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Fighing Ability+1 Agility+1 Defense Ability-2 Chaosrealmer- Chaosrealmers are humanoid in form and come across as wild, primitive and menacing.
Your Primal Path grants you a new ability (PHB 49-50) prof rages / dmg +3 3 +2 1d12+con mod prof rages / dmg +3 4 +2 48,000 10 XP:
Your Primal Path grants you a new ability (PHB 49-50) prof rages / dmg +3 3 +2 1d12+con mod prof rages / dmg +3 4 +2 48,000 10 XP:
UNDERMON FRISK (Pacifist form Human) TYPE: Normal ABILITIES: Frisk, Determination (If his HP are lower than 1/8, his speed is rised by 2) HEIGHT: 1.1m WEIGHT: 30.0kg STATS: HP 80, Atk 45, Def 105, SpA 35, SpD 90, Spe 80, TOT 435 CHARA (Genocide form Human) TYPE: Dark ABILITIES: Moxie, Determination HEIGHT: 1.2m WEIGHT: 32.0kg STATS: HP 80, Atk 105, Def 45, SpA 90, SpD 35, Spe 80, TOT 435 TORIEL TYPE: Fire / Fairy ABILITIES: Friend Guard, Patient Heart (Every move of the Pokémon have x2 PP) HEIGHT: 1.9m WEIGHT: 75.0kg STATS: HP 90, Atk 55, Def 85, SpA 100, SpD 120, Spe 50, TOT 500 SANS TYPE: Psychic / Ground ABILITY: Bad Time (When this Pokémon is on the field, he has infinite evasion and dodge even the moves like Aerial Ace, is immune to the EH and the Weather, all his STAB moves have a 50% chance of badly poison the target, even the poison, steel and Immunity targets, and the nonSTAB damaging moves have a double secondary effect chance. After 10 turns on the field, the effects of this ability go away, if widthrew, the countdown stops but doesn’t reset) HEIGHT: 1.3m WEIGHT: 79.0kg STATS: HP 1, Atk 1, Def 1, SpA 1, SpD 1, Spe 205, TOT 210 PAPYRUS TYPE: Fighting / Ground ABILITIES: Inner Focus, Integrity (Triggers the Gravity effect on switch in) HEIGHT: 2.0m WEIGHT: 61.0kg STATS: HP 70, Atk 105, Def 75, SpA 65, SpD 55, Spe 100, TOT 470 UNDYNE TYPE: Water / Steel ABILITIES: Battle Armor, Blocking Spear (Every move based on cuts, swords or spears has a 40% chance to flinch) HEIGHT: 1.8m WEIGHT: 56.0kg STATS: HP 70, Atk 110, Def 90, SpA 70, SpD 60, Spe 90, TOT 490 ALPHYS TYPE: Electric / Dragon ABILITIES: Technician, Klutz HEIGHT: 1.4m WEIGHT: 63.0kg STATS: HP 100, Atk 30, Def 65, SpA 95, SpD 80, Spe 60, TOT 430 METTATON TYPE: Steel / Electric ABILITIES: Volt Absorb, Show (The moves with more than one target gets a 50% power boost, even in Single Battles. The split damage is still considered) HEIGHT: 1.5m WEIGHT: 155.0kg STATS: HP 85, Atk 40, Def 100, SpA 70, SpD 95, Spe 50, TOT 440 Can evolve in Mettaton EX or Mettaton NEO, if levels up with Frisk or Chara in the party, respectively. METTATON EX TYPE: Steel / Fairy ABILITIES: Cute Charm, Show HEIGHT: 1.9m WEIGHT: 69.0kg STATS: HP 50, Atk 100, Def 55, SpA 110, SpD, 45, Spe 130, TOT 490 METTATON NEO TYPE: Steel / Fighting ABILITIES: Download, Show HEIGHT: 1.8m WEIGHT: 77.0kg STATS: HP 85, Atk 125, Def 95, SpA 120, SpD 90, Spe 60, TOT 490 ASGORE TYPE: Fire / Dark ABILITIES: Flash Fire, Constriction (Gives the effects of taunt and mean look on switch in) HEIGHT: 2.0m WEIGHT: 84.0kg STATS: HP 90, Atk 115, Def 90, SpA 105, SpD 85, Spe 35, TOT 520 NAPSTABLOOK TYPE: Ghost ABILITY: Insomnia HEIGHT: 1.2m WEIGHT: 0.1kg STATS: HP 50, Atk 50, Def 50, SpA 50, SpD 50, Spe 50, TOT 300 MUFFET TYPE: Bug / Poison ABILITIES: Sticky Hold, Dancer HEIGHT: 1.5m WEIGHT: 42.0kg STATS: HP 80, Atk 40, Def 90, SpA 40, SpD 90, Spe 105, TOT 445 FLOWEY TYPE: Dark / Grass ABILITY: Oblivious HEIGHT: 0.4m WEIGHT: 1.1kg STATS: HP 25, Atk 25, Def 25, SpA 25, SpD 25, Spe 25, TOT 150 Can evolve in Omega Flowey, if levels up with Frisk in the party that takes out another pokemon in the same battle, or in Asriel if levels up with Frisk in the party that doesn’t takes out another pokemon in the same battle. OMEGA FLOWEY TYPE: Dark / Dragon ABILITY: Rebel Soul (At the start of every turn, the opponent has a 20% chance to copy the effects of Omega Flowey’s held item, and that effect ends at the end of the turn) HEIGHT: 8.9m WEIGHT: 598.0kg STATS: 110 HP, 155 Atk, 80 Def, 155 SpA, 90 Spe, TOT 670 ASRIEL Asriel has 3 forms, and the form changes thanks to the ability Rainbow Fury, and it gives another effect different on every form, Child Form, Hyperdeath Form and Finale Form, at the begginning of the battle, is in Child form, when goes KO became the Hyperdeath Form and heals all the health, and after 16 turns became the Finale Form: CHILD FORM TYPE: Normal ABILITY: Rainbow Fury (in this form, Asriel can attack trought reflect, light screen and any protection move) HEIGHT: 1.1m WEIGHT: 35.0kg STATS: HP 75, Atk 65, Def 65, SpA 65, SpD 65, Spe 65, TOT 400 HYPERDEATH FORM TYPE: Various ABILITY: Rainbow Fury (in this form Asriel changes type randomly every turn, his Hidden Power don’t depend from the IVs, but it has the type that Asriel currently has, and a 33% power boost) HEIGHT: 1.9m WEIGHT: 70.0kg STATS: HP 75, Atk 115, Def 100, SpA 140, SpD 100, Spe 125, TOT 655 FINAL FORM TYPE: Dark / Fairy ABILITY: Rainbow Fury (in this form, Asriel block all the opponent’s moves, exept for Heal Pulse, so the opponent can only use Struggle, but it can’t faint, if goes to 0 HP, it heals them all. if the opponent use Heal Pulse, Asriel return to Child Form and can’t change form until the battle ends) HEIGHT: 3.3m WEIGHT: 79.0kg STATS: HP 75, Atk 125, Def 105, SpA 155, SpD 105, Spe 135, TOT 700
Character Sheet Meg Player Name 0 Assassin Character Name Level Class Paragon Path Changling Medium 22 Female 5'9 135 Chaotic Neutral Race Size Gender Weight Alignment Age Height INITIATIVE SCORE DEX Initiative -5 Deity MISC 0 0 CONDITIONAL MODIFIERS SCORE 10 + ARMOR / 1/2 LVL ABIL CLASS DEFENSE 10 AC 10 0 Total XP Adventuring Company or Other Affiliations DEFENSES 1/2 LEVEL -5 Epic Destiny MOVEMENT SCORE FEAT ENH MISC 0 0 0 0 CLASS FEAT ENH MISC MISC 0 Speed 6 BASE ARMOR ITEM MISC 6 0 0 0 (Squares) SPECIAL MOVEMENT CONDITIONAL BONUSES ABILITY SCORES SCORE ABILITY ABIL MOD 0 Dexterity 0 10 -5 -5 -5 6 FORT -5 -5 -5 -5 -5 -5 0 -5 10 + 1/2 LVL ABIL 5 REF 10 1 0 0 0 0 CLASS FEAT ENH MISC MISC -5 0 0 0 0 0 CONDITIONAL BONUSES 12 0 WILL SCORE PASSIVE SENSE 10 + -3 10 Passive Perception 10 + 0 SPECIAL SENSES Normal Vision ATTACK WORKSPACE 10 0 CLASS 1 FEAT ENH 0 0 MISC MISC 0 1 ATT BONUS + 0 0 0 CLASS PROF 0 0 FEAT ENH MISC 0 0 0 FEAT ENH MISC 0 0 0 ABILITY:
Character Sheet Daniel Player Name 0 Sorcerer Character Name Level Class Paragon Path Dragonborn Normal 25 Male 6'2 250 Chaotic Evil Race Size Gender Height Weight Alignment Age INITIATIVE SCORE DEX Initiative -5 Deity MISC 0 0 CONDITIONAL MODIFIERS SCORE 10 + ARMOR / 1/2 LVL ABIL CLASS DEFENSE 10 AC 10 0 0 Total XP Adventuring Company or Other Affiliations DEFENSES 1/2 LEVEL -5 Epic Destiny MOVEMENT SCORE FEAT ENH MISC 0 0 0 MISC 0 Speed 6 ABIL MOD 0 Dexterity 0 0 -5 -5 -5 -5 5 FORT 10 -5 -5 -5 -5 -5 -5 5 -5 -5 MISC MISC 0 0 0 0 0 CLASS FEAT ENH MISC MISC REF 10 -5 0 0 0 0 0 0 0 10 PASSIVE SENSE BASE SKILL BONUS Passive Insight 10 + 0 Passive Perception 10 + -5 SPECIAL SENSES ATTACK WORKSPACE ABILITY:
0 1cm 1 10m line of sight needed, no ability insight 2 20m, no ability insight 3 40m no ability insight unless contact 4 80m 5 250m, can track 30 seconds after passage 6 400m, can track 5 minutes after passage, can read an ability 30 second after use 7 600m, can track 30 minutes after passage, can read an ability 5 minutes after use (Subtract the target Ten if hiding, +1 focused on one aura, -1 if not actively searching, -1 if target is not actively using Nen) I am not confidant with this table but I think it emulates what we have seen.
Racial Ability (Samsaran) Samsarans gain a +2 racial bonus on all saving throws to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks to stabilize if reduced to negative hit points.
http://www.tandfonline.com/loi/rajp20 Ability, Foreknowledge, and Explanatory Dependence Philip Swenson To cite this article:
ability name STR DEX dexterity CON constitution INT intelligence WIS wisdom CHA charisma strength 0 Character Sheet ability ability Temp Temp score modifier Adjustment modifier 11 9 11 17 20 17 0 0 0 0 0 0 0 -1 0 3 5 3 0 -1 0 3 5 3 HP from Hit Dice Character Level Aasimar :
4, 658"671 http://dx.doi.org/10.1080/00048402.2015.1130731 Ability, Foreknowledge, and Explanatory Dependence Philip Swenson Rutgers University ABSTRACT Many philosophers maintain that the ability to do otherwise is compatible with comprehensive divine foreknowledge but incompatible with the truth of causal determinism.
• • Ability to supervise personnel • Ability to communicate ideas and information in both verbal and written forms • Ability to organize, maintain records, plan and direct services • Ability to understand financial operations and plan budgets • Ability to understand and operate library equipment, including printer/copier, fax, computer, Nooks, Kindles, and other electronic reading devices • Ability to maintain records on electronic databases, including KOHA and Excel • Ability to install and update electronic equipment as needed • Knowledge of Internet resources and navigation • Ability to work with volunteers and community in a pleasant and respectful manner • Ability to learn new processes and procedures • Ability to analyze and implement library programs • Ability to perform arithmetic EXAMPLES OF EQUIPMENT USED:
Regional Administrative Community Manager Community Administrative Management Firm seeks qualified candidates, experienced in the duties listed below, to fill the role of Regional Administrative Community Manager. This position is based in Hanover, MD and requires effective team management skills and the ability to collaborate and build relationships with various individuals and entities. The ability to travel and to attend occasional evening meetings is required. When applying for this position, please include both a cover letter and resume. Job Summary Supervising community administrative manager (CAM) associates, client relations and overseeing the community management services for communities within assigned portfolio. Job Duties: the duties listed below are not meant to be allinclusive, and ACM reserves the right to add, alter, or delete duties, with or without notice. ● Coordinates community management teams activities and assigns CAMs to client communities. ● Analyze specific problems, advise on solutions, and monitor outcomes. ● Conduct visits to communities within assigned portfolio to assess CAM and contractor performance. ● Assist in the preparation of the annual operating budgets, reviews monthly management reports, monthly forecasts and variance reports. ● Oversees the coordination of community clients with outside agencies, having jurisdiction within the assigned region. ● Reviews and approves all expenditures exceeding $2,500 per contracted and budgeted amount. ● Works with the community manager and property manager to provide oversight to all maintenance functions, including the development and monitoring of preventative maintenance programs. ● Collaborates with property manager to evaluate contracts. Provides recommendations to appropriate Vice President of Community and Property Management. ● Directs CAM to appropriate ACM Department, and/or approved professional service provider for resolving challenging community governance issues. ● Serves as initial contact to oversight agencies. ● Evaluates community managers’ performance, including the completion of annual performance reviews. Works with supervisor on staffing needs and employee relations. ● Assesses training needs of community managers and works with supervisor to ensure delivery of programs. ● Completes annual management audit of all assigned properties within portfolio. ● Evaluates ongoing marketing within the assigned Region. ● Meets with CAMs to address conflicts and mediate disputes. 7484 Candlewood Road • Suite H • Hanover, Maryland 21076 • Hanover (410) 9977767, Fax (443) 8833745 Baltimore (410) 9551326 • Washington (301) 5960307 • Toll Free 8004631086 • Website www.acmhome.com “We MANAGE to make a difference” ● Participates in annual client property inspections. ● Leads monthly staff meetings and participates in management meetings with executive team members and owners. ● Attends meetings or inspections with owners, investors, and government agencies. ● Completes and/or reviews all required reports. Education and Job Requirements: ● Associate’s degree required, BS/BA preferred ● 3 or more years experience in community management, managed a minimum of 750 units. ● Requires ability to physically inspect community property. 1 of 2 ● Requires a valid driver’s license and the ability to travel to multiple communities. ● Requires ability to read, speak, and comprehend the English language. Knowledge, Skills, and Abilities: ● Proficiency in ACM assigned equipment and software, including MS Office Suite, and various webbased services. ● Excellent customer service skills. ● Strong leadership and motivational abilities. ● Exceptional communication skills and ability to interact with wide range of people. ● Strong attention to detail. ● Ability to multitask and perform in a fastpaced, evolving work environment. ● Demonstrated and the ability to read and analyze: ○ Community governing documents ○ Community insurance policies ○ Community Client service contracts ○ General Accounting to include Profit and loss reports and budgets 7484 Candlewood Road • Suite H • Hanover, Maryland 21076 • Hanover (410) 9977767, Fax (443) 8833745 Baltimore (410) 9551326 • Washington (301) 5960307 • Toll Free 8004631086 • Website www.acmhome.com “We MANAGE to make a difference”
SAVANT SYNDROME Savants are a special case of people who have a savant-like ability or an ability that surpasses that of a normal person but at the same time being disabled at a different task.
2 + Int mod Level Base Attack Bonus Fort Save Ref Save Will Save 1st +1 +2 +0 +0 Vigor, Fighting Prowess 2nd +2 +3 +0 +0 First Martial Style, Fighting Prowess 3rd +3 +3 +1 +1 Armor Training 1 4th +4 +4 +1 +1 Physical Training, Size Up 5th +5 +4 +1 +1 Vigor, Step Up 6th +6/+1 +5 +2 +2 Martial Style Ability 7th +7/+2 +5 +2 +2 Armor Training 2 8th +8/+3 +6 +2 +2 Physical Training, Critical Strike 9th +9/+4 +6 +3 +3 Vigor, Warrior's Resilience 10th +10/+5 +7 +3 +3 Second Martial Style 11th +11/+6/+1 +7 +3 +3 Armor Training 3 12th +12/+7/+2 +8 +4 +4 Physical Training, Size Up 13th +13/+8/+3 +8 +4 +4 Vigor, Dazing Blow 14th +14/+9/+4 +9 +4 +4 Martial Style Ability 15th +15/+10/+5 +9 +5 +5 Armor Training 4 16th +16/+11/+6/+1 +10 +5 +5 Physical Training, Critical Strike 17th +17/+12/+7/+2 +10 +5 +5 Vigor, Second Wind 18th +18/+13/+8/+3 +11 +6 +6 Martial Style Ability 19th +19/+14/+9/+4 +11 +6 +6 Armor Training 5 20th +20/+15/+10/+5 +12 +6 +6 Physical Training, Martial Mastery Class Features Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons.
Animal Companion Link (Ex) Class Ability (Ranger) Masters can handle their animal companion as a free action, or push it as a move action, even if they doesn't have any ranks in the Handle Animal skill.
Be absolutely honest in your application about physical or emotional limitations. Missions will push you. Give the Brethren the best information you can to help place you where you can best serve. MISSION DEMANDS, RESULTS, AND PREPARATION Domain Demands Results Preparation What will be tested? SOCIAL What will be hard? What will I get from doing it? How can I prepare? • How well will I get along with • others (companion, investigator, • member, other) • PHYSICAL • How well can I take care of myself? • • • EMOTIONAL How well do I handle conflict, difference, stress? • • • • Not everyone will like you, and you will have to learn to get along anyway You will be in close contact with those who differ from you (companions who differ) You will not always agree with those in leadership and will have to still be obedient and helpful You will to have to be patient with crazy people, depressed people, addicted people, and others You have to do your chores (cooking, cleaning, organizing) You will work hard and be physically tired You will get sick and have companions get sick and you will have to deal with it yourself You will have to live within a budget Your buttons will be pushed You will be rejected You will have to let go of traditional sources of emotional strength (music, friends, quiet walks, TV, sports, etc.) You will have to talk to people (be an extrovert) • • • • An ability to talk to and connect with anyone about their issues A gift of caring for others and loving them An appreciation for others who may differ from you An ability to make friends with both men and women, old and young, alike and different • • • • • • • • An ability to be independent and have self confidence An ability to transition and move Discipline and self‐control around time, space, and money • • • • • • • An ability to learn patience and self mastery Awareness of your strengths and weaknesses An ability to face tough challenges and respond well • • • Talk to an adult about serious issues for 5 minutes Learn to ask questions to “know” someone Hang out with someone you are not comfortable with; learn to get along Apologize for something you did that bothered someone else Bring up a problem in a friendly, constructive way For a day or a week do everything for yourself Get in shape … nutrition, exercise, sleep Manage a budget. Know what things cost. Do your family shopping for a week starting with meal planning Do some self discovery: what is my relationship style? What bothers me? How flexible can I be? Practice controlling anger Next time you make a mistake, don’t hide from it; face it INTELLECTUAL • You will have to really learn the How well do I learn? How inquisitive am I? • • SPIRITUAL How well do I receive the spirit? • • • • gospel, not superficial answers, but real insights You will have to master a new culture and work with people to help them, not you You may have to learn a new language or speak English better Your testimony will be challenged You will likely have moments of doubt You will have to learn the gospel and live it You may have to chose between obedience and popularity • • • • • • • An ability to identify and solve problems in depth A capacity for learning that will apply to your academic and professional life An ability to define value through the eyes of others An ability to take risks that take you out of your comfort zone • • • • • • • An ability to have your personal • witness of the truth of the • gospel An ability to hear and recognize • the voice of the Lord An awareness of how you find and feel the spirit in your life • • Bear testimony: because of Really study the gospel: prepare talks, ask why questions (5 whys’), practice teaching Think like an investigator Read and learn about the scriptures … make seminary real Memorize scriptures Study a language Study Preach My Gospel Really pray … loud, list, long Find your spiritual language: what gives me the spirit Challenge yourself to tune in to a spiritual experience 5 days a week Read Hearing the Voice of the Lord Be ready to introduce yourself, teach 1st lesson, give key talks
Character Sheet Player Name Simbul Psion 2 Character Name Level Half-Elf Medium Race Size 1,000 Class Paragon Path Female Age Gender Good Height Weight INITIATIVE SCORE DEX 3 Total XP Tempus Alignment Deity Adventuring Company DEFENSES 1/2 LVL MISC 1 2 Initiative Epic Destiny SCORE DEFENSE 16 10 + ARMOR/ 1/2 LVL ABIL CLASS 11 AC CONDITIONAL MODIFIERS SCORE FEAT 4 RPGA Number MOVEMENT ENH MISC MISC 1 BASE 6 Speed ARMOR ITEM MISC 6 (Squares) SPECIAL MOVEMENT CONDITIONAL BONUSES ABILITY SCORES SCORE ABILITY 8 STR Strength 12 CON ABIL MOD MOD + 1/2 LVL -1 DEFENSE 0 1 12 10 + 1/2 LVL ABIL FORT 11 SENSES CLASS FEAT ENH MISC MISC 1 CONDITIONAL BONUSES 2 SCORE PASSIVE SENSE BASE 14 Passive Insight 10 + 4 12 Passive Perception 10 + 2 Constitution DEFENSE 11 DEX Dexterity 0 1 18 INT Intelligence 4 5 13 WIS 1 15 DEFENSE 2 17 CHA 4 11 REF SPECIAL SENSES CLASS FEAT ENH MISC MISC ATTACK WORKSPACE 5 ABILITY:
Character Sheet Player Name Azoth Assassin 2 Character Name Level Changeling Medium Race Size 1,000 Class Paragon Path Male Age Gender Height Weight INITIATIVE SCORE 6 DEX 1/2 LVL 5 1 Initiative Epic Destiny Total XP Unaligned Shar Tempus Alignment Deity Adventuring Company DEFENSES MISC SCORE DEFENSE 19 CONDITIONAL MODIFIERS 10 + ARMOR/ 1/2 LVL ABIL CLASS 11 AC SCORE FEAT RPGA Number MOVEMENT ENH 7 MISC MISC 1 BASE 6 Speed ARMOR ITEM MISC 6 (Squares) SPECIAL MOVEMENT CONDITIONAL BONUSES ABILITY SCORES SCORE ABILITY 12 STR Strength 16 CON ABIL MOD MOD + 1/2 LVL 1 DEFENSE 2 3 15 10 + 1/2 LVL ABIL FORT 11 3 SENSES CLASS FEAT ENH MISC MISC 1 CONDITIONAL BONUSES 4 SCORE PASSIVE SENSE BASE 12 Passive Insight 10 + 2 10 Passive Perception 10 + 0 Constitution DEFENSE DEX 5 6 11 INT Intelligence 0 1 9 WIS 20 16 Dexterity -1 DEFENSE 0 14 CHA 1 11 REF SPECIAL SENSES CLASS FEAT ENH MISC MISC 5 ATTACK WORKSPACE CONDITIONAL BONUSES Wisdom 13 10 + 1/2 LVL ABIL 2 ABILITY: