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#CE level 1 armor
ijustwant2ride · 8 months
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I need new motorcycle armor!
I have a favorite motorcycle jacket, a Harley Davidson “Switchback” that is now ten years old. When I put it on to ride Howard’s Twisted Tongue, I noticed the elbow armor was broken into several pieces.
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soylent-crocodile · 9 months
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Skirge (Monster)
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(Skittering Skirge by Ron Spencer)
(Skirge, like ragers, are another long-held phyrexia classic. Unlike ragers, which have had only two cards of their kind, skirge have a whole host thereof. Notably, their art direction was changed for the second wave of New Phyrexia, despite having been kept consistent between Old Phyrexia and our introduction to New Phyrexia. I think this is stupid and I will be ignoring it. Skirge appear to serve as some kind of minion-type creature for phyrexians, so I made them the go-to familiar of phyrexian characters- something that will come up later!
MtG canon pluralizes them as "skirges", but I personally think a plural "skirge" sounds better, so that's what I will be using.)
R2 CE Small Aberration (Phyrexian)
Skirge are common familiars of phyrexia, often seen attending to witch engines or completed sorcerers and witches. They are obedient, but observant and curious; left to its own devices, a skirge will naturally find a victim to harry, a process that usually ends with whatever creature it found ripped to shreds. Skirge are successful omnivores that breed true, and as such great flocks of them fly in places where phyrexia reigns. These wild skirge are at risk of being torn apart by fellow phyrexians and used for organic scrap.
Skirge are naturally chatty, although the dialect of necril they speak is particularly high-pitched and harsh. Those that understand it typically describe skirge conversation as pure tedium; discussion may entail trinkets or small creatures they’ve seen, imitating the noises of creatures in pain, or previous missions their masters have given them- the last of which may be useful information to enemies of phyrexia.
An evil spellcaster of level 7 or higher with the Improved Familiar feat can take a skirge as a familiar.
An imp-like creature flits about on membranous wings, its face split open in a vertical maw, with a blunt eye stalk on either side. Misc- CR2 CE Small Aberration (Phyrexian) HD4 Init:+3 Senses: Perception:+8 Scent, Darkvision 60ft Aura: Screeching Stats- Str:12(+1) Dex:16(+3) Con:12(+1) Int:8(-1) Wis:14(+2) Cha:15(+2) BAB:+3 Space:2.5ft Reach:0ft Defense- HP:23(4d8+4) AC:16(+1 Size, +3 Dex, +2 Natural Armor) Fort:+2 Ref:+4 Will:+6 CMD:16 Resist: Acid 10, Sonic 10 Immunity: Fear, Disease, Poison Weakness: Special Defenses: Fast Healing 2, Mycosynth Flesh, Negative Energy Affinity Offense- Bite +3(1d4+1), 2 Claw +3(1d3+1) CMB:+3 Speed:20ft, Fly 60ft (Good) Feats- Multiattack, Deft Hands Skills- Disable Device +7, Fly +11, Perception +8, Sleight of Hand +7, Stealth +13 Spell-like Abilities- (CL4, Concentration +6) Deathwatch, Ear-Piercing Scream (DC13) /at-will Mending, Inflict Light Wounds (DC13) 3/day Clairvoyance/Clairaudience 1/day Ecology- Environment- Any Languages- Necril Organization- Solitary, Pair, Plague (6-12) Treasure- Incidental Special Abilities- Mycosynth Flesh (Ex)- A phyrexian’s anatomy is both flesh and metal, typically arranged in the most disturbing way possible. As such, it may be targeted or affected by a spell as either an aberration or as a construct, whichever produces a greater effect Screeching (Ex)- A skirge is almost constantly making noise, a raucous screeching that distracts and interferes with spellcasting. A non-phyrexian creature that starts its round within 60ft of a skirge must make a DC12 fortitude save or be sickened for 1d8 rounds. Once a creature makes this save, it is immune to all skirge’s screeching for 24 hours whether it succeeded or failed. This is a sound-based effect, and the DC is charisma based. Additionally, non-phyrexian spellcasters must make a DC12 concentration check to cast spells within this aura.
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helix-studios117 · 2 months
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Personal Ranking of the Halo Games.
1 - Halo 3. My first love, this game was what got me into the franchise and I've been a fan for 6 years since. While the story isn't as good as Halo 2's, it's still pretty solid; the weapons sandbox and level-design are PERFECT, and the soundtrack was, and IS, sick.
(Honorable Mention: Halo 3 ODST. It's Halo 3, but you're not a Spartan.)
(Dishonorable Mentions: The Halo Spartan games, Assault and Strike. Decent idea that could've been good, awful execution.)
(The Ones I Haven't Played: The Wars games. Never been big on Top-Down RTS games.)
2 - Halo: Combat Evolved. Played this during the height of the Pandemic, Halo CE is a game that is groundbreaking for it's time and beautiful in it's simplicity. While the level design is slightly less interesting in the second half than it is in the first, it is a clever way of wrapping up the game's story. Full circle, like a Halo.
3 - Halo Infinite. The open-world idea payed off, but more importantly, the gunplay and gameplay is the best it's ever been; it refined all of the new (and clunky) features that were added in Halo 4 and 5 (sprint, armor abilities and ADS), while still keeping that distinctly Halo feeling. Plus, this game has my favorite multiplayer and it's the only Halo game with a multiplayer I even bother trying.
4 - Halo Reach. Has the best soundtrack in the entire franchise and, while not my favorite story, it DOES have the most compelling one in the franchise. In terms of how Reach falls, I prefer this game's telling of it over the book (The Fall Of Reach, but it's still a good book which I love; don't think I don't like it); and this game really shows you just how bad the war-effort actually is. Humanity was LOSING. Also, this gameplay laid the foundation for 343's Halo games.
5 - Halo 2. Awesome story and dialogue, it fleshes out the ideas laid down in the first game and makes the side-characters in CE main-stays that are important to the plot. I REALLY hate the level-design (confined spaces, linear paths and endless enemies coming in and out of every door) and weapons sandbox in this game, though; plus enemies being less responsive and more damage spongey while Master Chief goes down like a statue of napkins makes me mad. I don't like tactical-shooters as much as I do arcade-y shooters, with the sole exception being Helldivers 2 (Mass Effect 2 is my least favorite Mass Effect game, in case you can't tell).
6 - Halo 4. Good graphics and a decent story that takes John into an interesting direction, making him more dynamic, proactive and involved with the plot as his humanity, agency and leadership skills get more emphasized and flesh-out... but I see no point in the Prometheans and the gameplay is awful for all the same reasons why Halo 2's gameplay is awful.
7 - Halo 5: Guardians - Hunt The Truth was the best thing to come out of this game.
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dungeonmastertyrant · 4 months
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Cleric (Tempest Domain)
Cleric spells
Cleric level 1: Fog Cloud and Thunderwave
Cleric level 3: Gust of Wind and Shatter
Cleric level 5: Call Lightning and Sleet Storm
Cleric level 7: Control Water and Ice Storm
Cleric level 9: Destructive Wave and Insect Plague
Bonus Proficiency: At 1st level you gain proficiency with martial weapons and heavy armor.
Wrath of the Storm: Also at 1st level you can thunderously rebuke attackers. When a creature withing 5 feet of you that you can see hits you with an attack you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath: Starting at 2nd level you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage you can use your Channel Divinity to deal maximum damage instead of rolling.
Thunderbolt Strike: At 6th level when you deal lightning damage to a Large or smaller creature you can also push it up to 10 feet away from you.
Divine Strike: At 8th level you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level the extra damage increases to 2d8.
Stormborn: At 18th level you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Gods in this domain their alignment and their symbol:
Auril NE Six pointed snowflake, Talos CE 3 lightning bolts radiating from a central point, Umberlee CE Wave curling left and right, Kord CG 4 spears and 4 maces radiating out from a central point, Habbakuk NG Blue Bird, Zeboim CE Turtle shell, The Devourer NE Bundle of 5 sharpened bones, Deep Sashelas CG Dolphin, Eadro N Spiral design, Gruumsh CE Unblinking eye, Sekolah LE Shark, Manannan Mac Lir LN Wave of white water on green, Zeus N Fist full of lightning bolts, Hercules CG Lion's head, Poseidon CN Trident, Set CE Coiled cobra, Sobek LE Crocodile head with horns and plumes, Aegir NE Rough ocean waves, Njord NG Gold coin, Thor CG Hammer.
Source: Players Handbook
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pathfinderunlocked · 9 months
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Zoltun Kulle, Sand Shaper - CR14 Humanoid
I bear the same scars they all did. They knew the truth of it. But the fools buried their heads in the sand.
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Artwork is concept art from Diablo III, copyright Blizzard Entertainment.
High level wizards are cool enemies, but running a creature with 30+ spells available is a chore for DMs, and can be kind of unrewarding to players who gain very little benefit from learning what the enemy can do.  This “wizard” NPC isn’t actually built like a wizard, and is instead designed as a unique creature without class levels.  It uses prepared spellcasting like a wizard, but has an unusual number of spell slots, and doesn’t have any spell slots below 4th level except for cantrips.
The sand shaper is based on Zoltun Kulle from Diablo III, who IMO is probably the best-written villain in the entire Diablo series.  “Sand Shaper” is the generic name for this creature.
It’s a very hard creature to permanently kill, as high level wizards tend to be, mostly thanks to its Prepared Soulstone ability.  Unlike a lich, however, a sand shaper doesn’t begin reforming on its own.  Someone else has to find and break its soul gem.  It can communicate in order to trick someone into releasing it, which might be how the PCs first encounter this creature.
A couple of sand golems would be a perfect fit as minions during this boss fight if the sand shaper doesn’t already have allies - sand golems are exactly what Zoltun Kulle used as minions.  An ideal battlefield would have some obstacles that he can teleport past but also see across, like a high ledge or a large hole in the ground.  A sand shaper should typically be teleporting away from enemies any round in which they’re nearby, using dimensional steps.
Sand Shaper - CR 14
The bald, gray-bearded robed man wields a staff of twisted black iron, bearing the same glowing runes as his clothing.  Adoring the top of the staff is a carving of a demon’s head.
XP 38,400 CE Medium humanoid (human) Init +8; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 120 (16d8+48) plus 28 temp hp Fort +11, Ref +12, Will +15 Defensive Abilities prepared soulstone SR 25
OFFENSE
Speed 30 ft., air step (5 ranks fly) Melee staff +11 (1d6-1) Special Attacks dimensional slide
Spells Prepared (CL 16; concentration +24)     8th—quickened greater false life, quickened greater false life     7th—intensified widened fireball (DC 21), intensified widened fireball (DC 21), intensified widened fireball (DC 21)     6th—zone of the slowed hourglass (DC 25, see text), zone of the slowed hourglass (DC 25, see text), zone of the slowed hourglass (DC 25, see text)     5th—energy twister (DC 23, see text), energy twister (DC 23, see text), energy twister (DC 23, see text)     4th—greater false life (already cast), intensified fireball (DC 21), intensified fireball (DC 21), intensified fireball (DC 21), magic vestment (already cast), darkvision (already cast)     0th—detect magic, mage hand, mending, message, read magic
Sand Shaper’s Staff Spells (10 charges; CL 16th; concentration +24)     10 charges—zone of the slowed hourglass (DC 25, see text)   
STATISTICS
Str 8, Dex 19, Con 16, Int 27, Wis 15, Cha 13 Base Atk +12; CMB +11; CMD 25 Feats Create Construct, Craft Staff, Craft Wondrous Item, Improved Initiative, Intensified Spell, Skill Focus (spellcraft), Spell Focus (transmutation)B, Widen Spell, Quicken Spell Skills Bluff +12, Fly +9, Knowledge (all) +19, Perception +10, Spellcraft +30, Use Magic Device +17 Languages Abyssal, Celestial, Common, Cyclops, Draconic, Elven, Infernal, Sphinx, Terran SQ soul gem telepathy Gear sand shaper’s staff, cloak of resistance +3, headband of vast intelligence +4 (spellcraft, use magic device), spellbook (air step, darkvision, dimension door, greater false life, fireball, magic vestment, slow, trap the soul, all cantrips), gemstone worth 16000 gp (typically hidden somewhere far away)
SPECIAL ABILITIES
Dimensional Slide (Su) 8 times per day, a sand shaper can create a dimensional crack that it can step through to reach another location.  This ability is used as part of a move action or withdraw action, allowing the sand shaper to move up to 160 feet to any location it can see.  This counts as 5 feet of movement.  A sand shaper can only use this ability once per round.  A sand shaper does not provoke attacks of opportunity when moving in this way, but any other movement it attempts as part of its move action provokes as normal.
Energy Twister (Sp) As a standard action, as a spell-like ability, a sand shaper can create a twisting tornado of wind and force magic within medium range (typically 260 feet), which occupies a 50 foot high, 10 foot wide pillar.  When this spell is cast, and again each round at the start of the sand shaper’s turn, the sand shaper can move the tornado up to 15 feet as a free action, and any creature or object that it passes through must succeed on a Reflex save (typically DC 23) or take 3d6 bludgeoning damage and 2d6 force damage.  The tornado lasts for 1 round per caster level (typically 16 rounds).
Additionally, the area of the tornado is treated as an area of dust that grants concealment (20% miss chance), and projectile attacks through the tornado are impossible.
Treat this as a 5th-level evocation spell.
Soul Gem Telepathy (Su) While its soul is trapped within a soul gem (see the Prepared Soulstone ability), a sand shaper can telepathically communicate with creatures within 30 feet of its soul stone.
Spellcasting A sand shaper prepares and casts spells from the wizard spell list, using its Intelligence as its spellcasting ability score.  It has an unusual number of spell slots; see the statistics above.  It has a spellbook, which functions like a wizard’s spellbook, and without this spellbook it cannot prepare spells except for read magic.
Prepared Soulstone (Su) A sand shaper can prepare and cast trap the soul in place of one of its 8th level spells, but can only cast the spell on itself.  When it does so, it functions as the “trigger object” version of trap the soul, except that the trigger is any effect that would kill the sand shaper, rather than touching or receiving a trigger object.  When the sand shaper would normally die, whether from damage or any other cause, its soul is instead trapped within the soul gem (typically the gemstone listed in its inventory, preventing its death.
A typical sand shaper has cast this spell long before entering combat, and hidden its soul gem somewhere far away.
Zone of the Slowed Hourglass (Sp) As a standard action, as a spell-like ability, a sand shaper can create a zone within long range (typically 1040 feet) with a 20-foot radius where time is slowed for all creatures and objects except itself.  The edges of this zone shimmer as if sand were slowly trickling down them.  The zone lasts for 1 round per 2 caster levels (typically 8 rounds).
All creatures except for the sand shaper that are within this area when the spell is cast, or that enter it later, must succeed on a Will saving throw (typically DC 23) or be slowed (as the slow spell) and entangled while within the area.  A creature that passes its save is only entangled.  A creature makes this saving throw only once per spellcast; if it leaves and re-enters the area, it uses its previous result.
Additionally, any projectile attacks that are fired from or into the area, or that pass through it, move very slowly, and do not connect with their target until 1 round later.  If the intended target is no longer in the same space after that time, the projectile automatically misses.  If a different target has moved into that space, the projectile attack has a 50% chance of hitting the new target (though the attack roll must still hit the target’s AC as normal).
Treat this as a 6th-level transmutation spell.  Spell resistance applies to the effect on creatures, but not to the effect on projectile attacks.
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jessicajagg · 1 year
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Halo: Combat Evolved (2001) Retrospective
When I was younger my experiences with shooters were limited. Outside of attempting and failing to clear the first stage of 'Shogo Mobile Armor Division' most of my games were of the platformer or fighting variety. The first shooter that really caught my attention, that made me want to buy a console just to play it was Halo.
During the early aughts I was knee deep into gaming news between a subscription to GamePro and infrequent access to G4Techtv, all singing the praises of Halo 2. It was talked about so much that I felt like I was missing out, that I had to play it for myself. I'd constantly read articles and go to the ilovebees arg site. Unfortunately I lacked an Xbox at the time, I had written off the console before then as none of it's early titles really appealed to me.
There was no way my parents were gonna fork over money for a third console (we already had a PS2 and Gamecube) but I managed to get one put in layaway. However there was one caveat. You see I wanted Halo 2, but my mom noticed it had "language" in the ESRB rating on the back. Halo 1 however did not have a pottymouth so that's what I ended up with. After a few months of allowances and probably my parents just paying the rest anyway, I got my Xbox.
Halo CE's title screen is the definition of iconic. A panning shot of the titular ring and the theme plays, I can't help but let it play for a bit before starting a new playthrough. The story does a good job of letting you know what's going on without over explaining lore details. I love how the games opening level goes out of it's way not to show you any of the covenant before one jumpscares you after opening a door.
I can't say much about the core gameplay aside from shoot gun feel good. It's as simple as that, Bungie nailed the control and feel. There are few pleasures that rival feeling the controller vibrate in your hands as you unload an assault rifle clip into an Elite.
The weapons give you a good selection of options on dealing with enemies. For example the Jackals have a sheild that can deflect bullets. You can either overload their sheild with a charged plasma pistol, lob a grenade at them or just run up and beat them.
The stages start off varied and unique, with my absolute favorite being "the silent cartographer". Unfortunately around the halfway point you can tell the devs were crunched for time. You start seeing the same environments from previous levels popping up and run through the same copy pasted room again and again.
Combat also becomes less varied when the flood are introduced. The parasitic enemy mainly consists of infected who charge towards you and little spores that try to jump you. The game basically locks you into using the shotgun to 1 hit kill the big guys and the assault rifle to pop the spores.
The final stage sees you racing in a warthog against the clock to evacuate before your ship destroys the ring. I still remember the first time I playing, I was extremely tense and struggling hard against the vehicle controls. I was kinda dumb as a kid and didn't usually beat games so I felt really proud of myself as I watched Halo go boom, even if I was playing on easy.
Despite the flaws in the later portions of the game, I was hooked. I was officially a Halo megafan, constantly replaying the campaign and playing multiplayer with my friend and cousin. And ofcourse it only made me want to experience Halo 2 even more. The e3 trailers were included in newer printings of CE and I'd watch them constantly.
Eventually I'd finally get to play it but that's a story for another time. Tl;dr Halo's fucking good.
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advpulse · 1 year
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Last year REV'IT! launched a new line of modular, lightweight, technical off-road gear designed for more aggressive rides on tougher trails. At the core of their new ‘Dirt Line’ is wearable enduro-style armor that is designed to sit under a lightweight waterproof, abrasion-resistant shell. Unlike an Adventure Jacket that has built-in armor, the rider can pack away the jacket on hotter days when riding off-road for maximized airflow and still retain full impact protection. And since the armor is attached directly to your body, it’s more likely to stay in place in a fall. We've been riding with the new Proteus Protector Jacket and Scram Knee Pads for the better part of a year now. The Proteus offers CE-Level 2 Seeflex armor in the back, elbows and shoulders, plus CE-Level 1 armor on the chest, along with a built-in kidney belt. The Scram knee pads also feature CE-Level 2 Seeflex armor with an asymmetrical right-left design to ensure a contoured fit. They slide on like a sock with adjustment straps that need very little tension to stay in place. Plus the unique molecular structure of Seeflex allows the armor to be soft and pliable on your skin while riding, then hardens upon impact. It feels lighter and less bulky than traditional hard-shell enduro armor too. Definitely worth a look. http://bit.ly/revitdirtarmor
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Unveiling the Shield: Exploring ARMOUR Motorcycle Riding Gear
When it comes to motorcycle riding, safety should always be a top priority. While the thrill of the open road and the wind in your face are undeniably exhilarating, they also come with inherent risks. That's where motorcycle riding gear, particularly ARMOUR, steps in as a shield against potential dangers. In this blog, we'll delve into the world of ARMOUR motorcycle riding gear, exploring its features, benefits, and why it's a must-have for every rider.
1. The Role of ARMOUR
ARMOUR, also known as armor or protective padding, is the backbone of motorcycle riding gear. It serves as a crucial line of defense against impacts, abrasions, and other hazards encountered on the road. Designed to absorb and dissipate energy, ARMOUR minimizes the risk of injury in the event of a crash or collision, providing riders with added confidence and peace of mind.
2. Types of ARMOUR
ARMOUR comes in various forms and materials, each offering different levels of protection and comfort. Some common types of ARMOUR found in motorcycle riding gear include:
CE-rated Armor: Certified to meet specific safety standards set by the European Union, CE-rated armor is widely regarded as a benchmark for protective gear. It comes in different levels of certification (CE1 and CE2), with CE2 offering higher impact protection.
Hard Armor: Typically made from materials like plastic, carbon fiber, or metal, hard armor provides excellent impact resistance and is often used in areas prone to direct impact, such as elbows, shoulders, and knees.
Soft Armor: Soft armor, often made from materials like foam or viscoelastic polymers, molds to the body for a more comfortable fit. While not as rigid as hard armor, it still offers significant protection against impacts and abrasions.
Integrated Armor: Some motorcycle jackets and pants come with built-in ARMOUR panels, offering seamless protection without the need for additional inserts or attachments.
3. Key Features of ARMOUR Motorcycle Riding Gear
ARMOUR motorcycle riding gear goes beyond just providing protection; it's also designed for comfort, versatility, and functionality. Some key features to look for in ARMOUR gear include:
Articulated Design: ARMOUR panels with articulated joints allow for natural movement and flexibility, ensuring that riders can maneuver comfortably without feeling restricted.
Ventilation: Many ARMOUR pieces incorporate ventilation channels or perforations to enhance airflow and breathability, keeping riders cool and comfortable even in warm weather.
Adjustability: Adjustable straps and closures allow riders to customize the fit of ARMOUR gear to their body shape and riding preferences, ensuring a snug and secure fit.
Removability: Some ARMOUR inserts are removable, allowing riders to easily take them out for cleaning or replace them with upgraded or customized options.
Compatibility: ARMOUR inserts are often designed to be compatible with a wide range of motorcycle jackets and pants, giving riders the flexibility to upgrade their protection without having to replace their entire gear ensemble.
4. Why ARMOUR Matters
In the world of motorcycle riding, where the unexpected can happen at any moment, ARMOUR is a lifeline. It's the extra layer of protection that can make all the difference between a minor incident and a serious injury. By investing in ARMOUR motorcycle riding gear, riders not only safeguard their physical well-being but also gain the confidence to push their limits and explore new horizons on the open road.
Check out some of the best ARMOUR from Viterra Gear
SAS-TEC CHEST ARMOUR (CE LEVEL 2)
SAS-TEC TAILBONE ARMOUR
POWERTECTOR CE LEVEL 2 CHEST ARMOUR
SAS-TEC CHEST ARMOUR (CE LEVEL 1)
5. Conclusion
ARMOUR motorcycle riding gear is more than just protective padding; it's a symbol of commitment to safety and preparedness on the road. Whether you're a seasoned rider or just starting out, investing in quality ARMOUR gear is a decision that can save lives and enhance the enjoyment of every ride. So, suit up, gear up, and ride with confidence, knowing that you're equipped with the best protection available.
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stokofsky · 5 months
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Runners pt. 1
B-111 trudged doggedly through the endless junkyards. No matter where he turned he was faced with the wanton waste of the Empire's economy of scale. When you had the level of momentum the Empire possessed, efficiency was not a premier metric. It disgusted B-111, but he was not here to sight see.
Today, B-111 was scouring the junkyards looking for parts. He’d been slowly working through a list of needed parts for almost a month. For all the material waste he was surrounded by, he still had a vexingly hard time finding functional, usable parts. And he was down to the last, most elusive part he needed: a hyperdrive system.
He stopped at the top of a large hill of salvage, looking around him, taking it in. He saw what he needed to for his current objective; picking out fuselages, distant mounds that might be hulls, shapes that matched his pattern recognition data for a variety of known hyperdrive units. But he also saw what he had been made to see, what he was born to see; all the potentials of a battlefield.
That spire there, perfect for a lone sniper, that hollow between two hills, a battalion could easily dig in there and place mounted repeating blasters. The wide opening offered by a long disused culvert, you could move infantry through that with protected ease. He tipped his head forwards, grunting in annoyance. It had been long years since the last time he’d tasted of true combat. 
This, it turned out, was a very helpful gesture. Looking down at the ground, he noticed what he was standing on was exactly what he needed. Just beneath his left foot was the tip of a leading fin from an Imperial shuttle. The hill had to be heaped up around it. 
“Yes!” B-111 said, aloud. “Yes! Yes, yes!”
He carefully scrambled down from the hilltop and looked at it from its base. It would take him a long time to safely clear away the salvage and the slag from around this shuttle. But it would be worth the effort. He circled the hill three times, formed a plan of attack, and got to work.
His first task was clearing the area around the hill as best he could. He cleared a trail to a near-by trench, hauling load after load to hurl into it. By the time he had reached the hard packed dirt all around the hill, the stellar eclipse had taken all daylight. B-111 paused for a moment, looking around in the darkness, chuckling at the idea of being hindered by a lack of light.
He tapped the side of this head and his optical sensors switched over to night mode. His next step was climbing up the top of the hill and hurling bits of it down to the ground below, until it began to fill. Clear out the ground; clear off more of the hill; repeat. It was dull, but B-111 told himself it was like digging an emplacement for a siege, this made it almost like combat, which made it almost like fun. But not quite.
Still, by the return of daylight, he’d done it. The entire shuttle was now exposed. It was in better shape than he’d expected. Blast marks scarred the hull, both wings were twisted and crunched, and the viewport was so badly cracked there was no way it would ever hold atmosphere. But crucially, the rear of the shuttle looked completely intact. 
This was good in more way than one by B-111s summation. It meant the Imperials in this thing had died facing their attackers, they had not fled, nor had their enemy fired on them unexpected. It had been an altercation between true warriors. But, only mildly more importantly to him in this moment, it should mean the hyperdrive was completely undamaged.
B-111 clanked his hands together to shake the dirt off as he walked up the shuttles ramp. The inside of the shuttle was filled with dead men. Six fully armored StormTroopers sat still strapped into their seats in the aft. The sight of dead troopers made B-111 wistful. Those plastoid helmets always brought back old memories.
Looking around further he almost tripped over the stuff on the floor. All the troopers gear was still here, their blasters, the crate of power cells for reloads, crates of long since spoiled food rations. The only thing he could see that was missing was the body of any kind of ranking officer. B-111 expected any of these would have been removed for burial. He shook his head. When he’d fought with an army, when he’d been part of something bigger, the concept of equipment waste hadn’t been an option. Some forks of the Confederacy military had been able to afford it, but not his, not at the end. 
“Oh well,” B-111 said, shrugging his shoulders, “I guess it’s all mine, now.” He popped the top off the ration crate, tipping it out on the floor carelessly. Flipping it around, he began to deftly scoop up all of the blasters and toss them into the crate. With them all gathered, he stacked the crate on top of the ammunition crate, activating its repulsorlift and giving it a kick down the ramp.
He looked past the dead troopers at the aft bulkhead. Behind that durasteel wall was his prize. A class 1 hyperdrive unit. He wasn’t sure how best to crack that egg in particular. He decided to check the cockpit while he ruminated on the issue.  
He was unsurprised by the body of the shuttle pilot, mangled by the vacuum of space. A pilot would doubtless count less to the Empire than a Stormtrooper. But in the copilots seat was a body B-111 had not expected. “An Imperial battle droid!” Slumped next to the pilot was the lanky, skeletal form of a KX Series Enforcer.
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sbknews · 5 months
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Paramount GTX – One-piece Adventure Touring outfit with 100% waterproof GORE-TEX
REV'IT! does things just a little differently than usual with the Paramount GTX. Created as an engineering statement, this one-piece, fully waterproof Adventure Touring suit combines the best in water- and weather-resistance technology with an unconventional design. Not forgetting, of course, the benefits of ride comfort and overall protection against the elements. So you can ride whenever and wherever you want. Discover the Paramount GTX now at your official REV’IT! dealer and on www.revitsport.com. Pricing and sizing details below Step in, zip up, take off Constructed from extremely durable and waterproof 3L GORE-TEX, and technology carried over from the world of drysuit diving, the Paramount GTX shields riders from all elements. Regardless of where, when, and whatever the conditions. You simply open the Paramount GTX one-piece suit from collar-to-bottom-hem with the TIZIP® MasterSeal full-length zipper, then step in – with motorcycles boots or shoes on – zip up, and take off. Ride on in total comfort By design and by construction, the Paramount GTX wears like an all-encompassing, waterproof oversuit. Meaning you can wear the one piece over dedicated base and mid layers, or simply put it on over your everyday attire. The 100% weatherproof outer shell and the TIZIP® MasterSeal zipper keep out precipitation, while the patented VCS|AquaDefence waterproof ventilation and several tactically positioned ventilation zippers allow riders to adjust to all conditions imaginable. That means the Paramount GTX will not just take riders comfortably through the wet and bad, but warmer weather just as well. Unprecedented range of motion The advantages of the design transcend mere weatherproofing. By eliminating the gap between jacket and pants – or overlap of materials – the one-piece Paramount GTX suit offers remarkable riding comfort, even over longer distances. This is because the entire suit is suspended from the shoulders only, without clinging to the hips, resulting in unprecedented on-bike range of motion. Touring outfit like never before Engineered to put on and be gone, the Paramount GTX one-piece suit is equipped with top-tier protection all around. From the CE-level 2 protectors on the back, shoulders, elbows, and knees, to REV'IT!’s almost imperceptible CE-level 1 SEESMART armor on the hips; all the protective elements are position adjustable to your preference. Add in the many stretch elements and fit adjustability, specific short and longer sizes, the REV'IT! Paramount GTX offers a fully weatherproof and extremely comfortable touring outfit like never before. PARAMOUNT GTX ONE PIECE € 1.599,99 CHF 1.699,99 £ 1,599.99 DKK 12.449,00 PLN 8.499,00 SEK 18.999,00 NOK 19.999,00 $ 1,499.99 CAD 1.999.99 One piece available in the color Dark Blue Sizes Standard: S, M, L, XL, XXL, 3XL Sizes Short: L, XL, XXL Sizes Long: M, L, XL For more REV’IT news check out our new dedicated page For more information on REV'IT! products visit revitsport.com/gb_en/ Read the full article
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dimndgrldimndgrl · 1 year
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Check out this listing I just added to my Poshmark closet: Alpinestars Women's Iria Leggings Military Green NWT.
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topkinggear · 1 year
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HOODY BUILT WITH KEVLAR TKG-PKH-4908 Materials:- Premium Cotton Outer Draw cord Hood YKK Zipper Front Ribbed Cotton Cuffs and Hem Mesh Lining For Improved Comfort Pockets YKK Zipped Front Pockets Internal Storage Pocket Protection 220gsm DuPont Kevlar Fibre Lining In Impact Area CE EN1621 Level 1 Shoulder and Elbow Armor Pre-fitted (Removable) Back Armor Pocket https://www.topkinggears.com/casual-wears/protective-kevlar-hoodies/hoody-built-with-kevlar.html #kevlarhoodies #bestkevlarhoodie #usa #kevlarhoodieamazon #kevlarhoodiebulletproof #italy #kevlarhoodiemotorcycle #kevlarmotorcyclehoodie #canada #bulletproofhoodie #motorcyclearmouredhoodie #france #armoredhoodie #bestarmoredhoodie #kevlarhoody #kevlarhoodie #menkevlarhoodie https://www.instagram.com/p/CnRjvSujC8z/?igshid=NGJjMDIxMWI=
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Men's black riding jacket for motorcycles made in Australia
Durability, versatility, and affordability are the three standards that immediately spring to mind when considering the ideal road-going motorcycle jackets. These three requirements apply whether you're cruising, sport riding, or riding an adventure bike through the woods.
As a result, you get a fashionable garment that looks like a typical riding jacket while also offering protection and abrasion resistance.
One of the top manufacturers of motorcycle riding gear is Resurgence Gear, and all of the items on their website are of the highest calibre.
The greatest black motorbike riding jackets for guys in New Zealand are highlighted here; we promise you won't be disappointed.
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                                      ROCKER JACKET : BLACK  
The sporty, multipurpose Rocker Jacket is constructed of breathable cotton twill for comfort in a variety of weather conditions. The Rocker is cut with shorter length and pre-curved arms for a dynamic riding position.
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                                                            MESH PL JACKET : BLACK
The Mesh Jacket is quite versatile. The jacket has an open weave mesh construction for maximum ventilation in the summer and a zip-out wind- and water-resistant inner for cooler weather. With its industry-leading flexibility & comfort and CE level 1 protection provided by the ultra-flexible D3O® Ghost armor, this jacket is prepared for any circumstance.
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                                                                    ULTRA LITE SL SHIRT : BLACK
The Ultra Lite shirt, made of our CE AAA approved Pekev® Ultra single layer fabric, provides top-notch protection in a low profile and lightweight design. The product is further enhanced by the light and flexible D3O® Ghost armour and Viper back protection, creating an Ultra Lite, fully functional garment without the weight of a standard motorcycle jacket.
These are top three black resurgence jacket that you should definitely check out and recommend others.
Go for it .
You Won't Regret it.
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dungeonmastertyrant · 4 months
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Cleric (War Domain)
Cleric Spells
Cleric level 1: Divine Favor and Shield Of Faith
Cleric level 3: Magic Weapon and Spiritual Weapon
Cleric level 5: Crusader's Mantle and Spirit Guardians
Cleric level 7: Freedom of Movement and Stoneskin
Cleric level 9: Flame Strike and Hold Monster
Bonus Proficiencies: At 1st level you gain proficiency with martial weapons and heavy armor.
War Priest: From 1st lever your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action you can make 1 weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike: Starting at 2nd level you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll but before the DM says whether the attack hits or misses.
Channel Divinity: War God's Blessing: At 6th level when a creature within 30 feet of you makes an attack roll you can use your reaction to grant that creature a +10 bonus to the roll using your Channel Divinity. You make this after you see the roll but before the DM says whether the attack hits or misses.
Divine Strike: At 8th level you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level the extra damage increases to 2d8.
Avatar of Battle: At 17th level you gain resistance to bludgeoning piercing and slashing damage from nonmagical attacks.
Gods in this domain their alignment and their symbol:
Bane LE Upright black right hand thumb and fingers together, Tempus N Upright flaming sword, Torm LG White right gauntlet, Tyr (Dnd Tyr not Viking Tyr) LG Balanced scales resting on a warhammer, Erythnul CE Blood drop, Heironeous LG Lightning bolt, Hextor LE Six arrows facing downward in a fan, Kord CG 4 spears and 4 maces radiating out from a central point, Trithereon CG Triskelion, Ulaa LG Mountain with a circle at its heart, Paladine LG Silver triangle, Kiri-Jolith LG Bison's horns, Sargonnas LE Stylized red Condor, Dol Arrah LG rising sun, Dol Dorn CG Longsword crossed over a shield, The Fury NE Winged Wyrm with woman's head and upper body, The Mockery NE 5 blood splattered tools, The SIlver Flame, LG Flame drawn on silver or molded from silver, The spirits of the past CG varies, Bahamut LG Dragon's head in profile, Grolantor CE Wooden club, Gruumsh CE Unblinking eye, Hruggrek CE Morningstar, Kurtulmak LE Gnome skull, Maglubiyet LE Bloody axe, Surtur (DND Surtur not Viking Surtur) Flaming sword, Thrym (DND Thrym not viking Thrym) CE White double bladed axe, Morrigon CE 2 crossed spears, Nuada N Silver hand on black background, Ares CE Spear, Athena LG Owl, Hercules CG Lion's head, Nike LN Winged woman, Bast CG Cat, Odin NG Watching blue eye, Heimdall LG Curling musical horn, Sif CG Upraised sword, Surtur (Viking Surtur) LE Flaming sword, Thor CG Hammer, Thrym (Viking Thrym) CE White double bladed axe, Tyr (Viking Tyr) LN Sword.
Source: Players Handbook
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pathfinderunlocked · 1 year
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Umbral Half-Dragon Necroknight - CR16 Dragon
When a dragon and a lich love each other very very much...
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Artwork by JinZe_72 on Pixiv.
Umbral dragons are extraplanar dragons torn between the material and shadow planes.  They devour incorporeal undead by tearing at the essence of their undead souls.  However, because of their negative energy breath, they’re also sometimes tamed by extremely powerful undead such as liches or vampires.  And “tamed” can have more than one meaning.  The result of such a union might result in a half-dragon, half-undead, half-shadow offspring.
A sorcerer might not be your first thought when you see artwork of a character with heavy armor and a large shield, but bear with me here.  The five levels of antipaladin, with the very fitting knight of the sepulcher archetype, are doing a lot of work.
Normally a multiclassed creature that splits its levels between full-casting classes and martial classes has a lowered challenge rating, because normally that’s a garbage build, but this creature uses its spellcasting in a way that makes up for what it loses, and also has about 30% more gear than normal, so it doesn’t have the typical penalty.  It uses Still Spell to cast its sorcerer spells in combat, but when not in combat it can transform its armor into a brooch to cast normally.
I did end up giving the necroknight full plate instead of the half-plate depicted in the artwork, partially because half-plate in Pathfinder is somehow actually heavier and more restrictive than full plate, and partially so I could use the Folding Plate as written instead of making a homebrew version of it.
This creature can cast Animate Dead, so it’s reasonable that it would have several undead creatures under its control, possibly buffed with heroism or other spells.  Its unseen servant picks up anything dropped in battle (including weapons dropped by enemies) and carries the loot to its master, using its own actions to put the items in its master’s bag.
The necroknight can see in deeper darkness, so it should pre-cast Deeper Darkness on its shield if alone.  Combats where none of the players can see are no fun though, so consider putting this encounter in a location with some Firefleas.
Umbral Half-Dragon Necroknight - CR16 Dragon 
The fashionably armored woman’s dark gaze meets you, her reptilian eyes casting a shadow upon you.  A black, scaled tail swings behind her, emerging from her back, and she carries a blackened shield.  Scarf-like silk strands swing from her shoulders, forming a kind of cape behind her, and the images of glowing yellow eyes sewn into the ends of the strands match her own piercing eyes.
XP 76,800 Half-umbral dragon, fetchling, sorcerer 10 / knight of the sepulcher antipaladin 5 CE Medium dragon (augmented outsider, native) Init +5 Senses see in darkness, see invisibility, sense fear; Perception +17
DEFENSE
AC 28, touch 11, flat-footed 27 (+10 armor, +1 Dex, +4 natural, +3 shield); +6 deflection vs. firearms hp 157 (10d6+5d10+90) plus 15 temp hp Fort +17, Ref +7, Will +13; +2 vs. death, fear, mind-affecting, and poison Defensive Abilities deep shadow explorer, shadow blending, touch of the crypt, unholy resilience DR 10/adamantine (100 total damage) and DR 10/— vs. nonlethal damage Resist acid 20, cold 20, elec 20, fire 20, positive energy 10 Immune disease, negative energy, paralysis, sleep
OFFENSE
Speed 20 ft., fly 40 ft. (average) Melee +3 grayflame gandasa +23/+18 (2d4+10/×3) Special Attacks breath weapon (30-foot cone, 6d8 negative energy, DC 23, 1/day)
Fetchling Spell-like Abilities (CL 15th; concentration +23)    1/day—alter self, shadow walk (self only), plane shift (self only, shadow plane or material plane only)
Antipaladin Spells Known (CL 2nd; concentration +10)    1st (8/day)—death knell (DC 19), barbed chains (2 chains, attack/trip +20), sense fear (already cast)
Sorcerer Spells Known (CL 10th; concentration +18)     5th (4/day)—mage’s faithful hound     4th (6/day)—animate dead, shadowform (DC 22), stoneskin (already cast)     3rd (8/day)—haste, heroism, vampiric touch (touch +19)     2nd (8/day)—bullet shield (already cast), deeper darkness, false life (already cast), resist energy (already cast x4), see invisibility (already cast)     1st (8/day)—chill touch (touch +19, DC 19), darkness, endure elements, magic missile, protection from good, unseen servant (already cast)     0th (at will)—arcane mark, bleed (DC 18), detect magic, message, mending, penumbra (already cast), read magic, resistance, touch of fatigue (DC 19)
Bloodline undead
BASE STATISTICS
Without bullet shield, false life, heroism, penumbra, resist energy, see invisibility, sense fear, and stoneskin, the umbral half-dragon necroknight’s statistics are Senses see in darkness; Weaknesses light blindness; AC 28, touch 11, flat-footed 27; Resist cold 5, elec 5, positive energy 10; hp 157; DR 10/— vs. nonlethal damage; Melee +3 grayflame gandasa +21/+16 (2d4+10/×3); CMB +19; Skills Fly +11, Intimidate +15, Knowledge (planes) +5, Knowledge (religion) +10, Linguistics +5, Perception +15, Spellcraft +11, Stealth -4
STATISTICS
Str 24, Dex 12, Con 22, Int 12, Wis 10, Cha 26 Base Atk +10; CMB +19; CMD 28 Feats Combat Casting, Dark Sight, Eschew Materials, Gloom Sight, Great Fortitude, Improved Initiative, Improved Dark Sight, Power Attack, Still Spell, Weapon Focus (gandasa) Skills Fly +13, Intimidate +17, Knowledge (planes) +7, Knowledge (religion) +12, Linguistics +7, Perception +17, Spellcraft +13, Stealth -2 Languages Abyssal, Common, Draconic, D’ziriak (cannot speak), Infernal, Necril SQ undead bloodline arcana Gear wand of inflict serious wounds (30 charges), +3 grayflame gandasa, folding plate (+1 full plate), +1 warding channeling (negative) heavy steel shield, cloak of resistance +2, headband of alluring charisma +2, belt of physical might +2 (strength, constitution), ring of feather falling, diamond dust (worth 500 gp), onyx (worth 800 gp), 150 gp
SPECIAL ABILITIES
Aura of Cowardice (Su) While an umbral half-dragon necroknight is conscious, creatures within 10 feet take a –4 penalty on saving throws against fear effects.  Creatures that are normally immune to fear lose that immunity while within the radius.
Breath Weapon (Su) Although it deals negative energy damage, an umbral half-dragon necroknight's breath weapon does not heal undead creatures.  It affects a 30-foot cone and deals 6d8 points of negative energy damage to non-undead creatures in the area.  A DC 23 Reflex save halves the damage.  The save DC is Constitution-based.
Channel Energy (Su) By expending two uses of Touch of Corruption, an umbral half-dragon necroknight can channel 3d6 negative energy as a cleric, either healing undead or harming living creatures within a 30 foot radius.  A DC 20 Will save halves the damage.  The save DC is Charisma-based.
3 times per day, the necroknight can increase its channeled energy to 4d6.
Detect Good (Sp) At will, an umbral half-dragon necroknight can use detect good, as the spell. It can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, it does not detect good in any other object or individual within range.
Grasp of the Dead (Sp) An umbral half-dragon necroknight can cause a swarm of skeletal arms to burst from the ground to rip and tear at its foes.  The skeletal arms erupt from the ground in a 20-foot-radius burst.  Anyone in this area takes 10d6 points of slashing damage; a DC 23 Reflex save halves the damage.  The save DC is Charisma-based.  The skeletal arms disappear after 1 round. The arms must burst up from a solid surface.  This power has a range of 60 feet.
Grave Touch (Su) The umbral half-dragon necroknight can make a melee touch attack as a standard action that causes a living creature to become shaken for 5 rounds.  If it touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer than 10 Hit Dice.
Shadow Blending (Su) Attacks against an umbral half-dragon necroknight in dim light have a 50% miss chance instead of the normal 20% miss chance.  This ability does not grant total concealment; it just increases the miss chance.
Smite Good (Su) Twice per day, as a swift action, an umbral half-dragon necroknight can choose one target within sight to smite.  If this target is not good, the smite is wasted with no effect.  Otherwise, the necroknight adds its Charisma bonus (typically +8) on its attack rolls and adds +5 on all damage rolls made against the target of his smite.  If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +10.  Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the umbral half-dragon necroknight gains a deflection bonus equal to his Charisma modifier (typically +8) to its AC against attacks made by the target of the smite.
The smite good effect remains until the target of the smite is dead or the next time the umbral half-dragon necroknight rests and regains it uses of this ability.
Touch of Corruption (Su) 10 times per day, an umbral half-dragon necroknight can surround its hand with a fiendish flame, causing terrible wounds to open on those he touches.  This is a touch attach which deals 2d6 negative energy damage, and the target must succeed on a DC 20 Fortitude save or be sickened for 5 rounds.  Using this ability is a standard action that does not provoke attacks of opportunity.  The save DC is Charisma-based.
Alternatively, an umbral half-dragon necroknight can use this power to heal an undead creature, restoring 2d6 hit points.
Touch of the Crypt (Su) An umbral half-dragon necroknight is harmed by positive energy effects and healed by negative energy effects as though it were undead.  It has a 25% chance of ignoring critical hits and the bonus damage from sneak attacks.
Undead Bloodline Arcana (Su) When an umbral half-dragon necroknight casts spells on corporeal undead that were once humanoids, they are treated as humanoids for the purposes of determining which spells affect them, and their immunity to mind-affecting abilities is bypassed.
Warding Shield Once per day as an immediate action, the wearer of a warding shield can activate it to end all active challenge, judgment, and smite abilities affecting it.  This does not prevent opponents from selecting the wearer as a target for these abilities in the future.  As a swift action, the wearer can expend one of its own challenge, judgment, or smite abilities to refresh the armor’s ability to end these attacks.
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poshwithmimi · 2 years
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Check out this listing I just added to my Poshmark closet: NWT Advance Vance VL1622B Mens All Weather Season CE Armor Mesh Moto Jacket.
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