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Live in Rio Rancho? Want to visit, looking for good food, or opinions on local spots? Share community news, events, and discussions? Welcome to the Rio Rancho, NM subreddit.
Thanks in advance and please let me know if you have one for sale.
I am extremely languished at my life. I am 26 years old and I have never been able to land a single date in my life. I have tried everything from downloading 10 different dating apps and messaging and swiping on thousands of people to going out and asking people out. Ofcourse I get no swipes and in the rare occasion I get a match once every 3 months I get no reply back. In real life if I approach anyone I get no eye contact and get shrugged off. How can I show off my personality to people if no one even bothers looking at me or talking to me?
You might be inclined to say I dress up badly or I smell bad or I don't go to the gym etc. I have already tried those types of things in the last 7 or 8 years. Nothing has worked for me. Now as an adult I don't even have any friends to talk to. I don't remember even having any interaction with people my age since I graduated university in 2019. For context I'm Indian and I am currently living in London and before I lived in the US. You may also think that I might be having problems because I'm in a foreign country. However even when I go back to India I get rejected even more.
I feel like at this point I feel inhumane as if I'm at the bottom of wrung and not even worthy of a single ounce of love. 26 years have passed and I have never had a single date let alone a girlfriend. Also before I'm bombarded with suggestions , believe me I've been on this sub for years and read a plethora of advices and tried everything. Most probably ive already tried it and not worked. I guess I don't know why I even wrote this or if anyone even really cares but just wanted to get it out there. Please let me know if anyone else relates.
Hello, we are a new vendor dealing with the sale of original cigarettes and tobacco imported from Bulgaria and Romania.
Our warehouse is located in Germany and all shipments are sent from here with a DHL and Deutsche Post, all shipments are with track and trace, we ship worldwide.
We have in stock: Marlboro, Dunhill, Rothmans and L&M
The price is 15€ per carton, one carton contains 10 packs of cigarettes.
For more information on TG: tobaccovendor
I’ve had a house for sale for 6 long months. First 4 months was with an agent and last 2 months were after firing her for doing nothing. I listed it at a loss and have continued to drop the price slowly over time. I really can’t go much lower and it’s the 2nd cheapest house listed in its zip code. It’s a 2022 house and gorgeous inside but it’s a manufactured home so I am assuming people keep scrolling because of that. Has anyone successfully sold their home FSBO around here and if so how? Where all did you list and advertise? I have it on Zillow and FB marketplace right now. Not interested in an agent!
I will be doing a cross Canada trip next year staying in all Marriott hotels. You will likely be a 60+ day trip.
Is there anyways to do this cheaper and get more value?
I know about the platinum challenge and I have the basic bonvoy American Express ...
Is there anything else I'm missing?
Otherwise I mostly do cruises for vacation lol
Land vacations are so expensive
Been going to uni on the east coast, just getting by down in lil rhodey where I find myself joining the closest thing to Frankenstein of an edc group. We start out this fairy tale with the new england cast (all of which nvr been to edc): my rave homie for the past year, his roommate, his gf from another school (who btw still has school until mid juneeeee wtf) and me. The LA cast also all in uni made of the liaison and her 4 friends. Rewind to the fall, before this is even kickstarted, work calls and my homie is called into NYC, met a colleague, and before you know it the two are already talking up a storm bout insomniac's greatest event of the year … without doubt, EDC LV. Upon dedicating their respective party people to embark on the birth of a new rave family, no one can deny neither how far fetched nor flat out one of the most lenient investments of trust any of us could ever give. In currency, however, the two exchanged photos of his roommate and I as well as photos of her friends. The chase was on, those who wish to participate stick their neck out v far all in hopes of finding something lasting past the weekend. Yet, I can't help but think that in these most improbable of moments, the universe just happens to send someone your way … in due time. Before you know it, she reaches out.
Fast forward to the end of our salutations, we talk get to know each other, graduate to ft and spend many hours throughout the course of a month figuring out how we like to occupy time together, how we converse, and how we react. Almost as if she and I took a pulse on what vibed and what didn't. It goes by painfully slow, day in and out trying to close out the end of my semester. Nevertheless, we await the day we are scheduled to meet in person. If everything goes as planned, she and the rest of the gals driving up from LA, check in to the Airbnb and pick us up at the airport the next day DDD: scary. Yet, it follows through, after traveling already close to 6 hours to vegas, the party was just getting started the moment we landed. Greated with shots, the warm vodka scraped the walls of my throat only to be received by a chaser that had more alc IN it … argh oh well, might as well get fucked up. Step 2 completed.
After navigating the usual congestion of opening day, both her and I strangely feeling v lovey dovey. There was some energy in the air that I couldn't have imagined before this night. We go to a few sets, enjoy our time out together, and end up at said the sky. Climbing up to the bleachers one by one, the edc skyline begins to emerge the tops of every stage starting to appear further and further until we find our seats center stage. After what felt like only but a moment after the start of the set, my ears begin to thump as I hear the fireworks go off across the electric sky. And as if I wrote the script to begin with, a light rain begins to fall. Nothing but a drizzle, yet I pull out an e blanket to share. With a rush of what felt like a pure flow state, I effortlessly said the words which I'd never felt so compelled to say before in my life. As rush over me approaches its apex in the background, hiding under the veil of the blanket, I ask her to be my gf. With a smile erupting from her face, no amount of mdma could reproduce the moment she said yes. Core memory to be guarded forever.
Je t'aime mon cœur
I'm in England. I own (with mortgage) and live in a mid-terraced house on an incline, so I only share the roof with one neighbour. Not long after I (millennial aged single woman) moved in about 3 years ago , they (recently medically retired couple with multiple painful health complaints) replaced their roof with concrete tiles, where previously it was slate. The same roofer did the neighbour on the other side at the same time. (So if I live at no. 9, neighbours at 11 and 13 had their roofs replaced. I share with 11. 13 is also mid terrace, but incline is steeper so their roof is their own) and they both used the same concrete tile instead of slate.
The job looks OK-ish from the front, but an ex-roofer colleague has warned the job is obviously-to-him very questionable, possibly illegal from the back.
I've just web-checked both the affected addresses, and neither of them have a planning permission history. The local council website states that planning permission is required when a roof is fixed/replaced using non like-for-like materials. I'll be confirming by telephone tomorrow to be sure.
I'm currently on parcels-accepting-terms with the neighbours, but when I did initially express concern about bitumen tape/flashband being used on the join, the bloke got huffy: Said his mate told him it would be fine for 10 years, and wouldn't have put money above their friendship. The couple probably couldn't afford anything more than the cheapest quote, and they both intend to live out their days there. If "fate" lets me stay, I'd like to as well.
I strongly suspect they've been had by cowboys. When the roofer and his sons were doing the job I asked them about insurance etc, and the response was... uncomfortably defensive and evasive (not quite abusive).
No damage on my side so far, but the tape is already showing signs of wear. I'm looking into a surveyor.
If I ever sell the house, could this affect the sale or value? (There's a chance this is my forever home too)
What should my next steps be, before I approach the neighbours?
Should I also tell "15"?
Should my home insurance be informed?
I wouldn't be surprised if the roofer knocked on my door to "talk to" or "reason with" me. Apart from CCTV, what else can I do? If I get CCTV to watch through windows, do I need to be mindful of any regulations?
Recently bought the AvatarTTRPG. I was excited to play but didn't really like the rules and the way the game played. I have been Dming D&D for over a decade, and was much more comfortable with the rules and gameplay, so I decided to homebrew some bender classes. Right off the bat, I'm concerned about balance with these, so I thought I'd post them here, to get some thoughts on what works and what should be changed.
Kind of a long post, so I don't mind if you only check out just one.
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Fire Bender A smartly dressed man with pointed sideburns, aggressively walks forward as he relentlessly flings roaring hot bursts of fire from his fists.
As she is being surrounded, a woman with long jet black hairs sends out a great pulsing ring of flames from the palms of her hands, charring her enemies to ash.
A stoic disheveled man sits upon a mountaintop, mediating on the sounds of life around him. As each breath of air fills his lungs, a brilliant energetic cyclone of flame dances around his body.
Purveyors of passion and rage. Firebenders are excellent warriors, who can create beautiful works of art with their flames, or reap havoc and destruction across the world.
As a Fire Bender, you gain the following class features.
Hit Points Hit Dice: 1d8 per Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bender level after 1st
Proficiencies Armor: Light armor and medium armor
Weapons: Simple weapons and martial weapons.
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Constitution, Charisma
Skills: Choose two from insight, intimidation, Persuasion, Acrobatics, Athletics, perception, deception, stealth.
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) two short swords (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A Pai Sho set
Fire Bending BURST OF FLAME Beginning at 1st level you can send small bursts of flame from your fingertips. This is a melee attack that does 1d6 damage + your charisma modifier and increases as you level up. It has a reach of +10 and you are proficient with it.
Chi Points You also gain Chi points, which can be used to cast higher level fire bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Firebending Ability Charisma is your Firebending ability for your firebending techniques. You use your charisma whenever you use your Chi to cast advanced firebending.
Spell save DC + 8+ Proficiency bonus + charisma Modifier
Spell Attack Bonus Proficiency bonus + Charisma Modifier
Beginner Fire Bending Techniques You start off knowing a handful of basic firebending techniques. You can spend one chi point to cast any of the following spells.
Control flames
Faerie fire
Produce flame
Create bonfire
Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on rolls using charisma during this turn, but attack rolls against you have advantage until your next turn.
Source of Bending At 3rd level, you decide on which emotion you get your firebending abilities from. Choose the Path of Rage or the Path of Life. This grants you features at 3rd, 5th, and 10th level.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Intermediate Fire Bending Techniques Starting at 5th level, you have gained experience with various firebending forms. You can now cast these spells using 2 Chi Points.
Flameblade
Heatmetal
Scorching ray
Fast Armored Movement Starting at 5th level, your speed increased by 10 feet, while wearing light or medium armor.
Concise Bending Starting at 7th level, you have gained concise control over your bending. You now have advantage on stealth checks that involve your bending. Additionally, you can change the temperature of liquids to any number you desire, without anyone noticing.
Brutal Critical Beginning at 9th level, you can roll one additional damage die when determining the extra damage for a critical hit with an attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Expert Firebending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Fire bending techniques. These new techniques cost 3 chi points each.
Chain lightning
Flame strike
Wall of fire
Master Firebending Techniques Starting at 15th level, you have honed your abilities to peak performance and are now able to cast master level Fire bending techniques. These new techniques cost 4 chi points each.
Firestorm
Delayed fireball
Fire Prodigy Starting on 18th level, you can cast Meteor Storm once per long rest, it doesn't cost any chi points.
Jet Propulsion Starting at 20th level, you can use your fire bending to fly. You gain a flying speed of 40 and your AC increases by 2 while you are moving in this way.
Fire Bending Source Fire benders have long been fueling their bending with emotion. Passion, rage, envy, all have the capabilities of imbuing a firebenders chi with incredible power. Rage has been the dominant source of power for the last 200 years, but earlier records show that this wasn't always the case. Fire is life and energy, and the long forgotten ways of the Sun Warriors, relies on this as their own source.
Source of Rage Rage When you pick this Path at 3rd level, you can go into a RAGE.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using your FIRE BURST, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, this includes spells using your chi points, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Frenzy Starting when you choose this path at 6th level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make an additional attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in Conditions).
Mindless Rage Beginning at 10th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
SOURCE OF LIFE This source of fire bending is the original form of fire bending. The polar opposite of the bending of today, this form of bending relies on energy, life, and the power of the sun. These fire benders are passionate and mindful.
Power of the Sun At 3rd level when you adopt this source, you can choose to deal radiant damage instead of fire damage, at will. Additionally, your fire blast has a range of 30/60 feet.
Sun Chi Starting at 6th level, you gain additional spells to use with your Chi points, these cost 2 points.
Investiture of flame
Sunbeam
Power of the Dragons Starting at 10th level, you can change the color of your flame. This imbues your Fire Burst with additional properties. Choose one. And instead of doing an additional attack you add the property to your single attack. You can change the color of your flame everytime you take a long rest.
Yellow- the target must pass the charisma saving throw equal to your spell save DC or become confused.
Green-. You can heal, instead of doing damage.
White- the target must pass the constitution saving throw equal to your spell save DC or become blind.
Blue- the target must pass a constitution saving throw equal to your spell save DC or every attack against the target has advantage.
Black- The target must pass the constitution saving throw equal to your spell save DC or your flame can do necrotic damage. And prevent healing for 1 hour.
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Water Bender A wrinkled woman with braided hair dressed in thick furs creates a giant wall of ice to block an incoming barrage of arrows.
A bearded man with shaved hair at the sides, rushes towards his enemies sending shards of ice to impale their bodies.
A long haired hooded figure twists his wrists, as his arm extends towards another person. They cry out in horror as they lose control of their bodies and start following his every command.
Wise, adaptable, and determined, water benders can harness their powers to heal their allies, or perform devastating attacks against their enemies.
Hit Points Hit Dice: 1d8 per Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bender level after 1st
Proficiencies Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Insight, Persuasion, Stealth, Arcana, Survival, Perception, Nature.
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
WATER BENDING WATER WHIP Beginning at 1st level you can snap a long whip of water at your foes.
This is a melee attack that does 1d4 damage + your wisdom modifier. It has a reach of +5
Chi Points You also gain Chi points, which can be used to cast higher level Water bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Natural Healer Starting at 2nd level, waterbenders gain the unique ability of healing. You can heal yourself or an ally you can touch 1d4+wisdom modifier healing for every chi point you use.
Waterbending Ability Wisdom is your Waterbending ability for your waterbending techniques. You use your Wisdom whenever you use your Chi to cast advanced waterbending.
Spell save DC + 8+ Proficiency bonus + wisdom Modifier
Spell Attack Bonus Proficiency bonus + Wisdom Modifier
Beginner Waterbending Techniques You start off knowing a handful of basic waterbending techniques. You can spend one chi point to cast any of the following spells.
Frostbite
Ray of frost
Ice knife
Lesser restoration
Water Bending Style Starting at 3rd level, you decide which style of water bending you want to learn. You must choose either Northern Style, Southern Style, or Swamp Style.
Intermediate Waterbending Techniques Starting at 5th level, you have gained experience with various Waterbending forms.
You are now able to cast the following spells using your chi. You must spend
2 Chi points to cast these spells.
Snowball storm
Mass healing word
Tidal wave
Water Walking Starting at 7th level you gain the ability to walk on water. Additionally, you gain a swimming speed of 50 ft. and can breathe underwater.
Blood Bending Starting at 9th level you gain the ability to control the blood inside people's bodies.
You can use 4 chi points to use any of these techniques, you can only use blood bending twice a long rest. You can completely control any beast with a challenge level ½ without using chi.
Geas
Dominate person
Expert Waterbending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Waterbending techniques. These new techniques cost 3 chi points each.
Wall of water
Control water
Watery sphere
Octopus Form Starting at 13th level You can spend 8 chi points to sprout 8 limbs of water from your body. While in this form attacks have disadvantage against you. Additionally, you can attack twice with your water whip.
Master Waterbending Techniques Starting at 15th level, you have honed your abilities to now be able to cast master level Waterbending techniques. These new techniques cost 4 chi points each.
Mass cure wounds
Wall of ice
Tsunami
Advanced Blood Bending Beginning at 17th level, You no longer can use blood bending only twice a day, additionally you can now cast power word kill using 10 chi points.
Armless Bending Beginning at 18th level, you can now perform all bending techniques without the use of your limbs.
Cryogenic Ice Prison Starting at 20th level, you can now use 20 chi points to incase an enemy in a sphere of cryogenic ice. The target must pass a strength saving throw against your spell save dc, on a fail they are imprisoned in the ice until released. They do not age or die while imprisoned.
BENDING STYLE The Water tribes, while on opposite ends of the world, share similarities. However, being so far away from each other has caused their bending styles to dramatically differ. While the north focuses on defense and creative uses for buildings and art, the south must focus on the harsh nature of their environment, and offensive abilities.Then there are the swamp benders, who have found unique ways to bend the nature around them.
NORTHERN STYLE Defensive Water Starting at 3rd level you learn to naturally adapt to using waterbending as a defense, your ac increased by 1. Additionally you have resistance to fire damage.
Protector of the North Starting at 6th level, You get access to additional waterbending techniques costing 3 chi points each.
Investiture of ice
Revivify
Ice Architect Starting at 10th level, If you have access to snow or water, you can make houses out of snow. Anyone who takes a long rest in the house gains 15 temporary hit points, this increase to 20 at level 15 and 25 at level 20
SOUTHERN STYLE Advanced Water Whip When you choose this style at 3rd level, Your water whip becomes a ranged attack of 30/60 and now does 1d6+ wisdom modifier in damage.
Crushing Grip of Seas When you choose this style, starting at 6th level, Your water whip becomes like an extension of your arm, you can pick up objects with it, and you can grapple enemies with it. The grapple done using the water whip uses wisdom instead of strength. When grappling in this way, you can spend a Chi point to make your enemy prone.
Aquatic Aggressor Starting at 10th level, you gain additional Waterbending techniques, these cost 4 chi points to use. Additionally You can use Chi to perform a waterbender technique as a bonus action when you attack with your water whip.
Maelstrom
Ice storm
SWAMP STYLE Plant Manipulator Starting when you choose this style at 3rd level, you can manipulate the water that exists within plants. You can extend 3 Chi points to cast the following spells.
Plant growth
Grasping vine
Entangle
Tree stride
Land’s Stride Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the
entangle spell.
Nature’s Sanctuary When you reach 11th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your Bender spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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Air Bender A bald monk in orange robes and glowing tattoos stands on a cliff, he sends a great spiraling tunnel of wind forward, hurtling his enemies against the hard rocks below.
A renegade mercenary with a rough beard and worn fatigues, twirls his wrist as his hand tightens into a fist. The person across from him grasps at his throat as he attempts to breathe, with no success.
A young energetic boy rides his glider across the sun. He laughs as he lets go and falls to the earth, sending out a great wave of wind as he lands.
Patient and understanding, Airbenders spend most of their lives in isolated meditation. They have strong bonds with the people they meet as they travel the world in order to understand the 4 nations. However, some break away from this lifestyle, and use their bending for evil, not good.
As an Air Bender, you gain the following class features.
Hit Points Hit Dice: 1d6 per bender level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from
Acrobatics,
Athletics,
History,
Insight,
Religion, and
Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- An airbending glider
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Air Bending AIR BLAST Beginning at 1st level, you can send out a blast of air at your foes.
This is a ranged attack that does 1d4 damage + your dexterity modifier. It has a range of 30/60
Chi Points You also gain Chi points, which can be used to cast higher level Air Bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
BEGINNER AIR BENDING TECHNIQUES You start off knowing a handful of basic Airbending techniques. You can spend one chi point to cast any of the following abilities.
Patient Defense You can spend 1 Chi point to take the
Dodge action as a bonus action on your turn.
Step of the Wind You can spend 1 Chi point to take the
Disengage or
Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Gust You can spend 1 Chi point to cast the spell Gust.
Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain bender levels, as shown in the Air Bender table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Deflect Missiles Starting at 3rd level, you can use your reaction to bend a shield of air around you. You can deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Airbender level.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Intermediate Air Bending Techniques Starting at 5th level, you have gained experience with various Airbending forms, you can use your chi to cast the following spells. These spells cost 3 chi to cast.
Catapult Feather Fall Gust of wind
Glider Flight Starting at 7th level, you can use your glider to fly. You have a flying speed of 60, and cost 1 chi point per hour to stay in the air.
Stillness of Mind Starting at 9th level, you can use your action to end one effect on yourself that is
causing you to be
charmed or
frightened.
Expert Air Bending Techniques You have gained the knowledge of most airbending forms. Starting at 11th level you can spend
4 chi points to cast the following spells.
Storm sphere
Control winds
Investiture of wind
Diamond Soul Beginning at 14th level, your mastery of Chi grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 Chi point to reroll it and take the second result.
Master Air Bending Techniques You have become a master airbender. Starting at 15th level, you can expend 5 chi points to cast the following spells.
Whirlwind Power word stun Air Suffocation Starting at 18th level, you can expend 10 chi points to create a sphere of air around your enemies head. If the target has fewer than 100 hp, you suffocate them, killing them instantly. If they have higher hp, they must make a constitution saving throw against your spell dc, on a fail they take 2d20 damage. You can choose to knock them out instead of kill.
Gliderless Flight Starting at level 20, You no longer need a glider to fly. Your flying speed is double your movement speed, and you can attack while flying without penalty.
AIRBENDING STYLES SKY WARRIOR Slow Fall When you choose this style at 3rd level, you can use your reaction when you fall to reduce any falling damage you would normally take, to 0.
Twinkle Toes Starting at 6th level, when you use Step of the Wind, you can use your airbending to propel yourself around an area. When this ability is activated you have a flying speed of 30ft. This ends at the end of your turn.
Expert Flyer Starting at 10th level, You can fly without using Chi points. You get a flying speed equal to double your movement speed, as long as you have your glider. Additionally, your ac increases by 1 while flying. You can attack from your glider at disadvantage.
PATIENT DEFENDER Offensive Defender Starting at 3rd level, you gain the ability to use another Air blast as a bonus action.
Evasion Starting at 6th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a
fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Wind Hand at 10th level you can use your air bending to grab objects and move them, additionally you can use 4 chi points to use a Telekinesis spell. (The telekinesis is not true telekinesis, it is airbending. But the spell works mechanically the same.)
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Earth Bender A tall wide shouldered woman, smirks as she levitates a rock, sends it downward, and crushes her opponent under its unrelenting weight.
A muscular man with a grayed beard rushes across a barren landscape, the earth below his feet molding to his movements and propelling him forward.
Earthbenders are strong, unrelenting, and stubborn. Their sheer power and tenacious will, make them fierce warriors.
As an Earth Bender, you gain the following class features.
Hit Points Hit Dice: 1d10 per Bender level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bender level after 1st
Proficiencies Armor: All Armor, Shields
Weapons: Simple weapons and martial weapons.
Tools: none
Saving Throws: Constitution,Strength
Skills: Choose two from
Acrobatics,
Animal Handling,
Athletics,
History,
Insight,
Intimidation,
Perception, and
Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor,
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Earth Bending Stone Punch Beginning at 1st level you can hurl chunks of rock at your enemies. This is a ranged 30/60 attack that does 1d8 damage + your Strength modifier and increases as you level up.
Chi Points You also gain Chi points, which can be used to cast higher level Earth bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Earthbending Ability Strength is your Earthbending ability for your earthbending techniques. You use your Strength whenever you use your Chi to cast advanced Earthbending.
Spell save DC + 8+ Proficiency bonus + Strength Modifier
Spell Attack Bonus Proficiency bonus + Strength Modifier
Beginner Earth Bending Techniques You start off knowing a handful of basic earthbending techniques. You can spend one chi point to cast any of the following spells.
Mold Earth
Earth Tremor
Shield
Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Earthbending Style Starting at 3rd level, you decide which style of Earth bending you want to learn. Choose either Sightless or Aggressor.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Intermediate Earthbending Techniques Starting at 5th level, you have gained experience with various Earthbending forms.
You are now able to cast these spells using your chi. You must spend 3 points to cast these spells.
Spider Climb Erupting Earth Stone Shape Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Stone Sculptor Starting at 7th level, you gain the ability to mold stone to your liking. You can create stone weapons, furniture, and tools.
Stone weapons- You can make any simple weapon using this ability. These weapons count as magical.
Stone tools- Artisan or thieves, crowbar.
Stone Furniture- Beds, chairs, tables, and containers*
Land Boost Starting at 9th level, you can spend 2 Chi point to mold the land beneath your feet, and surf along it as if it is water. Your speed is doubled for the duration and attacks have disadvantage against you. Additionally, you can use earth bending to boost you to points you would not normally be able to reach. If using this ability to travel, you must spend 1 chi point an hour to stay in this state.
Expert Earthbending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Earthbending techniques.
Meld into stone
Investiture of stone
Move earth
Metal Bending Starting at 13th level you gain the ability to mold metal along with earth, all of your techniques can also be applied to metal. Additionally, your Stone Punch now does double damage when used with metal instead of stone.
Master Level EarthBending Starting at 15th level, you have become a master of earth bending. You can now spend 4 chi points to use the following spell.
Earthquake
Advanced Action Surge Starting at 18th level you can use action surge twice.
Rock Bullet Rain Starting at 20th level you can disintegrate a compressed rock, and shoot its shrapnel-like fragments with great speed. Roll 4d20 you can divy out that damage to any enemies you can see.
BENDING STYLE Sightless Keen Perception- Beginning when you choose this style at 3rd level, you can feel people approach when they are on the ground. You have advantage for any perception check dealing with the ground. You can’t be surprised.
Keen Insight- Starting at 6th level, you have a wonderful ability to tell when someone is lying. You have advantage on insight checks if the person is standing on the ground. You can always determine someone's heart rate.
Total Awareness- Starting at 10th level, your attacks ignore total cover, additionally, you do not have disadvantage when attacking invisible foes.
Aggressor Improved Critical Beginning when you choose this archetype at 3rd level, your Stone Punch scores a critical hit on a roll of 19 or 20.
Protection When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Stone Archer You gain a +2 bonus to attack rolls you make with your Stone Punch and its range increases to 60/120.
I'm new to long haul flying and it never occurred to me what portion of the flight I should log. Do you just log the whole flight? Do you log the total time of the flight, but SIC only for the time you were at your station? Or do you log rest time separately?
And what about time as the 3rd or 4th pilot, when your sitting in the jumpseat, assisting with the flight while the other two are doing the takeoffs and landings?
This is for FAA 121 flying. Thanks yall.
Hello! I was hoping to get some insight on what type I might be. I'm 22F.
I'm going to specify the functions I think I use at the bottom, because I don't want to influence judgement prior to reading the body of the post. : )
Hello! For context, I am going to start this off by saying that I have ADHD, which does make it difficult for me to focus and results in me speaking quite a bit (unintentionally), and I am not diagnosed yet, but I think it is likely I am on the autism spectrum.
For my personality,
I would say I am a friendly person, I would never intentionally insult somebody, or say something rude. My sense of humour is a little out there, and have been known to put my foot in my mouth. I can get exhausted, I care about peoples' mood, so I do my best to monitor my behaviour to not be a downer. I have been known to be annoying (unintentionally), so I do my best to keep my behaviour in mind. I can ramble for a long time if left unchecked. I think rather than having good ego strength, I think very little of myself, so am used to being pushed over by other people. In recent years I have been making progress in being less of a doormat, but it is still a hassle. I often find it's easier to just get over it and move on. I've been told I rationalize how I feel too much, and that it is okay to simply feel a certain way. I am still trying to work through how to go about this. For instance, I am frequently able to talk myself out of feeling angry, or disappointed, so on, so forth, and often give more leeway to other people.
I feel more at ease when able to categorize my thoughts and feelings on something, and will drive myself up the wall until I am satisfied with being able to accurately describe my thoughts. (I suffer from being unable to verbalize my thoughts on command).
I used to be kind of.. stunted emotionally, but I've grown more comfortable openly displaying real feelings lately. I get embarrassed easily, but only if other people are embarrassed on my behalf (or I perceive them as embarrassed on my behalf.)
I enjoy art and writing, and my process of starting a piece of fiction tends to follow this kind of pattern;
It usually starts off as a dynamic between two characters, which I would pick at until it's something solid that I can build off of. I then think about if this was a finished piece, who is my demographic? How is this demographic selling? Why would people be interested in reading this, am I avoiding the pitfalls that I and others are often annoyed by? How realistic is it to complete this work with the estimated of the project size? What happens to you if this doesn't land? What will happen once you finish it?
My personal gripes with fiction is when there are a million different tangents that never get solved, or when the rules in universe contradict themselves without a satisfying (or any) explanation. I'm a big fan of twists that make you reinterpret the works in a different way upon re-reading. Rarely do I re-read works, so it's a nice change of pace.
I usually write for fun, and very often I enjoy thinking about doing things than actually doing them. I'm very content to stay at home. My guilty secret is that I enjoy picking fights with rude commenters on youtube to feel some kind of thrill.
For my functions, I believe I use Ti and Fe. I think that my worst functions are Si and Se, which does not help much at all.
Thank you for your time!
I typed this long af comment on a post about the whole subreddit back and forth then deleted it. I think I can sum it up a whole lot shorter: the game in its current state aside from the HC Challenge is not meant for no lifers. The game is not for you right now. The game is for the casuals and to sell as many copies as they did.
The seasons and the improvements for the longevity of the game are for the no lifers.
Nothing against any group: casuals, inbetweeners, hardcore, no lifers, whatever. Just stating I believe decisions are being made and were made at Blizzard with profits and sales in mind and the future state of the game as a live service will be no different their target audience will just change.
Further explanation: will listen to your feedback (asinine ones aside like vendors too far away boohoo). Why? Because even if you no lifed and quit youll be back for the first season. They know they havent lost you. They know the casuals will quit before or after the first season. They got everyones money. Then they switch models and get you no lifers. Reel you back with hey we heard you endgame was a slog. Here are more options. Oh you didnt feel powerful with your meta build here are new affixes and codex of powers and changes to the paragon system and glyphs that really pump up that damage and oh guess what new big baddies to test that new meta build on. Besides those terrible examples I just gave they will change the game to cater to the no lifers because they know you have already or will put in 300 hours and plan on doing 1000 more if xyz is changed. They will change it for you.
But right now the game isn't for you. They got your money either way but their focus is on casuals. They know they will leave and are milking them before they milk the no lifers. Then they will milk the whales and streamers and content creators who will make content by buying the biggest most expensive options in the stores and praising or hating on tbem but hey you still bought it.
Its sad that we are at each other like everything else in our world politics and sports team rivalries. Its sad. Blizzard is a business who wants profits we are the consumers and they know they can't make a product for literally everyone so they advertise to everyone get as much as possible (casuals) then focus in the long stayers.
Summary: no lifers or as I will call you long stayers the game isn't for you right now. Go to forums and consolidate your feedback with others and push it to Blizzard. They will listen to you and fix it but don't post on an unofficial subreddit hoping for copium and validation and expect everyone to agree. To the casuals and inbetweens here the game is for you right now enjoy it take it slow. Maybe enjoy a season or two but don't be mad at the long stayers and the sweats not everyone has to love all aspects of a game. Eventually we won't all be playing together anyway. And to the casuals and inbetweens who will stick around for several seasons I think I speak for us all when I say the "no lifers" forgot what it was like to take a game slow and enjoy it and understand that by the time you get to the end it might either be very different or the same but still enjoyable. The sweats are burned out. The content creators are scrambling to rush out a lot of content. They are working without realizing they are working. But to each their own the game will evolve.
TLDR (reiterated): the game is not for no lifers right now its for casuals. Blizzard is going for sales and profits. They will evolve and change the game to cater to the no lifers and long stayers because they know casuals will come and go but mostly go and they know the long stayers will be back for updates and seasons and fixes after "listening to them". So don't be mad at no lifers complaining about what needs to evolve and don't be mad at casuals for enjoying the game slowly in sessions as was intended out the gate initially.
Disclaimer: I'm "inbetween" I have two characters one is level 40 now and the other is 32 for co-op. I'm not in endgame so I didn't talk about endgame. I'm talking about business decisions. I hope my take while my opinion as labeled, shares a perspective that lets stop treating each others like garbo for having valid points on both sides and shun the trolls. I agree parts on all sides and I thoroughly enjoy the game but also knew what I was getting into. I haven't got to endgame but watching videos its what I expected and not in a bad way. I paid for the game it looks like that I expected and I'm happy because I've made bad purchases before.
Title.Nightmare dungeons are so cool in design, but it is completely joyless and pointless to run them when there is no gear progression, glyphs (d3 gems) ARE NOT SATISFYING rewards, I want different looks of armor and that awesome GREEN COLOR text when item is an upgrade, not 0.1% damage increase for playing the hardest content in the game!Also NM dungeons at level 70+ should be the best experience in the game no matter what, and because it isnt this leads up to enormous Champion's Demise runs in order to get the most value from your time. Game is awesome, combat even more awesome, why destroy the game with unrewarding endgame?
This is the same as (wow reference) if Mythic raid dropped same item level as World Quests, who the hell designed this?