (Small) : can be used untrained. : exclusive skills. *: Skill Mastery. Both S S 19-20/x2 5 ft. TOTAL ATTACK BONUS DAMAGE Rage +5 1d10+4 Rounds per Day ❏❏❏❏❏ ❏❏ HAND TYPE SIZE CRITICAL REACH *Greatsword (Small) [Power Attack Rage (Ex):You can call upon inner reserves of strength and ferocity, granting you additional combat Both S S 19-20/x2 5 ft. prowess. You can rage for 7 rounds per day. You can enter rage as a free action. The total number of (Two-Handed)] rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to TOTAL ATTACK BONUS DAMAGE Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. +4 1d10+7 The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or HAND TYPE SIZE CRITICAL REACH Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience Dagger (Small) or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds Carried PS S 19-20/x2 5 ft. equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall To Hit Dam To Hit Dam unconscious, your rage immediately ends, placing you in peril of death. [Paizo Publishing, LLC - Core 1H-P +5 1d3+3 2W-P-(OH) -1 1d3+3 Rulebook, p.32] 1H-O +1 1d3+1 2W-P-(OL) +1 1d3+3 2H +5 1d3+3 2W-OH -3 1d3+1 10 ft. 20 ft. 30 ft. 40 ft. 50 ft. TH +4 +2 +0 -2 -4 Dam 1d3+3 1d3+3 1d3+3 1d3+3 1d3+3 *: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE *Chain Shirt (Small) Light +4 +4 -2 20 BARBARIAN RAGE Rounds/day ❏❏❏❏❏ ❏❏ Character: Rob Anybody Gonagale PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:1 (CR:1/2) Player: Oskar Created using PCGen6.02.00 on 30.4.2014 at 2:44:28 Page 1 EQUIPMENT Special Qualities ITEM LOCATION QTY WT COST Defensive Training (Ex) [Paizo Publishing, LLC - Greatsword (Small) Equipped 1 4 50 Core Rulebook, p.23] Gnomes get a +4 dodge bonus to AC against monsters of the giant type. Greatsword (Small) Equipped 1 0 0 Fast Movement (Ex) [Paizo Publishing, LLC - Chain Shirt (Small) Equipped 1 NaN 100 Core Rulebook, p.31] Your land speed is faster than the norm for your race by +10 feet. This benefit Outfit (Traveler's) (Small) Equipped 1 NaN 1 applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Backpack (Small) Equipped 1 NaN 2 Gnome Magic (Sp) [Paizo Publishing, LLC - 25,5 lbs., 1 Whetstone, 1 Waterskin (Filled) (Small), 1 Small Tent, 5 Rations (Trail/Per Day) (Small), 1 Mug or Tankard (Clay), Core Rulebook, p.23] 1 Flint and Steel, 1 Bedroll (Small) Gnomes add +1 to the DC of any saving throws against illusion spells that they Whetstone Backpack 1 1 0 cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities. (Small) Hatred (Ex) [Paizo Publishing, LLC - Waterskin (Filled) (Small) Backpack 1 1 1 Core Rulebook, p.23] (Small) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the Small Tent Backpack 1 20 10 reptilian and goblinoid subtypes due to special training against these hated foes. (Small) Illusion Resistance (Ex) [Paizo Publishing, LLC - Rations (Trail/Per Day) (Small) Backpack 5 NaN 0.5 (2.5) Core Rulebook, p.23] ❏❏❏❏❏ (Small) (NaN) Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Keen Senses (Ex) [Paizo Publishing, LLC - Backpack 1 1 0 Mug or Tankard (Clay) Core Rulebook, p.23] 0 lbs. (Small) Gnomes receive a +2 bonus on Perception skill checks. Flint and Steel Backpack 1 0 1 Low-Light Vision (Ex) [Bestiary] (Small) You can see x2 as far as humans in low illumination. Characters with low-light Bedroll (Small) Backpack 1 NaN 0.1 vision have eyes that are so sensitive to light that they can see twice as far as normal (Small) in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can Dagger (Small) Carried 1 NaN 2 read a scroll as long as even the tiniest candle flame is next to her as a source of TOTAL WEIGHT CARRIED/VALUE 44,25 / 169.6 light. Characters with low-light vision can see outdoors on a moonlit night as well as lbs. gp they can during the day. Obsessive (Ex) [Paizo Publishing, LLC - WEIGHT ALLOWANCE Core Rulebook, p.23] Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Light 57 Medium 115 Heavy 172 Rage (Ex) [Paizo Publishing, LLC - Lift over head 172 Lift off ground 345 Push / Drag 862 Core Rulebook, p.32] You can call upon inner reserves of strength and ferocity, granting you additional LANGUAGES combat prowess. You can rage for 7 rounds per day. You can enter rage as a free Common, Gnome, Sylvan action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a Archetypes +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as Invulnerable Rager [Paizo Publishing, LLC - a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. Advanced Player's Guide, The increase to Constitution grants you 2 hit points, but these disappear when the p.79] rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Some barbarians learn to take whatever comes their way, shrugging off mortal Intimidate, and Ride) or any ability that requires patience or concentration. You can wounds with ease. These barbarians invite their enemies to attack them, and use end your rage as a free action and are fatigued after rage for a number of rounds pain to fuel their rage. equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a Traits single encounter or combat. If you fall unconscious, your rage immediately ends, Reactionary [Paizo Publishing, LLC - placing you in peril of death. Advanced Player's Guide, Weapon and Armor Proficiency [Paizo Publishing, LLC - p.328] Core Rulebook] You were bullied often as a child, but never quite developed an offensive response.
Recommended publications
  • Geralt of Rivia Vallmyr HP 103 AC 18 : 14 : 14 = 10 + 4 + 0 + 3 + 0 + 0 + 0
    Geralt of Rivia Vallmyr None None Neutral Character Name Player Name Deity Region Alignment Ranger 3, Alchemist 4, Magus 3 Half-Elf / Humanoid Medium / 5 ft. x 5 ft. 6' 2" / 150 lbs. Low-Light Vision CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION 10 (9) 105000 / 155000 26 Male Yellow White, Long Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points ABILITY NAME ABILITY EQUIPPED ABILITY ABILITY PENALTY WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED SCORE SCORE MODIFIER DAMAGE HP 103 Walk 30 ft. STR 20 +5 hit points Strength AC 18 : 14 : 14 = 10 + 4 + 0 + 3 + 0 + 0 + 0 + 1 + 0 + 0 + 0 + 0 + 0 DEX 16 +3 armor class Dexterity TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC BONUS BONUS ARMOR TION CON 18 +4 = + Constitution INITIATIVE +5 +3 +2 20 -1 0 modifier INT 16 +3 TOTAL DEX MISC MISS Arcane ARMOR SPELL Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST Failure PENALTY WIS 15 +2 Encumbrance TOTAL SKILLPOINTS: 70 MAX RANKS: 10/10 Wisdom Light SKILLS KEY ABILITY SKILL ABILITY RANKS MISC SKILL NAME MODIFIER MODIFIER MODIFIER CHA 8 -1 ✓ = + + Charisma Acrobatics DEX 9 3 7 -1 SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP ✓ = SAVE Appraise INT 3 3 FORTITUDE +16 = +10 + +4 + +0 + +2 + +0 + ✓ Bluff CHA -1 = -1 (constitution) ✓ Climb STR 11 = 5 + 4 + 2 REFLEX +11 = +8 + +3 + +0 + +0 + +0 + Craft (Alchemy) INT 12 = 3 + 3 + 6 (dexterity) Craft (Alchemy) (Create item) INT 16 = 3 + 3 + 10 = + + + + + WILL +7 +5 +2 +0 +0 +0 ✓ Craft (Untrained) = (wisdom) INT 3 3 ✓ Diplomacy CHA 7 = -1 + 8 Conditional Save Modifiers: ✓ Disguise CHA -1 = -1 +2 vs.
    [Show full text]
  • Ancient Warfare Battle Manual Table of Contents 1
    Ancient Warfare Battle Manual Table of Contents 1. Introduction..................................................................................................................................... 1 2. The Game Interface ....................................................................................................................... 1 2.1. The Menus ...................................................................................................................... 1 2.2. The Toolbar..................................................................................................................... 6 2.3. The Status Bar ................................................................................................................ 8 3. The Units ........................................................................................................................................ 8 3.1. Definition of Unit Types :................................................................................................. 8 4. Commanding Your Forces ........................................................................................................... 10 4.1. Issuing Orders............................................................................................................... 10 4.1.1. Move ................................................................................................................... 11 4.1.2. Charge ...............................................................................................................
    [Show full text]
  • THE MYSTARAN ARMOURY V
    THE MYSTARAN ARMOURY v. 1.6 A GUIDE TO ARMOUR, SHIELDS, WEAPONS, FIREARMS, & SIEGE ENGINES by MARCO DALMONTE SUMMARY INTRODUCTION 1 Studding for Shields 25 Sizes and Dimensions 1 Shield weapons 25 Encumbrance 2 COMPLETE BARDING 25 Effective Speed 2 Padded Barding 26 Technological Level 2 Leather Barding 26 CHAPTER 1: ARMOUR, SHIELDS, AND BARDING 4 Scale Barding 26 Usable Armour (Optional) 4 Mail Barding 26 Legend 4 Banded Barding 26 Note on the Armour of Subaquatic Races 5 Plate Barding 26 SUITS OF ARMOUR 6 Field Barding 27 Protective Skins 6 Joust Barding 27 Fur Armour 6 Table of Complete Barding 27 Paper Armour 6 PARTIAL BARDING 27 Padded Armour 7 Chamfron 28 Slat Armour 7 Crinet 28 Leather Armour 7 Cuello 28 Plated Armour 7 Flanchard 28 Studded Leather 8 Peytral 28 Hide Armour 8 Crupper 28 Breastplate 8 Table of Partial Barding 28 Scale Armour 9 TACK FOR MOUNTS 28 Brigantine Armour 9 Bridle 29 Banded Leather 9 Shoes 29 Lamellar Armour 10 Saddlebags 29 Chainmail 10 Saddle 29 Splint Armour 10 Spurs 29 Banded Mail 11 Stirrups 30 Plate-mail 11 Table of Tack 30 Full Plate 11 APPENDIX A: ANIMALS & MOUNTS 30 Helmets 12 Table 1.15 – Normal Horses 32 Studding for Suits of Armour 13 Table 1.16 – Mammals 32 Donning and Removing Armour 13 Table 1.17 – Great Cats 33 Table of Suits of Armour 13 Table 1.18 – Birds 33 Wearing different pieces of armour 13 Table 1.19 – Dinosaurs 34 PARTIAL ARMOUR 14 Table 1.20 – Reptiles, Amphibians, & Fish 34 Bracers 15 Table 1.21 – Bugs, Crustaceans, & Insects 35 Girdle 15 Table 1.22 – Magical Creatures 35 Metal
    [Show full text]
  • Adventurer Conqueror King System © 2011–2012 Autarch
    TM Game Design by ALEXANDER MACRIS with TAVIS ALLISON and GREG TITO RULES FOR ROLEPLAYING IN A WORLD OF SWORDS, SORCERY, AND STRONGHOLDS FIRST EDITION Adventurer Conqueror King System © 2011–2012 Autarch. The Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and characters relating thereto are copyright 2011 by Alexander Macris and used by Autarch™ under license. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the written permission of the copyright owners. Autarch™, Adventure Conqueror King™, Adventurer Conqueror King System™, and ACKS™ are trademarks of Autarch™. Auran Empire™ is a trademark of Alexander Macris and used by Autarch™ under license. Adventurer Conqueror King System is distributed to the hobby, toy, and comic trade in the United States by Game Salute LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the USA. ISBN 978-0-9849832-0-9 AUT1003.20120131.431 www.autarch.co CREDITS Lead Designer: Alexander Macris Graphic Design: Carrie Keymel Greg Lincoln Additional Design: Tavis Allison Greg Tito Intern: Chris Newman Development: Alexander Macris Kickstarter Support: Chris Hagerty Tavis Allison Timothy Hutchings Greg Tito Event Support: Tavis Allison Editing: Tshilaba Verite Ryan Browning Jonathan Steinhauer Ezra Claverie Paul Vermeren Chris Hagerty Paul Hughes Art: Ryan Browning
    [Show full text]
  • Word Pictures in the New Testament - Luke
    Word Pictures in the New Testament - Luke Author(s): Robertson, A. T. (1863-1934) Publisher: Grand Rapids, MI: Christian Classics Ethereal Library Description: A. T. Robertson was a renowned Greek New Testament scholar. His work on the Greek language is still consulted today. Word Pictures in the New Testament is his insightful treatment of that book. In the Greek New Testament, there are a variety of meaningful pictorial nuances implicit in the Greek constructions. These nuances are often lost in trans- lation. Word Pictures in the New Testament explains them. Robertson examines Greek constructions from many different Testament passages. He provides background to many of the Greek words and their connotations in the original Greek, thereby shedding new light on the meaning of passages. Many readers have gained a new, richer understanding of the New Testament by studying Word Pictures in the New Testament. And although no technical knowledge is required to study this work, familiarity with the Greek language makes this work much easier to digest. Consequently, it is ideal for pastors, theologians, and students of the New Testament. Tim Perrine CCEL Staff Writer Subjects: The Bible New Testament Works about the New Testament i Contents Title Page 1 Chapter 1 2 Chapter 2 13 Chapter 3 23 Chapter 4 30 Chapter 5 42 Chapter 6 50 Chapter 7 60 Chapter 8 68 Chapter 9 77 Chapter 10 89 Chapter 11 98 Chapter 12 106 Chapter 13 115 Chapter 14 121 Chapter 15 127 Chapter 16 134 Chapter 17 140 Chapter 18 144 Chapter 19 149 Chapter 20 155 Chapter 21 160 Chapter 22 165 Chapter 23 174 Chapter 24 182 Indexes 188 ii Index of Scripture References 189 Index of Scripture Commentary 197 iii This PDF file is from the Christian Classics Ethereal Library, www.ccel.org.
    [Show full text]
  • Fighters Are the Iconic Masters of Battle, with Access To
    625775 625775 paizo.com #3123907, Peter Sylvers <[email protected]>, May 18, 2014 ighters are the iconic masters of battle, with access to both a high number of combat feats and a static set Fof armor- and weapon-oriented class features. While this gives them a wide range of options, it can also lead to characters with specific fighting-man concepts having abilities they don’t need, such as an unarmored trident- and-shield gladiator having armor training for armors he doesn’t wear, or an entirely defensive master of plate mail picking up advanced weapon training. Fighters are supposed to be masters of combat specialization (they even have near-exclusive access to the Weapon Specialization feat), but half their class abilities are static bonuses with little customization beyond what set of weapons they apply to. At the same time, many cool fighter tropes have been presented as archetypes, allowing fighter characters to specialize to even greater extents at the cost of some of those static bonuses (the bravery class feature is an extremely popular trade-out for fighter archetypes), but never in more 4075378 than one style of fighting. Flexibility is one of the things the 625775 fighter class is supposed to excel at, but the way archetypes work, taking one generally makes a character less flexible. That makes sense for many eldritch character concepts – if a wizard is a Master of the Secret Flame, it stands to reason that might change what other magic is available to him – but it’s less logical for most fighter archetypes. Like rogues, fighters mostly learn entirely nonmagical knacks, and there’s no particular reason why being really good at one should make it impossible to specialize in another.
    [Show full text]
  • Birds in the Ancient World from a to Z
    BIRDS IN THE ANCIENT WORLD FROM A TO Z Why did Aristotle claim that male Herons’ eyes bleed during mating? Do Cranes winter near the source of the Nile? Was Lesbia’s pet really a House Sparrow? Ornithology was born in ancient Greece, when Aristotle and other writers studied and sought to identify birds. Birds in the Ancient World from A to Z gathers together the information available from classical sources, listing all the names that ancient Greeks gave their birds and all their descriptions and analyses. Arnott identifies (where achievable) as many of them as possible in the light of modern ornithological studies. The ancient Greek bird names are transliterated into English script, and all that the classical writers said about birds is presented in English. This book is accordingly the first complete discussion of classical bird names that will be accessible to readers without ancient Greek. The only previous study in English on the same scale was published over seventy years ago and required a knowledge of Greek and Latin. Since then there has been an enormous expansion in ornithological studies which has vastly increased our knowledge of birds, enabling us to evaluate (and explain) ancient Greek writings about birds with more confidence. With an exhaustive bibliography (partly classical scholarship and partly ornithological) added to encourage further study Birds in the Ancient World from A to Z is the definitive study of birds in the Greek and Roman world. W.Geoffrey Arnott is former Professor of Greek at the University of Leeds and Fellow of the British Academy.
    [Show full text]
  • Sinister Spirit
    Sinister Spirit SINISTER SPIRIT P Tracing the Spirit of Antichrist Through Current Issues Timothy Zebell Self-published Niles, MI Sinister Spirit Copyright © 2014 Contents Preface viii Introduction 1 Chapter 1. Spirit of Antichrist – Part 1 7 Chapter 2. Spirit of Antichrist – Part 2 27 Chapter 3. Opposing the Spirit of Antichrist – Part 3 54 Chapter 4. Christian Mysticism – Part 1 65 Chapter 5. Christian Mysticism – Part 2 111 Chapter 6. The Paranormal – Part 1 165 Chapter 7. The Paranormal – Part 2 202 Chapter 8. Evolution – Part 1 230 Chapter 9. Evolution – Part 2 267 Chapter 10. Transhumanism – Part 1 280 Chapter 11. Transhumanism – Part 2 317 Chapter 12. Dark Technologies 344 Chapter 13. Homosexuality 377 Chapter 14. Conclusion 425 Appendix A.1 – The Antichrist 427 Appendix A.2 – Spiritual Ranks of Authority 446 Appendix B.1 Montanism 450 Appendix B.2 – Christian Leaders Who Embrace, Emulate, and/or Promote Christian Mystics 460 Appendix B.3 – Contemplative Books 465 Appendix B.4 – Organizations Helping to Bring Contemplative Spirituality Into the Church 468 Appendix B.5 – Christian Colleges and Seminaries that Promote Contemplative Spirituality 471 Appendix C.1 – Harry Potter 480 Appendix C.2 – Twilight 499 Appendix C.3 – Paranormal Gateways to Vampirism, Wicca, and the Occult 513 Appendix C.4 – Witchcraft in the Church 524 Works Cited 540 Preface This book, though informative to read, is intended to be taught and to supplement such teaching. Therefore, it is not structured for the popular audience. Instead, it is arranged to match a teacher’s cadence—both in the pre- sentation of the content as well as in the necessary repe- tition of this content when teaching.
    [Show full text]
  • Fighter Some Take up Arms for Glory, Wealth, Or Revenge. Others Do Battle
    Fighter Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them. Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess. Alignment: Any. Hit Die: d10. Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks Per Level: 2 + Int modifier. Table: Fighter
    [Show full text]
  • Academy of European Swordsmanship Newsletter
    Academy of European Swordsmanship Newsletter—Spring 2014 Calgary, AB: 403 681 2529 Edmonton, AB: 780 966 6022 www.swordsmanship.ca Volume 6, Issue 1 Madison, WI: 608 819-6697 Welcome! Each quarter (or there about...) the AES In this Issue... releases its newsletter. Here you will find infor- Nord Schlag—Edmonton Tournament Recap mation on the school, it's members, swordsman- ship, weapons, Western Martial Arts, history and Small Pointers—Tips to being a better artist more! We welcome contributions, comments and Gerald’s Weapon of Choice letters from our readers, and look forward to your Forearm, Wrist, & Grip Workout—Part I feedback and input in future editions. A look Ahead—Upcoming Events Edmonton Spring Cutting Practice — May 3rd. Will be held at 6407-35 Ave in Edmonton, from 1-4 pm. Sunday Classes — Will resume in May on a drop-in basis only. Held at Pollard Meadows Elementary School, south side of the building, weather permitting. Rank testing— this spring, upon request Nord Schlag—AES Open Martial Arts Tournament and Workshop Stephen Fick is the founder of the Davenriche Martial Artes School (DEMAS), located in Santa Clara and Morgan Hill, California. Stephen began swordfighting in full armour for a tournament company in 1989. He currently teaches several forms of martial arts at his school, including 14-16 century Longsword, 16-17 century Rapier, 16th cen- tury side sword, as well as unarmed and dagger classes. Stephen is currently working on a new project called International Medieval Tournament association (IMTA) that will bring armoured tournaments to the public. He assisted in judging the Edmonton tournament and conducted a three-hour workshop on Longsword.
    [Show full text]
  • 1407795834359.Pdf
    Covering the Paleolithic to the Age of Sail, GURPS Low-Tech is your guide to TL0-4 equipment for historical adventurers, modern survivalists, post-apocalypse survivors, and time travelers. It surveys current historical and archaeological research to present accurate gear, including: • Weapons. Stone axes, steel blades, muskets, and heavy weapons (from catapults to cannon) to grant a fighting edge whether you face bears, phalanxes, or high-seas pirates. • Armor. Pick coverage, quality, and materials (even exotica like jade!) to suit your budget, and then calculate protection, weight, impact on stealth, and more. • Transportation. Travel aids such as skis and floats; riding gear for horses, camels, and elephants; and vehicles ranging from oxcarts and rafts to war wagons and low-tech submarines. • Survival Gear. Simple tools and local materials to let you find your way, stay warm and dry, and feed yourself in the wilderness. • Tools. Everything you need to gather basic resources, craft finished goods, work in the literate professions, spy, or thieve. • Medicine. Treat illness and injury with herbs, acupuncture, and surgery. GURPS Low-Tech requires the GURPS Basic Set, Fourth Edition. The information on real-world equipment is useful for any campaign set prior to 1730, as well as historical fantasy. By William H. Stoddard, with Peter Dell’Orto, Dan Howard, and Matt Riggsby Edited by Sean Punch Cover Art by Bob Stevlic Illustrated by Alan Azez, Eric J. Carter, Igor Fiorentini, Angela Lowry, Matthew Meyer, Rod Reis, and Bob Stevlic 1ST EDITION, 1ST PRINTING PUBLISHED DECEMBER 2010 ISBN 978-1-55634-802-0 Printed in $29.99 SJG 01-0108 the USA Written by WILLIAM H.
    [Show full text]
  • United Way Gets $175K Grant to Meet COVID-19 Needs
    Singing from a Entertainment this In sports, virus distance in Ossian summer in the area testing is a hurdle Area State Entertainment Guide Page 3 Sports Page 1a Good Morning! The News-Bannerwww.News-Banner.com SATURDAY, MAY 2, 2020 BLUFFTON, INDIANA • Wells County’s Hometown Connection $1.00 United Way gets $175K grant to meet COVID-19 needs By JESSICA BRICKER Awards from the grant will be for both United Way of Wells County has immediate and long-term recovery, she received a $175,000 COVID-19 Economic added. Relief Initiative Grant. “We’re excited that we have the opportuni- State gives $50K to Wells The grant is through a partnership ty to help out our community,” Beckford said. between Lilly Endowment Inc. and Indiana The initiative, according to a press By JESSICA BRICKER Wells County was one of 30 communities United Ways, of which the Wells County release, allows for pandemic-related essen- Wells County has been awarded funds listed in that category for receiving funds. organization is a member. The funds will tial and basic needs to be met in communi- through a new COVID-19 response pro- “More information regarding qualifica- help various nonprofits boost their efforts ties, “which could include safe, emergency gram. tions and the application process will be during the pandemic. childcare, and to address other COVID-19 The county has been awarded $50,000 coming once we finalize the grant details,” “It is significant money and it will make critical issues as they emerge.” “to provide small business grants to help Wells County Government shared on a significant difference in Wells County,” Grants were awarded to communities local small businesses remain open and social media following the announcement.
    [Show full text]