hp instamt ink

By admin

The curse of La Llorona is a tale deeply ingrained in Latin American folklore and has been passed down through generations. La Llorona, also known as the Weeping Woman, is said to be the spirit of a woman who drowned her children in a fit of rage and sorrow. As punishment for her heinous act, she is condemned to wander the earth, eternally searching for her lost children and taking other children as substitutes. The legend of La Llorona serves as a cautionary tale, warning both children and adults of the consequences of their actions. It underscores the importance of empathy, compassion, and self-control. The main idea here is the idea of consequences.

Heritage spells 7

The main idea here is the idea of consequences. Actions have consequences, and the curse of La Llorona demonstrates that even the most tragic and violent actions can have lasting effects. Furthermore, the tale of La Llorona highlights the power of storytelling and its role in cultural identity.

Eldritch Heritage and Variant Multiclassing Miniguide

I went through the options for Eldritch Heritage (EH) and the Sorcerer Variant Multiclassing (VMC), and listed the ones I thought worthwhile. Most of the bloodlines are left off either for not being worth it or being easier to achieve with UMD. These are brought in according to my personal tastes, and that includes an assumption that the game is going to go into high levels and stay there long enough to be worth the cost.

A quick rundown for those not familiar: The Eldritch Heritage feat line lets you take the 1st, 3rd OR 9th (You can take this feat twice), and 15th level bloodline powers of a sorcerer*. It costs a Skill Focus feat in the bloodline’s class skill and a heavy investment in Charisma (13 for EH , 15 for Improved , and 17 for Greater ).

*I say 15th because you could take IEH twice with a lower Cha tax, so there's not much reason to take GEH for a lower than 15th level power.

VMC costs you every other feat, but nets you the 1st-15th bloodline power and a feat from that bloodline's list.

Overall neither is “better.” The EH line costs a usually worthless Skill Focus and a high Cha, but if all you want if that sweet 3rd level buff from the Orc bloodline, you can stop there. If however you want the 3rd AND 9th power, and the bloodline’s feat list includes feats you might take anyway, VMC could be the better option.

On to the bloodlines . They're listed with their required Skill focus in parenthesis.

Arcane (any knowledge) EH for a bonded item or a familiar, IEH for metamagic feats not increasing casting time OR potentially some new spells known from the wizard list, GEH a +2 bonus to your DCs. Note that the spell bonus is mostly of use to spontaneous casters as it doesn't give access to spells not on your spell list ( source ). Still, a very good bloodline for EH or VMC.

Celestial (heal) EH gains a weak blast/heal, IEH gets a fly speed (this is probably where you should cut off), GEH gets a 1/day reroll any d20. Their feats are better than Skill Focus Heal but the missing ability is just some energy resistance, so don't VMC it or bump your Cha just for this.

Deep Earth (dungeoneering) EH gains a ranged trip, IEH gains Tremorsense 30ft and x-ray vision, GEH gains earthglide. Don’t recommend VMC here. The ability you miss is trash and their feats are underwhelming.

Draconic (perception) EH gains claws, IEH gains a breath weapon, GEH gains wings. Probably worthy of VMC to get some bonus AC and good options on the feat list. Oh hey Dragon Disciple, didn't see you there.

Ectoplasm (stealth) EH gains a Tanglefoot Bag that works on incorporeals, IEH gets bonus to your reach for touch attacks OR gaseous form, and GEH gets you a variation on Black Tentacles (to hold people in place so you can touch attack them). I recommend VMCing if you're gonna take it. The 3rd, 9th, and 15th level powers all work together well for a touch-focused caster.

Elemental (planes) EH gets a bad blast, IEH gets possibly worthwhile Energy resist OR a pretty good AoE centered on self, and GEH gets a bonus movement type/speed depending on your chosen bloodline. Might be worth a VMC, if Energy Resist might come up a lot in your campaign (Invasion of the Efreets, you say?), and their bonus feats aren't bad.

Fey (nature) EH gets a touch attack that no-save causes the target to only take move actions next turn, IEH gets Greater Invis that doesn't last as long, and GEH gets you a reroll to beat SR.

Ghoul (stealth) EH gains an ok claw attack with a slim chance to stunlock, IEH gains free Haste, and GEH gets you a burrow speed and fast healing 10 when underground. The last ability is situational, and I wouldn't VMC it, but Skill Focus Stealth isn't that bad and free Haste is free Haste.

Infernal (diplo) EH gains no-save Shaken on a touch attack, IEH gains a pretty good fire blast, GEH gains wings. Missed ability is just some energy resist and it has a not-great feat list. VMC only if you can’t afford the Cha.

Nanite (engineering) EH gains an over time debuff for martials, IEH gains a 1/day guaranteed success on a D20 roll OR powerful but pricey second wind at ¼ HP, and GEH gets you Light Fortification. I’m torn here. The first ability deals ability damage over time, which is potentially powerful but just as likely to take too long to be useful. The 3rd and 9th abilities are both solid things I might spend a feat on but they’re also situational and dubious. I would rather take IEH twice for those two than take GEH for the last one. It's not bad, but you can probably do better.

Orc (survival) EH gains a powerful buff for allies, IEH gains an inherent scaling Str bonus OR fear immunity and some AC, GEH gains Enlarge Person but better. This is excellent both with the EH line or as VMC, and no Str-based character is going to regret having it.

Serpentine (diplo) EH gains a bite attack dealing modest Con damage with a decent save based on your own Con, upgrades to “pretty good” con damage later, IEH gains some AC and saves vs poison, GEH gets a Summon Swarm that Entangles and might potentially deal some Con damage if the stars align. Barely makes the list but hey, if the Fighter has all the feats he could ever want and more, go for it.

Shadow (stealth) EH gets you a profoundly worthless touch attack, IEH gets you Hide in Plain Sight and the ability to swap places with an ally if you’re both in shadows, GEH gets you 1/day Deeper Darkness that you can see through, and that entangles people.

Stormborn (nature) EH lets you give a weapon the Shock property, IEH gives you a pretty good blast, GEH lets you TURN INTO LIGHTNING, which is only kinda useful but really cool.

Undead (religion) EH gets you a no-save Shaken with a touch attack and Frightened if you stack it onto a creature weaker than yourself, IEH is both a good AoE AND a likely lost turn for anyone with a bad Ref save, GEH gets you the ability to become incorporeal. A possible VMC, as the feats this bloodline offers are all better than Skill Focus Knowledge Religion, but the 3rd level ability is underwhelming.

New Catagory: Honorable Mentions. These are those that have a single potentially great ability but the cost is too steep, or that are too situational to benifit most builds/campaigns. Credit to Oiml for pointing them out.

Aberrant (dungeoneering) EH grabs a weak acid blast, IEH gets an improving reach with touch attacks (up to 15 feet, which is nothing to sneeze at), and GEH nets you SR 10+Lvl. SR can be bought with gold and you've already paid two feats for a bad Skill Focus and a bad acid blast, but the reach on this makes it potentially tempting anyway.

Aquatic (swim) EH for a touch attack that's a special kind of worthless, IEH for a swim speed and aquatic blindsense OR the ability to talk to fish, GEH gets Raise the Deep, allowing you to summon a shitton of water at will. If you're expecting to do a lot of stuff on ships you could be Aquaman in the water, if not you'll be Aquaman in every other situation.

Impossible (engineering) EH gets you sicken on a touch attack, IEH gets you Craft Wondrous Item (maybe. ask your GM) OR what is basically Blur with a Stealth bonus, GEH to walk on walls.

Imperious (oratory) EH gets History, Local, Nobility, Diplomacy, and Linguistics as class skills, plus a Cha bonus to use them on info on humans, IEH gets you a bonus on morale and competence bonuses that you can share with allies OR the ability to Intimidate someone when you pass a save, GEH gets you Inspire Heroics/Greatness as a bard. This seems good for Paladins who could use the skill bonuses, would love to share their bonuses, will pass every save forever, and free Inspires isn't bad.

Edits: said 3rd and 7th were available in VMC, fixed. Arcane bloodline only mentioned bonded item and not familiar, fixed. There were a ton of typos, fixed. Arcane bloodline new spells known rules clarification. Please point out further. Added Honorable Mentions, moved Aquatic into same. Added Elemental, Fey to main list.

Formula: (0.25 * log(1 + x) ^ 0.95), where x is gems owned.
Hp instamt ink

The legend has evolved and adapted over time, incorporating elements of different cultures and reflecting the fears and values of the communities in which it is told. It is a reminder of the profound impact that stories have on shaping our beliefs and behaviors. In modern times, the curse of La Llorona has been adapted into various forms of media, including films, books, and plays. These adaptations seek to entertain and scare audiences, but also serve as a continuation of the storytelling tradition. They allow the legend to reach new audiences and keep it alive in popular culture. Ultimately, the curse of La Llorona serves as a cautionary tale with a universal message. It reminds us to pay attention to our actions and the potential consequences they may have. It also emphasizes the power of storytelling in preserving cultural heritage and shaping our understanding of the world around us. So, let us heed the warning of La Llorona and strive to act with empathy, compassion, and self-control in our daily lives..

Reviews for "hp instamt ink"


Warning: foreach() argument must be of type array|object, string given in /home/default/EN-magic-CATALOG2/data/templates/templ04.txt on line 198

hp instamt ink

hp instamt ink