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Don't miss this free show, July Talk go on at 8pm sharp, Hot Tub Johnnie spinnin' between the bands all night!
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We've fully launched the new website, the aptly named www.hunnypotunlimited.com. While this site stands as a testament to our consistent efforts within the world of music, we'd like to encourage you to peruse the new digs. We've got all the same goodies with a new format that boasts increased accessibility and interactivity: log on and jump in!
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Melbourne neo-soul artist Meg Mac has released this gorgeous one-take official video for her new hit single "Roll Up Your Sleeves" off her forthcoming debut EP MEGMAC slated for a September 12 release.
The Sydney native grew up listening to pop soul pioneers of Detroit and Memphis finding herself inspired by big voices laced with attitude and conviction. Meg Mac has cultivated and embodied these elements herself with an evident modern swagger. "Roll Up Your Sleeves" is a song about just that: rolling up your sleeves and having the confidence to make a change. Meg Mac's confidence is apparent and empowering and translates both through her voice and on screen
Filed under: Uncategorized, Video Pick | Tagged: alternative, anderson, angeles, artist, blog, blues, Boyd, classic, concert, eclectic, electronic, fez, filter, funk, Heather, heatherfrmspace, hip hop, honey, honeypot, hot, Hot Tub, hpr VIDEO PICK: youtube, hunny, Hunnypot, hunnypot heather, Hunnypot Unlimited, independent, indie, industry, internet radio, interview, john, la, label, licensing, live, los, maker, management, mixer, music, music video, musician, new, party, placement, pot, press, publishing, radio, rock, secret, show, site, taste, tastemaker, tub, variety, video, vimeo, web, website | Leave a comment »
Hot Tub Johnnie (DJ Set) + Mike Turner (DJ Set) + Boom Shack (DJ Set):
The Big Bang + Echo And The Sound + Fire The Animal + Jef Joslin:
— Hot Tub Johnnie DJ Set —
Mike Turner is an LA based music supervisor, editor and music producer for film, television, advertising and trailers. Mike also currently serves as Creative Director at IP asset management firm CH Music Investments LLC.
As a music supervisor, Mike found his niche in Los Angeles and lately works on most projects independently. Currently Mike oversees all production of music for The World Poker Tour on Fox Sports and "Wheels & Reels" on The World Fishing Network.
Listed in Music Connection Magazine as "one of the best unsigned bands to see live" three years in a row (2011-2013), The Big Bang are an up and coming soul shakin', groove makin, alt soul band from Los Angeles CA. With a sound combination of Amy Winehouse + Sam and Dave + Fitz and the Tantrums, The Big Bang has hit the scene with their unique and alternative take on southern California soul.
Finishing their last year of education at the Musicians Institute in Hollywood, the band became friends and began developing their diverse image and unique sound. They can now be heard on numerous local and internet radio stations (including Kiss FM in NYC and Utica), in the air on Delta Airlines, and on TV (VH1′s Mob Wives, Single Ladies, Love and Hip Hop, MTV's Jersey Shore, Teen Wolf, and Snooki and Jwoww, TNT's Boston's Finest, Lifetimes Dance Moms, the CW morning news, and many more).
They've also had the opportunity to get groovy at Bonnaroo, Coachella, SXSW, Make Music Pasadena, Kiis FM's Wango Tango music festival and a private event held by the Recording Academy. Constantly hitting the road with a high energy interactive show, the band has opened for a hand full of talented artists including Nikka Costa, Lights, Vintage Trouble, The Arkells, Honey Honey, and the Day Lights. They continue to successfully build a strong buzz and create a continuously growing and dedicated fan base with each show they funk up.
THE ECHO AND THE SOUND is a two piece, guitar and drums band, based in Los Angeles, CA. formed in late 2012; BRIAN RICH (guitar/vocals) and DOUGLAS JEWELL (drums) made it very clear early on… "YOU CANT'T KILL US UNLESS WE QUIT." With punk rock overtones, blues-folk undertones, country-esque and gothic cantina styled, their sound has been described "as if Bob Dylan and Sam Shepard got into a fist fight while drinking in a desert cantina."
Now in Venice Beach, Joslin has truly narrowed in on his "California Soul" sound. On any given day you can find him serenading drifters along the Venice boardwalk and see people of all shapes and sizes dancing along to his mellow rhythm. Playing songs from his latest release, Come Out West, a blend of Stevie Wonder's Motown groove, dripping with Brian Wilson-esque harmonic arrangements, he has encapsulated the feel good, California sunshine music he always dreamed of making. To top it all off, Joslin produced, wrote, mixed and mastered the entire album. He even designed the album artwork.
Somehow in the midst of all this he still finds time for one more dream. "I always wanted to be a Beach Boy: live by the beach on the west coast, play music, create art and surf…I'm doing all that and more now. Anything from here is just icing on the cake." From one dream to the next, Joslin's art explores the idea of life as an adventure, love, and the pursuit of meaningful relationships in hopes that it'll inspire you to experience life the same way.
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Check out the new single "Fetish" from electro-pop/funk duo Das Tapes. If you like the Daft Punk/Pharrell sound mixed will chill vibes you'll dig this track. It has a catchy hook that will resonate with you after the song ends. The fresh sounding music and beats makes for a very interesting sound and song. The Los Angeles duo made up of Kevin & Mark Ignatius will make you nod your head and you'll love every minute of it.
Filed under: Uncategorized | Tagged: daft punk, Das Tapes,, electro, fetish, funk, Hunnypot, Mark Ignatius, music, pharrell, pop, single | Leave a comment »
Ahmanson Theatre
April 22 – June 1, 2014
By George Gershwin, DuBose and
Dorothy Heyward, and Ira Gershwin
Great Mezzanine (C-P) and Mid Orchestra (R-W) seats from $45-$75 (Reg $65-$99).
Call 213.972.4400 and refer to promo code "BROADWAY" or visit www.centertheatregroup.org/Broadway
The Gershwins' Porgy and Bess is set in Charleston's fabled Catfish Row, where the beautiful Bess struggles to break free from her scandalous past, and the only one who can rescue her is the courageous Porgy. Threatened by her formidable former lover, and the seductive enticements of the colorful troublemaker, Porgy and Bess' relationship evolves into a deep romance that triumphs as one of theater's most exhilarating love stories.
Accompanied by a lush 23-piece orchestra, this re-envisioned Broadway production includes such legendary songs as "Summertime," "It Ain't Necessarily So," and "I Got Plenty of Nothing."
Groups of 15 or more can save up to 35% off select performances through May 18!
Student groups can also purchase $22 Balcony seats for performances Tuesday – Friday.
Call 213.972.7231 to reserve now.
*Save up to 30% on performances April 22 – May 2, 2014 in the Mezzanine (C-P) and Mid Orchestra (R-W). Prices range from $45-$75 (Reg $65-$99). Subject to availability.
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Publishers Weekly
Assigned as roommates at the prestigious Wellington boarding school, brash Long Island native Nikki and Connecticut-bred Laine are as different as can be. Each girl is uniquely troubled: Nikki's mother is dead, and at Wellington, her sexy clothes and big mouth mark her as a misfit; Laine's parents are divorced, and while her highbrow background helps her fit in, she's unable to stand up to anyone, including her dorm's alpha girl, who frequently targets Nikki. The trio of authors, former boarding school chums themselves, has created a readily believable environment and characters (and of course, there is no shortage of bad behavior at Wellington.) Popular girls bet on "which new girl will leave first"-Nikki is a prime candidate-and circle other girls' body flaws with markers, adding derogatory words. Nikki must meet with the dean after she's caught with a boy out in the woods. Teens will not be surprised when Nikki and Laine eventually learn to like-and lean on-each other, though their bonding over Thanksgiving break does not feel entirely convincing. Still, the authors' often lyrical language ("Tree branches clatter in the cool autumn night. Clouds move fast over the moon, changing the shadows, and light pools on the roofs.... It's moments like these when she belongs to no one, not even herself") breathes life into this take on a classic culture clash story. Ages 14-up. (May)Copyright 2007 Reed Business Information

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Bright and colorful Grriggles® FUNdamentals Tennis Tugs are made of a textured TPR (thermoplastic rubber) with a nylon rope handle and tennis ball.
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Once the price of crude oil quadrupled in 1973, even your Cadillac-buying demographic felt some pain when contemplating the thirst of a Fleetwood. Still, the biggest Cadillac (not intended for chauffeur operation) projected the sort of majesty that rich (if elderly) car shoppers sought during the Middle Malaise Era. I spotted this battered example of the breed yesterday in Northern California. (Read More…)
Tag: Cadillac Fleetwood
1996 was the last year of the Cadillac Fleetwood and possibly the last year for any General Motors Brougham edition. Can it be that The General has been Brougham-less for 17 long years now? Here's a reminder of what Cadillacs were like when the postwar Cadillac-buyer demographic (i.e., those old enough to remember Prohibition) remained just barely young enough to buy new cars. (Read More…)
I admit it: I'm suffering from a silly infatuation with Broughamness. Every American car manufacturer (and a few Japanese ones) slapped Brougham emblems on a wide variety of vehicles during the Brougham Era, which we'll call 1968 through 1992, and the last hurrah for Detroit Broughams was the car that I found in a Denver self-serve wrecking yard yesterday. (Read More…)


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Port Orchard WA to Kalama, WA
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I also bought my Catalina 27 in Port Orchard. Small world
Fortunately I only had to deliver my boat to the Vancouver area.
You are lucky in that your destination (I'm assuming it's where you live) is comparatively close. You should check into the coast of just trucking it, because then you can just get it done and you have your boat right away.
If you sail, expect to wait for weather windows to line up with your schedule. What is your schedule like? Will you be doing this on weekends? How flexible is your work?
Most likely there will be a couple of places where you will have to stop and wait for the weather. Ideally you would be able to get home from these places and return the following weekend to continue. While the WA coast is not exactly pock-marked with safe anchorages, your longest leg, from Neah Bay to Grays Harbor, is about 100 nm, so should not be more than two days, assuming you have wind the whole way and plenty of crew to keep the boat going 24 hours a day.
That's not to say there aren't other long stretches, but most should be doable between sunup and sundown if you're going in June, which, weather-wise, is probably a good bet.
Regarding going in May, just judging from the weather we get in our local protected waters, I'd say June is probably marginally better. I'm guessing you're not interested in paying for moorage in Port Orchard but have already paid for April. If that's the case, consider the difference in cost between another month of transient moorage and shipping the boat by truck on highway 5. Don't forget to add in the cost of transient moorage for a week at a time at all the places you have to stop.
Personally I think sailing the whole way would be fun, and certainly mostly safe if you play your cards right, but having done a long "commuter cruise" delivery before when I didn't have a full-time job, I'd be considering different options at this point.
- 1978 Pearson 365 ketch
- 1972 Catalina 27
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Home » Girls' Basketball News
Who is the top girls basketball team in Mobile?
January 22, 2013St. Lukes Episcopal School
Who is the top girls' basketball team in Mobile this year?
MOBILE, Alabama -- A brief look at some of the top girls' basketball teams in the Mobile area.
Blount Leopards Coach: Jarvis Wilson Class: 6A Record: 22-4 Ranking: No. 4 Top wins: Murphy, UMS-Wright, Newton County (Ga.) Losses: Hoover, Alpharetta (Ga.), McGill-Toolen, Murphy Top players: Cierra Johnson, Whytney Singleton, Laporsche Grissett Coach Wilson's comment: "Our strength has been our guard play with Cierra and Whytney all year. Lately, Laporsche has really come on and she has given us that good third scoring option if teams are really concentrating on the other two. We are small but quick."
Davidson Warriors Coach: Charlie Shipp Class: 6A Record: 15-6 Ranking: Unranked Top wins: McGill-Toolen (twice), Baker, Vigor (twice) Losses: Murphy (twice), Faith Academy, UMS-Wright, Bob Jones, Opelika Top players: Dejha Shack, Maggie Robinson, Amber Jackson Coach Shipp's comment: "We've got good kids. They are academically smart, and they usually play smart on the court. This year, we've been relying on our defense a lot. I guess you could say that would be our strength."
Faith Academy Rams Coach: Woodie Head Class: 5A Record: 19-4 Ranking: No. 3 Top wins: Murphy, UMS-Wright, Davidson Losses: Murphy, Pine Forest (Fla.), Harrison Central (Miss.), Shades Valley Top players: Jasmine Rhodes, Sidney Westry, Sierra Pittman Coach Head's comment: "Defense is our strength. Jasmine obviously is an outstanding offensive player, but we've played great defense in all the big wins we've had, holding our opponents under 50 points. If we can do that, we're in good shape. We also play well as a team. Jasmine is a super star, but this is a well-rounded team that plays well together."
Murphy Panthers Coach: Fannie King Brown Class: 6A Record: 19-4 Ranking: No. 6 Top wins: Faith, Blount, McGill-Toolen (twice), Davidson (twice) Losses: Faith, Blount, Desoto (Texas), The Woodlands (Texas) Top players: Tyler Phelion, Vamikka Smith, Devan Cleveland Coach Brown's comment: "Our strength is chemistry. We play well together and, when we are playing well, we score in the paint a lot. We've also been known to play good defense."
St. Luke's Wildcats Coach: Christine Zoghby Class: 1A Record: 21-1 Ranking: No. 1 Top wins: Baker, McIntosh (twice), Marengo Loss: UMS-Wright Top players: Jewel Hill, Ashley Chapman, Logan Smith Coach Zoghby's comment: "We're a lot more mature this year. The first time these kids hit the floor they had a deer in the headlights look. Their body language is completely different this year. They are confident and now experienced."
UMS-Wright Bulldogs Coach: Terry Canova Class: 4A Record: 19-3 Ranking: No. 2 Top wins: Davidson, St. Luke's, Clarke County, Opelika Losses: Blount, Faith, Wenonah Top players: Emani Mhoon, Rekha Berry, Carrie Crook Coach Canova's comment: "Our biggest strength is the fact that we're so balanced. We have a tremendously quick point guard, we have a 6-2 post player that can rebound and can score, we really have some skill at each position. We're young, but very balanced."
FOR WHAT ITS WORTH Each of the six coaches was asked who they thought the best girls' team in Mobile was – not giving consideration to their own team. Three of the six thought it was Murphy.


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Mount Rainier Police
A Hyattsville man accused in one sexual assault is now facing charges in another, Prince George's County police say.
Gene Gillette sentenced to 10 yearsComment
Gene Gillette, a 3½ year veteran with the Mount Rainier Police, is accused of luring a man to his home to watch pornography and then shooting him.
Gene Gillette pleads guilty in shooting caseComment
Gene Gillette, a 3 and ½ year veteran with the police, pleaded guilty to attempted second-degree murder, attempted fourth-degree sex offense and use of a handgun, according to the Washington Post.
Alonzo Guyton, Howard University student, killedComment
A 24-year-old Howard University student was shot and killed early Tuesday morning in Mount Rainier.
Gene Gillette involved in two previous Mount Rainier Police settlementsComment
A man who was pistol whipped and a woman who was tasered by Mount Rainier officer Gene Gillette say they both received large settlements from the department.
Gene Gillette: Mount Rainier police officer, indictedComment
The Mount Rainier officer who allegedly lured a 20-year-old man to his home to be in a pornographic video then shot him when he tried to flee was being investigated for a similar incident, authorities confirm.
Gene Gillette, Mount Rainier police officer, indictedComment
The officer who allegedly lured a 20-year-old man to his home to be in a pornographic video then shot him when he tried to flee was being investigated for a similar incident, authorities confirm.
Mount Rainier Police officer shoots carjackerComment
Investigators say an off-duty Mount Rainier police officer fired at a man multiple times to defend himself during an attempted carjacking.
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Rockfax Description6m. A tight eliminate just left of Pastoral, not touching the crack. Very dynamic. © ROCKFAX
Photo: Me desperately trying to get the 3rd ascent of Phat Slapper V6, New Cuttings, Portland. © Ben Thorne
View all 2 photos or Submit a new photo of this climb.
pezzerrr - Sent x - 11/Jan/15
slugger5uk - 2015
Gaz of Bath - Sent x - 28/Jul/14
Hidden - Sent - 20/Dec/13
Garrouli - Sent x - 17/Dec/13 with Mark
gordy767 - Sent O/S - 04/May/13 with Andy Haley
andy south devon - Sent x - 16/Feb/13
Dan 85 - Sent x - 16/Feb/13 with Andy H, Pete, Tim
Puntered off the last move on my first go, but sent easily on second! Dosn't look it, but a surprisingly nice problem - almost feels like an indoor 7a! Beastly Squirrel - Sent x - 01/Jan/13 with lots of cute dogs, the Squire family, Ellis Butler Barker
Really nice problem, great move going to the big hold from the crimp and undercut. Favourite V6 flash!Ellis Butler-Barker - Sent β - 01/Jan/13 with JamesSquire
dannyboy83 - Sent x - 08/Nov/12
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awesome route...tscoobydoo - Sent x - 01/Apr/12
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Rob Kennard - 2007
Hidden - 2007
Climbed this thing loads of times, NEVER V6.A Longleat Boulderer - Sent - 2006 with On my own
Hidden - Sent - Jan/01
Despite being there for the first and second ascents and daily for the next few weeks I still haven't managed it!Ben Thorne - Sent dnf - 1999 with James Dunlop, Jimbo, John Pullin
Users with this climb on their wishlist are:
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Sub-Portal: PSIONICIST
by Zinn "); //-- The Psionicist class is not for the faint of heart or the new player. It is one of the most challenging classes to play.
by Zinn
Psioncists are primarily known for the their crowd control spells but they bring much more to the group in the form of added damage, counterpselling, energy regeneration buffsm and the ability to heal group members' mana.
Sigil's Official Description
The Psionicist is the master of the psionic energies, having abilities to give the power to blast foes with mental energy, create large area destructive spells, stop a foe's heart and even enter opponents minds, rendering them paralyzed. The Psionicist uses powers to destroy the enemy ranks and to protect and augment his allies. The Psionicist is a poor melee combatant, but his vast mental powers more than make up for it.
Psionicist at a GlanceRaces: High Elf, Thestran, Dark Elf, Gnome, Kurashasa, Mordebi, Qaliathari, Goblin, Kojani, Half Elf, Raki
Armor: Light
Weapons: Daggers, two-handed staffs
Quick Links
Class News & Information:
Psionicists can choose to be in one of five concentrations at any given time. Pscionicist concentrations are: Astral Form, Phrenic Range, Thought Thief, Cerebral Bastion and Greater Astral Form. Each concentration has a specific benefit. The first concentration, Astral Form, is available at level 10. As the Psionicist gains in levels she will gain access to additional concentrations.
When the psionicist is able to learn a new concentration he will be notified by his trainer to seek out this new information at a gestalt somewhere in Telon. Gestalts are ruins scattered around Telon that Psionicists must visit to learn some new abilities and spells.
The Psionicist is the best crowd control class in Vanguard. The Psionicist has three main forms of crowd control: Charm, Mesmerizing, and Simulacrum.
Psionicists can charm MOBs, not only taking them out of the fight, but forcing them to fight on behalf of the psionicist, thus giving the psionicist a temporary pet. Only one MOB may be charmed at any given time.
Using crowd control spells creates great hate and it is important that the Psionicists reduces that hate before releasing her pet. One way many pscionicists reduce hate is by releasing the charmed pet while the last enemy is close to death and then Âmezzing the MOB and casting mindwipe. This will give the tank a better change of gaining aggro.
There are 2 lines of Psionicist charm spells.
ÂMezzing a MOB simply means putting it to sleep. It will not be able to attack, cast or engage in battle. If the MOB is attacked the mez will be broken. MOBs that are mezzed will appear faded. There are two types of psionicist mezzes.
This is a clone spell which produces a duplicate of the target, attacking the enemy but doing no damage. The clone distracts the MOB while your group fights other enemies. Each time the enemy attacks the clone it has to see through the illusion and dispel the clone.
Psionicists gain new skills and abilities not only by visiting their trainer but by finding relics, called Gestalts, scattered across the world of Telon. Psionicist trainers will notify you when you are ready to learn a new ability from a gestalt and they will mark the location on your map. Presently psionicists can learn all their concentrations at gestalts along with the following spells: Telekentic Blast, Corporeal Hammer, Resurgence, Mass Expansive Mind and Mass Amnesia.
A weakness is a player created vulnerability in your enemy that remains for a short period of time. Some weaknesses can be exploited by using certain skills. When one exploits a weakness the attack used becomes more powerful and may add more than additional damage but may debuff the enemy or buff you or your party. Psionicists can create three weaknesses: Lethargic, Stunned and Vulnerable. They also can exploit the Enraged and Shaken weaknesses.
Psionicists can enter into a special global chat with other Psionicists when using a special Union of Thought ability. There is no other global chat in Vanguard other than that for Psionicists.
While psionicists excel at crowd controls and have many useful utility spells, they can also adequately fill the role of damage dealer. Pscionicists have very powerful damage over time spells (DoTs) along with potent direct damage spells and area of attack spells.
Psionicists will be able to read enemy minds and rumor has it that they can gain special temporary abilities to fight against monsters.
Psionicists are the best power (mana) regeneration buffer class and they have the ability to heal other players energy bars. Psionicists have lots of other buffs including increased resistances, attribute increases and more.
Psionicists are masters of illusions and can transform their appearance into other races and even make them and their group become invisible. Right now illusions will not effect your faction but Sigil has said it is their intention that these illusions will someday temporarily change your faction.


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•Lawyer Representative, Ninth Circuit Judicial Conference
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•Member, American Bar Association
•Former Member, Southern District of California Magistrate Judge Review Committee
Robert D. Rose is a partner in the firm's San Diego office and specializes in white collar criminal defense and trials of complex business litigation, in the state and federal courts.Areas of Practice Criminal DefenseMr. Rose was a federal prosecutor for twelve years, followed by the last twenty-seven years as a defense attorney. He has prosecuted organized crime figures, utilizing electronic surveillance, informants, witness protection and grand juries. He has tried cases as a cross-designated Deputy District Attorney. He convicted J. David Dominelli, responsible for an $80 million Ponzi scheme involving international arbitrage and bankruptcy fraud. As a defense attorney, he represents clients with criminal and civil exposure from governmental inquiries. He defended Gary Naiman, the president of Pioneer Mortgage, a $200 million Ponzi scheme involving collateralized mortgage pools. Securities FraudMr. Rose represents targets, witnesses, stock issuers, and professionals in pre-filing investigations conducted by securities regulators, as well as in filed actions. He has defended: corporate officers charged with accounting fraud; options backdating and insider trading; issuers engaged in real estate promotion; a law firm whose clients sold commodities contracts; telemarketers selling unregistered securities; a registered representative selling variable annuities from an insurance agency; an insurance company selling unregistered securities; the directors of a conglomerate, sued for breaches of fiduciary duty in a hostile takeover by a publicly traded corporation; accountants and lawyers accused of making misrepresentations.He has served as counsel and a panelist in FINRA arbitrations. Business LitigationMr. Rose regularly appears in federal and state courts in a variety of matters, often involving fraud allegations. He is expert in RICO prosecution and defense, both civil and criminal. His clients have included individuals and businesses named in qui tam suits and FDIC actions. He has successfully defended claims of libel, defamation, breaches of fiduciary duties, unfair business practices and professional negligence. Regulatory and Investigative Advice Part of Mr. Rose's practice stresses avoidance and prevention of criminal conduct within corporations. He advises and represents clients experiencing grand jury subpoenas, search warrants and Civil Investigative Demands. He also conducts internal investigations on behalf of corporations suspected of improper conduct, such as FCPA, illegal stock options, conflicts of interest and misstatements of scientific advances. Cybersecurity Mr. Rose counsels companies with the questions that directors and management should be asking to assure the best protection for customer information, financial data, trade secrets, customer lists, etc., that are vulnerable to hacking from outside and misappropriation from within. He works with businesses which have suffered from data breaches that must be repaired, losses that must be mitigated and the civil and criminal exposures. Healthcare Mr. Rose has represented a university ER physician targeted for VA program fraud; an organ transplant surgeon targeted in a DOJ investigation of UNOS reporting deficiencies; a psychologist facing license loss based on improper patient contacts; a methadone clinic owner being investigated for fraud; surgeons needed as witnesses in an investigation of a manufacturer's misrepresentations of off-label use. Class Actions and Derivative SuitsMr. Rose has significant experience in a variety of class actions involving securities and employment issues. He represented former executives of a publicly traded computer manufacturer in consolidated class actions arising from restatements of earnings and insurance company executives sued for investment losses. Public Corruption Mr. Rose represented the key witness and co-defendant in the prosecution of Las Vegas and San Diego elected officials for accepting money to protect his strip club businesses. He successfully defended a municipal union leader serving on San Diego's employer retirement board, charged with conflict of interest for his role on a city contribution measure.Honors•AV rating from Martindale Hubbell •Best Lawyers in America, 2006-2014 •Southern California Super Lawyer, 2007-2014•San Diego's Top Attorneys, San Diego Magazine, 2007-2008, 2012-2013 •Voted one of San Diego's top white collar defense lawyers, San Diego Magazine, 2007-2008 •Voted Top Ten Criminal Defense Lawyers, San Diego Daily Transcript, 2005 •Outstanding Trial Lawyer, Consumer Attorneys of San Diego, 1998 •Special Achievement Award, United States Department of Justice, 1985 •Honors Program, United States Department of Justice, 1974 •Regents Scholar, U.C.L.A., 1967-1971


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Blink 182 Smiley Face Splatter Seatbelt Belt
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Taylor Swift
The Drinkies: Cocktail Recipes For GRAMMY Record of the Year
We had our friend, bartender and comedian Francesca Day, whip up five special cocktails for the Record of the Year nominees—Sam Smith, Taylor Swift, Iggy Azalea, Sia and Meghan Trainor.
14 Best Instagram Photos Of 2014
Radio.com's 14 favorite photos of the year include Beyoncé becoming an American icon, Taylor Swift trying to one-up Ellen's Oscars selfie and a very sad Kanye proving zip lining isn't all it's cracked up to be.
Taylor Swift Debuts 'Style' At Victoria's Secret Fashion Show
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TIME Magazine Names Its 'Person of the Year'
TIME magazine has announced its "Person of the Year," or, more accurately, its people of the year.
Nominees in Top Grammy Categories Announced
Sam Smith will battle the ladies at the Grammys: "Stay With Me" is nominated for record of the year against hits like "Fancy," "Shake It Off" and "All About That Bass."
GRAMMY Nominees 2015: The Full List
Today (Dec. 4) the Recording Academy is slowly revealing the full list of nominees for the 2015 GRAMMY Awards, airing Feb 8.
Preview The 2014 Victoria's Secret Fashion Show
The world-famous Victoria's Secret Supermodels were joined by seven-time GRAMMY Award-winning artist Taylor Swift, three-time GRAMMY Award nominee Ed Sheeran, Ariana Grande and Hozier.
18 Holiday Gifts For The Music Lover In Your Life
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Taylor Swift to Perform Two Shows at Nationals Park
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Entertainment This Week: Bill Cosby Allegations & Chris Hemsworth's Honor
This week, serious allegations surround a prolific comedian while another is named the "Sexiest Man Alive".


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|Property type
|Minimum Stay
|2 - 7 nights
Charming beach cottage, clean, well maintained interior,central AC. Cottage located on dead end street, 4 houses from LI Sound. Residents share PRIVATE BEACH.Guests of property also have beach rights to adjacent PRIVATE BEACH. View of ocean and salt marsh from front porch. Short walk to TOWN BEACH PLAYGROUND, WATER PARK AND 2 FULL SERVICE RESTAURANTS! Enclosed front and outdoor porches, fully equipped kitchen,gas stove,washer,dryer,blender,lobster pot,microwave,mixer. Cable,broadband internet. New quality linens, BEACH TOWELS, paper goods,soaps, toiletries,coffee, spices,beach chairs, floats, Welcome Gift.
No need to change out of your bathing suit! A short trip from the big metropolitan areas of New York, Boston using either i-95 or the Shore Line Train. Short trip to Vermont, The Berkshires,Block Island. Trolley ride through salt marsh,Old New England Towns,Mohegan Sun and Foxwoods Casinos,shops, antiquing, historical landmarks ,Museums, factory outlets,Mystic Aquarium,Yale University and easy access from i-95 and i91
Weekly rental Friday- Friday.Check in 4:00 Check out 10:00am
Ask about other properties for larger groups.
This is a small community. Many families have owned houses here for generations. It is very safe and friendly. The beaches are never crowded and are often deserted. It is unusual to be able to enjoy the sunrise and sunset on the same beach. You will feel like staying in the neighborhood so it is convenient that there are two restaurants on the street within walking distance. Once you come you will feel right at home. See you at the beach!
Lanna Berkun purchased this house in 1990
It is a beautiful beach! It is a short trip from the big metropolitan areas of New York, Boston and Providence using either i-95 or the Shore Line Train. With casinos ( Mohegan Sun and Foxwoods),shops, antiquarians, historical landmarks , Yale University and easy access from I 95 and I91, if you did want to leave the beach there is plenty to do!
The local Italian food, and the beach! Yale University,Wooster Street's little Italy is 5 minutes away with the best pizza in the country! Mohegan Sun & Foxwoods Casinos, Mystic Aquarium. Location is central for New England sight seeing.
The location was very quiet and relaxing, you could walk across the street to one restaraunt, or down the street to another restaraunt and playground - including a larger beach area for the kids to run around. There were several easy routes to enjoy a nice jog along the roads, and there was a grocery store within a few miles. Lanna was extremely personable, extremely easy to work with, and went the extra mile to ensure our trip was comfortable and enjoyable - it was a pleasure to work with her. Loved relaxing in this quiet town and spending time with family.
The house was a lovely beach cottage and such a great location for us with our young son. We could walk on the beach, collect shells and sea glass, walk to the playground, walk fro good seafood and yummy ice cream at The Sandpiper and access what we needed easily. Lanna was great to work with, very nice, thoughtful and flexible. The beds were comfortable and the house had what we needed. It was perfect for our visit.
First and foremost, Lanna was a great landlord to work with. Our stay was intended to give us a short term living arrangement while we closed on a house. The timing was great, since it was early fall, and Lanna was super in remaining flexible on our timeline. The neighbors are all friendly and the beach access is either right out your front door if you want to sit in privacy, or down the road about a half mile if you want to be amongst other beach goers. The Sandpiper restaurant is a great place for dinner and is equal walking distance. Highly recommend.
Thank you Lanna for a wonderful visit. Your cottage was the perfect size for us and the perfect location. We loved the decor and the quiet, comfortable surroundings. Thank you for a memorable stay!
Truly yours, Michelle & Chris
we loved our stay Lanna has to be the best and Joe next door is a great guy very nice the beach is wonderful the cottage is well stocked for your stay and shopping close by next year we plane on booking again if you get the chance get in touch with Lanna and book I would love to stay for at least two weeks thanks Lanna for being the perfect host see you next year Joe and Cyndi
Very enjoyable. Thank you.
Easy small Kayak or Sailboat access.
Boats available at extra charge
Farm River State Park walking trails within Walking distance.
|Rate Period
|Weekend Night
|Monthly *
Jun 26 2015 - Sep 4 2015
Changeover Day: Friday
7 night minimum stay
My Standard Rate
Changeover Day: Friday
2 night minimum stay
|Refundable damage deposit
|Deposit required to reserve if in advance, full payment before arrival.
* Approximate monthly rate. Actual rate will depend on the days of the month you stay.
Payment is usually accepted in the quoted currency (USD) unless the currency and the amount is specifically agreed in advance with the owner / advertiser.


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Many East Coast financiers didn't think Disney's exhibits would appeal to New Yorkers, Lindquist said. "This silly, funny, Mickey Mouse plastic world that works in Anaheim won't ever work in New York," they reportedly told him. "It turns out they were just as corny as we were here in Anaheim," Lindquist said.
He spent a couple of weeks in New York opening "It's a Small World." The Sherman Brothers had written a song for the musical boat ride, an earworm of a song known by many.
"I remember being in my office, 8:30 to 5:30, for the entire time that music going." Lindquist starts to sing. "It's a small world after all... It's a great song, but not to listen to over and over all day long."
Despite the song's long-lasting imprint on his mind, he said "it's a small world" is his favorite ride.
For the opening of the 1966 "It's a Small World" ride at Disneyland, Lindquist enlisted Disney representatives around the world to bottle water from lakes, rivers and oceans. He received 77 jugs from bodies of water such as the Amazon River in South America, the Seine River in France and the Danube River in Europe. On opening day, a children's choir ceremonially poured the water into the flume.
Lindquist brought in one of the unsealed bottles from 50 years ago. He kept it "because we couldn't get it opened."
After success at the World's Fair, Disney bought 27,000 acres in Florida for Disneyworld, enough land for any future dreams he might have, Lindquist said. The park opened in 1971.
Lindquist ended his talk with sage advice.
"If you survive long enough in this job you get a reputation as a guru," he said. But you, alone, are not really that fantastic, he said. "Of all of the people you run into in your life, you never know which one is the most important. Don't look down on anyone. They're all important," he said.
For him, Shirley Temple Black, who recently died, played an important role in Lindquist's life.
Lindquist was an extra in movies for 15 years, including "The Little Princess," which starred Temple. "She was very nice to be with. She was very lonely," Lindquist said.
"The last day on the set, she gave me a Shirley Temple police badge." She formed the Shirley Temple Police Force. "This was something she was very sincere about." People to whom she gave badges had to wear them at all times. She had other strict rules, he said.
Lindquist met her again in 1956 when she was an adult. Walt Disney invited her to open Sleeping Beauty Castle at Disneyland. Lindquist had to write ceremonial remarks about Temple for Walt Disney to say on the day of the event.
"He read every word I wrote, word for word," he said. "People play a role in your life and they're all part of what you are and what you do."
Contact the writer: email@example.com


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November 3, 2010 •
Obituaries •
rdronline2 •
Comments Off
Sharon Glenn Jackson, beloved mother, daughter, sister, aunt and friend passed away unexpectedly at her home in Albuquerque, Friday, Oct. 22, 2010. She was born to Bill Sr. and Gloria Glenn on Feb. 4, 1954, at St. Mary's Hospital in Roswell. He...
A memorial service is scheduled for 11 a.m., Thursday, Nov. 4, 2010, at Church of the Nazarene, 901 E. Country Club Road, for Linda Ruth Lorton- Smith, 68, who passed at her home on Nov. 1. 2010. The Rev. Randy Elfman will officiate. Linda was cremated...
Graveside services for Marcial Martinez, 57, of Roswell, will be held at 10 a.m. Friday, Nov. 5, 2010, at South Park Cemetery, with the Rev. George Cruz officiating. Marcial passed away Sunday, Oct. 17, 2010, in Lubbock, Texas. Marcial was born in Mayaquez,...
Services are pending at Ballard Funeral Home and Crematory for Michael O'Dette, 60, who passed away Nov. 1, 2010, at University of New Mexico Hospital. A further announcement will be made once arrangements have been finalized. [/auth...
November 3, 2010 •
Local News •
rdronline2 •
Comments (0)
John Liakos, 9, reads a book after school. (Emily Russo Miller Photo) Usually students don't have to worry about taking collegiate-level tests until they are in the high school. But one fifth-grader has already taken a standardized test similar to the...
Firefighters extinguish a vehicle that caught fire while being driven in an open field just north of West Second Street near the Relief Route, Tuesday afternoon. According to a witness, the operator of the car was driving around the field and came to an...
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On August 12, 2014, Virent announced that it has received fuel registration from EPA for its BioForm® gasoline in blends up to 45 percent. According to the company's press release, this registration means that the BioForm® gasoline may now be used in on-highway motor vehicles. The EPA testing work for the registration was funded by Virent's partner Royal Dutch Shell.
Virent's CEO Lee Edwards remarked in the company's press release on the announcement that "[s]ecuring EPA registration of our BioForm® Gasoline is further confirmation of Virent's high quality drop-in fuel and is another step towards commercializing our technology to produce renewable fuels and chemicals from biobased feedstocks."
A copy of Virent's press release is available online.
DISCLAIMER: Because of the generality of this update, the information provided herein may not be applicable in all situations and should not be acted upon without specific legal advice based on particular situations.
© Bergeson & Campbell, P.C.
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Teaching with Primary Sources
Tue, November 15, 2011 • 8:30 AM - 4:00 PM • ESC VII, Kilgore
This hands-on training workshop will discuss the use and analysis of primary documents—reading for bias, analyzing photographs and drawings, etc.—and introduce attendees to the Library of Congress Web site and guide them through accessing the materials that will be used. The second portion of the workshop will involve content training, introducing selected documents on world studies themes (selected by Hemispheres), and familiarizing attendees with the contextualization materials and how to incorporate them into the classroom.
Most appropriate for World Cultures, World Geography, and World History teachers.
To register, log on to the Region 7 workshop system and search for workshop 028529


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|Paizo Pathfinder® Paizo Games
|About Paizo Messageboards News Paizo Blog Help/FAQ
Animal Races: Clan of the Cat (PFRPG) PDF
Pathfinder Battles: Red Dragon Evolution Boxed Set
Wayfinder #13 (PFRPG)
Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: Sanctum of the Sages (PFRPG) PDF
I ran it with 4 players ranging from very new to very experienced, using a stat array of 15 14 14 13 12 10. We also used hero points. Overall, the campaign was difficult for the players, mostly due to some encounters that are just not balanced at all. Going chapter by chapter:
Life's Bazaar - The grell is stupid. I made it far less powerful than the 3.5 version, and it's still overpowered. I'd just take it out. I'd also drop at least one level from Kazmojen, as he's ridiculously powerful.
Drakthar's Way - Since the party had to retreat from Kazmojen the first time they fought, I had Lord Orbius rescue Terem as they fled, and Pyllrak bought the other 3 children and took them into the Darklands. I completely replaced this chapter with their desperate attempts to track Pyllrak down and return the children.
Flood Season - A very easy chapter for the party.
Zenith Trajectory - Gotrrod very nearly TPK'd the party, but they just barely managed to drive him off. They were routed at the hands of Aushanna (the advanced template has no business being on her), of course, but nothing else was really a challenge; even Dhorlot the Dragon-Father went down easily.
The Demonskar Legacy - Dugobras, the fire giant smith, was amazingly effective. That was an epic battle. The hags were just a complete joke, though. Nabthatoron nearly TPK'd the party (improved trip + combat reflexes was obscene).
Test of the Smoking Eye - I cut out the random dragon, as there's frankly too many dragons in this path. This was a fun chapter. Myaruk's (the lich) tactics are lousy, though, as the summons he can cast were no threat to the party.
Secrets of the Soul Pillars - The assassin party is way too nasty. The pre-buffs they get just make them too good, especially since the AP wants you to have them attack when the party is likely not in their adventuring gear. Fetor's opening round tactics (quickened lightning bolt + lightning bolt) were devastating. Vittriss Bale was a good, hard fight that would have been a whole lot worse if the party hadn't had multiple death wards.
Lords of the Oblivion - The battle with Thifirane was fun. I ended up completely changing the dungeon leading to Lord Orbius, as I wanted the party completely surprised about his true identity, and the original dungeon makes that impossible. That fight was very epic, as well.
Foundations of Flame - I was looking forward to this chapter, as it's so different, and it fell flat. Most of the encounters were very easy, and magic makes most of the events simple to overcome. Instead of Kravijack, I used Thifirane (who had escaped their first encounter) plus some mercenaries. I also ended up skipping on the Hookface battle, as again, too many dragons.
Thirteen Cages - Most of the Cagewrights were unimpressive. Moltenwing was a very difficult encounter. The encounter with Ardeth Webb and Nulin Wiejeron was a complete joke - they were amazingly ineffective. I added the spellweaver from chapter 11 into the battle with Dyr'ryd, and that made the encounter a blast that ranged over the entire Tree room and pushed the party to their limits.
Strike on Shatterhorn & Asylum - I combined these two chapters, as Strke on Shatterhorn is so out of place and dull. Due to the way the party interacted with NPCs, I used Lord Aslaxin as a worm-that-walks Cagewright magus who lead a counterstrike against the party along with several Cagewrights from Shatterhorn. On Carceri, Dark Myrakul was a joke, and I had Adimarchus immediately plane shift to Occipitus and fight the party there. It was a suitably epic end to the campaign.
If I had to make one change to the way things played out, I would have completely rebuilt the Stormblades. The one time they fought my players, the Stormblades were beat down so heavily that the concept of them as a successful rival adventuring party was kind of ridiculous. Luckily, the players did hate them, except for Zachary Aslaxin II, who came off as reasonable.
It was a blast of a campagin, but it needs heavy work to make it the best it can be. I ended up changing more and more of the encounters the farther into the campaign we got, to make sure things stayed interesting, effective, and not overpowered, but that's something I end up doing in every campaign.
Take 2 on the redesigned Fighter. This time, he's got a stamina pool and training points - combining ideas from the Gunslinger and a Summoner's eidolon.
Anzyr wrote:
You know every possible Legend about it. Which should just about cover it.
Please show where legend lore says you know every legend about the target. The idea that the plural of a word (legends) means the entirety of that word is...odd.
Also, legends are by their very nature full of inaccuracies. So even if you know every single legend ever told about Cthulhu, you'd get plenty of disinformation.
If you want exotic and new places, I don't think anything is going to beat Reign of Winter. The players start in Taldor and end up traveling to:
Reign of Winter spoilers:
Irrisen (land of eternal winter)
Iobaria (largely "uncivilized" country not in the Inner Sea)
Triaxus (another planet in Golarion's solar system)
Multiple demiplanes within Baba Yaga's hut
Changing martial techniques to fighter-only feats would be kind of difficult, as most of the techniques are dependent on expertise. I guess you could change the bonus to something like "1/4 fighter level (rounded up)," but that would be awkward.
I also think the fighter needs more than just combat feats, hence the various abilities I gave it - versatility, indomitable, etc. And of course, they flat out need 4 + Int skills.
Expertise scales up to 3 times per day, and the on-use ability bonus grows to be pretty extreme (eventually turning into +20 to attack and damage). The main point of the Expertise bonus is to give a static bonus to attack and damage representing the fighter's skill. The on-use ability is to represent the fighter going all out on one attack, which tires him briefly, hence the Expertise bonus resetting to 0 until his next turn.
There's not really a whole lot of per day abilities: Expertise, Aim for the Heart, Parry, Deflect Rays, and Mastery. That doesn't seem excessive to me. A stamina pool is an interesting idea though; I might see what that would do to the ideas.
Inspired by the Fighter unchained thread, I've created what I think is a fairly interesting take on a redesigned, more flexible and powerful fighter.
Inspired by this thread, how about something like this:
Those who dedicate their lives to the art of fighting are unmatched in the ways of combat. Legends of great heroes abound – slaying a dragon single-handedly, deflecting magic back on those who cast it with a swipe of his sword, the ancient warrior able to turn anything he held into a deadly weapon – these are the tales of an age's greatest fighters. From the humble farmer who picks up a plowshare and ends up saving the kingdom to the weapon master dedicated from childhood, being a true fighter is more than simple training. It is a passion, a calling, and the stuff from which legends are born.
Role: Fighters are the masters of the battlefield. Their incredible martial techniques and sheer versatility allow them to shape combat to best benefit them and their allies. Through nothing more than perfection in combat, they are capable of truly astounding deeds that seem mystical and can confound even the greatest shapers of magic.
Class Skills
Class Features
Bonus Feats: At 1st level, and every 3 levels thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."
Upon reaching 6th level, and every 3 levels thereafter (9th, 12th, 15th, 18th), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Expertise: Fighters are experts in combat, capable of handling any weapon with a great deal of skill. When making an attack, a fighter adds a +1 bonus to attack and damage rolls. This bonus increases by 1 at 5th level, and every 4 levels thereafter. This bonus is also added to the fighter's CMB and CMD.
Once per day, a fighter can focus his expertise into one devastating attack. As a standard action, he can make one attack and double his expertise bonus for that attack. After the attack is resolved, the fighter's expertise bonus is reduced to 0 until his next turn.
Martial Technique: As a fighter gains levels, he becomes more versed in the ways of combat. Starting at 2nd level, and every 3 levels thereafter, a fighter gains a martial technique. Unless otherwise noted, a fighter cannot select an individual power more than once.
Aim for the Heart – As a full round action, make one attack. If the attack hits, it deals normal damage and the target must make a Fortitude save (the DC is 10 + the fighter's BAB) or die. This ability may be used once per day. A fighter must be at least 7th level to select this technique.
Alert – Add the fighter's expertise bonus to his Initiative.
Armor Training – Increase the maximum Dex bonus allowed by the fighter's armor and decrease the armor check penalty by an amount equal to the fighter's expertise bonus. If this reduces the armor's ACP to 0, the fighter may move at full speed while wearing the armor.
Battle Commander – As a full-round action, a fighter can lend his expertise to his allies by issuing commands and providing insight into combat. Allies within 30 ft. who can hear or see the fighter gain a competence bonus on their attack and damage rolls equal to the fighter's expertise bonus for 1 round. The fighter can extend the duration of this effect with a standard action each subsequent round. The maximum duration of this ability is a number of rounds equal to the fighter's Charisma modifier (minimum 1).
Counter – When a fighter successfully parries an attack, he may use the attack roll used to parry to make an attack on the opponent he parried. A fighter must have the Parry martial technique to select this martial technique.
Defensive Expertise – The fighter gains a dodge bonus to his AC equal to his expertise bonus.
Deflect Rays – A fighter can attempt to deflect any ray that targets him. As an immediate action, make an attack roll and compare it to the attack roll of the ray. If the fighter's attack roll is higher, the ray is deflected harmlessly away. If the attack roll of the fighter exceeds that of the ray by 5 or more, the ray is reflected back at the caster, who becomes the new target. A ray cannot be deflected in this manner if the original attack roll was a natural 20. This ability can be used a number of times per day equal to the fighter's expertise bonus. This ability can be chosen more than once. Each time it is chosen, increase the number of times per day it can be used by an amount equal to the fighter's expertise bonus (these extra uses go up in value when the expertise value goes up).
Forge Master –The Fighter is not only a master of wielding weapons and armor, but also a master at their fabrication. He gains Craft Magic arms and Armor as a bonus feat, even if he does not meet the prerequisites. For the purposes of this feat, treat the Fighter's BAB as his caster level. Choose Craft (weaponsmith), Craft (bowyer), or Craft (armorsmith). The fighter gains a bonus on this skill equal to his expertise bonus.
Graceful Steps – Fighters can assess the flow of combat and move through it with effortless grace. A fighter that selects this maneuver can make a number of additional 5-foot-steps per round equal to his expertise bonus.
Improved Defensive Expertise – The fighter gains DR/- equal to his expertise bonus. This damage reduction stacks with other sources of DR/-. A fighter must have the Defensive Expertise martial technique to select this martial technique.
Fearful Reputation – The fighter gains a bonus to Intimidate equal to his expertise modifier. In addition, he can attempt to demoralize an enemy as a swift action.
Mental Focus – Some fighters focus their training on strengthening the power of their mind. A fighter who selects this martial technique adds his expertise bonus on all Will saves.
Parry - As a swift action, a fighter may prepare to counter an attack made against him. The next time before the fighter's next turn a creature he threatens attacks him, he may make an opposed attack roll. If the fighter's attack roll is higher, the original attack misses. A natural 20 on the attack roll of the opponent can only be parried by a natural 20 by the fighter. Regardless of the success of the parry, it uses an attack of opportunity. This ability can be used a number of times per day equal to his expertise bonus. This ability can be chosen more than once. Each time it is chosen, increase the number of times per day it can be used by an amount equal to the fighter's expertise bonus (these extra uses go up in value when the expertise value goes up).
Powerful Jump – When making a long jump, a fighter may add his level to the distance he jumps. When making a high jump, he may add his expertise bonus to the height he jumps.
Quick Reflexes – Fighters who select this martial technique have honed their reflexes to a razor edge, and gain a bonus to Reflex saves equal to their expertise bonus.
Skillful Manuever – Choose a combat maneuver from the following list: bull rush, dirty trick, disarm, grapple, overrun, reposition. The fighter gains the related Improved feat as a bonus feat. At 7th level, the fighter gains the related Greater feat as a bonus feat. The fighter does not need to meet the pre-requisites for these feats to receive them. This ability can be chosen more than once. Each time it is chosen, it applies to a new maneuver.
Skilled – Not all fighters focus their training exclusively on combat. A fighter who selects this martial technique gains a bonus to one skill equal to his expertise bonus. This ability can be chosen more than once. Each it is chosen, it applies to a different skill.
Spell Resistance – A fighter gains Spell Resistance equal to 10 + the fighter's level. A fighter must be at least 11th level to select this ability.
Tactical Assessment – A fighter can use Sense Motive in place of a Knowledge skill to ascertain the abilities of a creature. The fighter must have witnessed the creature in combat for at least 2 rounds before he can use this ability.
Weapon Training – Some fighters focus their training on one type of weapon. Choose one weapon group. The fighter gains a +1 bonus to hit and +2 to damage with all weapons from that group and gains proficiency with every weapon in that group. This ability can be chosen more than once. Each time it is chosen, it applies to a new weapon group.
Bravery: Starting at 3rd level, a fighter gains a bonus on Will saves against mind-affecting effects equal to his Expertise bonus.
Versatility: At 6th level, a fighter learns to be more adaptable in combat. As a move action, he can gain the use of one combat feat for which he qualifies for a number of rounds equal to his Expertise bonus. At 12th level, a fighter can activate this ability as a swift action, and at 18th as an immediate action.
Indomitable: At 9th level, a fighter's toughness allows him to shrug off many attacks. If he makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless fighter does not gain the benefit of the indomitable ability.
Improved Expertise: At 12th level, a fighter can expend his expertise one additional time per day, and the expertise bonus is tripled rather than doubled.
Tireless: At 15th level, fighters become immune to fatigue and exhaustion.
Greater Expertise: At 18th level, a fighter can expend his expertise one additional time per day, and the expertise bonus is quadrupled rather than tripled.
Mastery: At 20th level, a fighter becomes a true master of combat. Once per day, he may gain the use of any Martial Technique for which he qualifies for 5 rounds as an immediate action. In addition, he may select one weapon group to master. When wielding any weapon from that group, the critical multiplier of the weapon increases by 1 (x2 becomes x3, for example), and he cannot be disarmed.
I have this idea for a campaign that I've been toying with that involves Lamashtu. The background being that at one point, Aroden did something to anger Calistria (haven't figured out what yet). Calistria, furious, plots her revenge and finds an ally in Lamashtu. With Calistria's aid, Lamashtu seduces Aroden and at the height of their union, Calsitria appears and the two goddesses kill Aroden. His power flows out of him and into Lamashtu's new pregnancy.
The result of the union is a mythic demon/human hybrid named Nazael that seeks to supplant his mother. He finds an artifact empowered by Azathoth while searching for ways to increase his power and it drives him insane. His insanity drives him to believe freeing Rovagug will grant him the desired power.
Nazael, through years of research, finds a ritual that will free Rovagug. The clues to it are hidden in the following verse:
The lifeblood of a virgin
Each pair of lines refers to a requirement for the ritual:
The lifeblood of a virgin
- A virgin's lifeblood is not terribly difficult to come by. The best that defiled her refers to a horrific coupling after the virgin is already dead. Not immediately apparent is that the lifeblood of the beast is required, not the beast itself.
The get of their union,
- The dead virgin becomes pregnant by the beast that defiled her, and an undead creature is born from her. This creature (some kind of unique ghoul?) must be anointed by Pharasma. The creature must be at the ritual, willingly taking part.
The irredeemable priest of the Dawn,
- A priest of Sarenrae fallen so far as to be irredeemable – he must now worship Rovagug.
The Last Azlant's last,
- This refers to Nazael himself.
Ninshabur calls thee,
- The ritual must take place at a specific location at the Pit of Gormuz.
The party would get different bits of the ritual at different times and not in order, so they'd only slowly begin to get an idea of what was going on. Since Nazael is seeking to supplant Lamashtu, at one point, they'd be all but required to ally with Lamashtu's worshippers for a time. There'd be an NPC cleric of Calistria that seems like an ally would eventually turn on them when it became clear they were getting close to discovering Calistria's role in Aroden's death.
That's about all I've worked up on it.
"Weak" encounters drain resources
Others have touched on ways to make sure the PCs aren't able to do one encounter per rest, so I won't go into that. What I've found is when you have multiple encounters, you don't need all of them to be hard. Encounters that are APL+0 often see PCs use higher level spell slots and resources to finish quickly. APL-1 or even -2 can be great for expending AoE spells. Several of these encounters can quickly drain some of the over-the-top power of the PCs in preparation for the big fights.
If your players are really smart and conserve their precious resources, then have a "pre-BBEG." Something that can definitely be considered a threat that will make the PCs want to use their big guns. A powerful demon, or dragon, or similar creature is a good way to do this. Then, after that fight, the BBEG can make his presence known.
More is more
Instead of one big enemy that is APL+3, why not a pair that are each APL+1? A pair of CR 19 dragons is a much more interesting battle than a single CR 21.
Oh, the memories...
Remember that one monster that was a horrifically difficult fight for your party earlier in their career? The one they only managed to kill by the wizard desperately firing off his crossbow and rolling a nat 20? Now that the PCs are several levels higher than that monster, have them encounter 2-3 of those guys. The memory of how hard the monster was will likely cause them to take the battle much more seriously, even if individually the monsters pose little threat to them now.
Wiggz wrote:
Slumbering Tsar is nothing like a traditional AP. It's divided into 3 parts:
1) Sandbox wilderness exploration.
There is very little story in it (although it does have extensive background). It's mostly a setting and hundreds of encounters. GMs have a lot of work to do to really change it into a campaign.
chaoseffect wrote:
Take a look at the Great Old One Bokrug. Notice he is a large magical beast, which covered by Beast Shape 4.
Wild Shape never functions as beast shape iv - it caps at beats shape iii for animals. Druids can never wild shape into a magical beast.
If you cast beast shape iv, however, I agree with Pupsocket - why would you say the damage dice shrink?
Kobold Cleaver wrote:
Point out to him that making every enemy tactically skilled, even the stupid ones, cheapens the danger posed by smart villains. Hobgoblins and devils should be smart and careful. Goblins, orcs and demons should fight like morons.
Why should demons fight like morons? Of the 19 demons in Bestiaries 1-3, only 2 have an Intelligence score less than 10 (Dretch and Schir). Most of them have 14+.
Core Rulebook, page 403 wrote:
One handy rule to keep under your belt is the Fiat Rule - simply grant a player a +2 or a -2 bonus or penalty to a die roll if no one at the table is precisely sure how a situation might be handled by the rules.
This is a guideline only, and not a hard and fast rule. There's nothing in the CRB that says a GM is limited in giving out bonuses or penalties depending on the circumstances. I'm only passingly familiar with PFS, so I have no idea if there's something specific in there about limits to situational modifiers.
Update: the party has just completed Flood Season. I decided to move the Demonskar Ball to after this chapter. Vhalantru is going to reward them by persuading Lord Aslaxin to invite them. I'll probably have the Demonskar Ball itself take place on the Winter Solstice.
The party has a (now ex-)member of the town guard, so he's gone to Terseon Skellerang multiple times, and I've managed to portray him with just the right amount of arrogance, desire to do his duty, laziness, and corruption. I imagine the player will be quite happy to see how Skellerang's story goes as the AP progresses.
Lord Aslaxin has already played more of a role than I expected, and since he's the father of one of the Stormblades (not to mention they sussed out that it was Lord Aslaxin that hired the Stormblades to collapse the tunnel to the Darklands), they don't really trust him. I think I'm going to replace one of the Cagewrights with him.
One of the party is a wizard who persistently attempted to acquire an audience with Thifirane Rhiavadi, to no success. He was very interested in her magical prowess, having seen her teleport way back in the first session. The player is moving out of state, so in his last session, I had her offer him a job creating magic items (soulcages, eventually), but he countered by wanting to be her apprentice. Perfect! Now that character can come back as a NPC. I haven't yet decided if he'll be a villain or a valuable source of information for the party.
Loving the campaign so far.
After spending way too many hours converting Shackled City to Golarion and PF, I've finally been able to run it. So far, it's going great, although it's taken some unexpected turns.
First off, I decided I wanted Vhalantru and Thifirane Rhiavadi to play bigger roles in the adventure. I made Lord Vhalantru in charge of Cauldron's adventuring licenses. No license means no adventuring, and to get a license requires the sponsorship of a noble house. Vhalantru was able to get Thifirane to agree to sponsor them (after the party took care of a nasty rat problem for her). The party didn't much like the arrogant Thifirane, but they seemed to like Vhalantru. Exactly the result for which I was hoping.
The party wisely explored all of Jzadirune before heading down to the Malachite Fortress, but unfortunately for them, they quickly found Kazmojen while still level 2. They started running when Kazmojen knocked Fario and Fellian unconscious with one attack each. The last person out saw Orbius teleport in, claim Terrem, and teleport back out.
After that mess, they decided to prepare more carefully, and perhaps explore the Malachite Fortress first. Seeing as how Kazmojen stomped them so thoroughly, I figured he wouldn't bother increasing the guard - the clearly incompetent adventurers were no threat to him.
The party found Fario and Fellian in the prison cells and rescued them, as well as the other slaves, and with careful preparation, stomped Kazmojen as easily as he did them the first time. Unfortunately, however, the remaining three children - Deakon, Lucinda, and Evelyn - were no where to be found, since after driving off the party the first time, Kazmojen finished the sale to the durzagon. I left a receipt on Kazmojen, however, stating the children were sold to "Pyllrak Shyraat, denizen of the Darklands."
My players weren't exactly keen on the idea of venturing into the Darklands until Jenya told them the reward was for rescuing the children. Still, they detoured off to Kingfisher Hollow to investigate Kingfisher Sendings. That didn't turn out to be very useful for them (although they did meet Lord Aslaxin there, and informed him about the slavery ring and the entrance to the Darklands).
So with a rather timid attitude, they decided they needed to venture into the Darklands. At this point, I decided the rescue of the children was going to completely replace Drakthar's Way. Pyllrak would end up taking his new slaves to various Darklands residents and attempt to resell them.
The party has had to cope with numerous Darklands hazards, and rescued Evelyn from a rather insane derro vivisectionist alchemist, managing to sneak into and back out of the small derro village without attracting notice.
Next up was a duergar city, where Pyllrak sold the dwarf child Deakon to a wealthy merchant, who also happened to be a wizard hoping to sacrifice his new purchase to convince an imp to become his familiar. That fight was particularly brutal, but they just barely managed to save Deakon. Oh, and they hired away the wizard's slave kobold chef, Jean-Pierre (complete with outrageous French accent and attitude).
They found Pyllrak's discarded journal in a guest room in the wizard's house, in which he states he was planning on selling the last child, Lucinda, to the drow, though he hates to deal with them. They used the wizard's library to research the drow city and found that to get there, they'll have to pass through a dangerous fungal forest.
Our next session is tomorrow, in which they'll find the fungal forest and eventually discover that Pyllrak succumbed to the many spores floating in the air, and turned into a weird fungal version of himself (Fungal Creature template from Bestiary 4). Lucinda managed to sneak away and is hiding just past the forest.
Once they find Lucinda, they'll have to trek back. They've already been in the Darklands for around 2 weeks, and it'll probably take about the same amount of time to get back. But, unfortunately for them, the duergar have discovered they killed the merchant, and when the party passes by the city, the guards alert their superiors, who will send out several squads to apprehend the murderers.
Even worse, when the party returns to the entrance to the Malachite Fortress, they'll find it collapsed. Lord Aslaxin, upon hearing about such a potentially dangerous tunnel, had the Stormblades collapse it. Now the party will have to turn around (back towards the duergar squads they don't know about yet) and find another exit.
The plan is for them to just barely escape the vengeful duergar by the skin of their teeth through a narrow tunnel that leads to the surface. Just before they're gone, a duergar wizard will cast a fireball at them, which ends up collapsing the tunnel behind them.
I think when the party miraculously returns to Cauldron with the three missing children, I'll have Vhalantru reward them somehow; maybe a piece of treasure tailored to them, or perhaps a piece of property in the city. Just something to help them remember him as a good guy.
I'd strongly argue that since transmute elf to orc affects the target's personality, it needs two saves: Fort for the physical transmutation, and Will for the mental. The analogue is, obviously, baleful polymorph. It just doesn't make sense that a failed Fort save changes the target's alignment and personality.
Something I threw at my players awhile back:
Darth Maul CR 19
Common Raggamoffyn
Suffocate (Ex) A common raggamoffyn can asphyxiate a wrapped creature by drawing the air from its lungs. This attack automatically deals 1d4 points of damage per round.
Wrap (Ex) To use this ability, the raggamoffyn must begin its turn grappling a creature. With a successful grapple check, it can wrap itself around the foe it has grappled. The raggamoffyn forms a skintight layer around the wrapped creature, covering it from head to toe but leaving enough space for the creature to breathe through its mouth and nose. Attacks on such a target deal half their damage to the victim and half to the raggamoffyn. An affected creature can extract itself by making a successful grapple check. Once a raggamoffyn has wrapped a creature, it is no longer considered grappled, and on its next turn can use its Control Host ability.
Buri wrote:
If I were to utilize Hero Lab, I most certainly would have to purchase it again. If I didn't, that would be piracy. Or, do you mean to say I could download the application for free, input all the feats/classes/etc for free, and never pay a dime for using it?
The software itself costs $30. Included as a bonus with the purchase of the software is a license for the core rules for one game system - Pathfinder, 4e, 3.5 d20 OGL, etc.
Monster initiative: 1d20 + 2 ⇒ (8) + 2 = 10Party initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Monster reroll initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Monsters act first.
The room seems wholly uninteresting except for the oddities of the floor. Close inspection reveals the stained mortar seems somewhat porous, but no trap is found.
The door in the west wall opens to reveal a room littered with bits of fur and trash, along with several creatures, ranging from a large, mean looking rat to an entirely-too-large spider. There's also a small turtle and tiny, bipedal dog-faced creature holding a blade and miniscule bow. Upon opening the door, the dog-faced creature shrieks and waves his blade around.
Turtle bite on Alec: 1d20 + 1 ⇒ (13) + 1 = 14 (miss) for 1d3 - 3 ⇒ (3) - 3 = 0 damage.
The turtle ambles forward (into Alec's square) and bites at the dwarf, but its beak clangs off his armor. The rat runs and leaps at Alec, but its bite is likewise foiled.
The spider climbs up the south wall and perches at the ceiling while the dog-faced creature moves forward and points its finger at Alex's waraxe, creating a loud ringing noise.
Alec: need a DC 10 Will save or your weapon is destroyed. You will need to roll twice and take the worse result.
Spellcraft DC 17:
The creature used shatter as a spell-like ability.
Identifying the dog-faced creature: (roll once - you can open any spoiler that your result matches or exceeds)
Knowledge: Nature DC 11:
The dog-faced creature is a pugwampi, a malicious fey that radiates an aura of ill luck.
Knowledge: Nature DC 16:
Pugwampis loathe the touch of cold iron.
Knowledge: Nature DC 21:
Pugwampis have an innate resistance to spells.
Important: All d20 rolls within 20 feet of the dog-faced creature must be rolled twice and the worse result taken.
In game terms, the turtle and the dog-faced creature are tiny. The other creatures are small.
GM only:
1d3 + 11 ⇒ (2) + 11 = 131d60 ⇒ 50
Next random encounter check at 2:50pm.
Dire Rat hp: 1d6 + 3 ⇒ (2) + 3 = 5
XP total: 1075
MrSin wrote:
And that's actually a ridiculously huge problem with the cleric.
I agree, actually. I just don't think PrCs that make the base class obsolete is the answer.
williamoak wrote:
And yet, it's not like we are seeing a ton of people playing loremasters & mages of the third eye either.
Well, loremaster requires Skill Focus and 3 metamagic feats, which is a heavy entrance fee. Arclords of Nex are even worse, requiring Craft Construct (all but useless) and Eye of the Arclord (also lousy).
Makhno wrote:
But wait; if your domain features are unimpressive, then you're taking the wrong domains.
How many of those domain features progress beyond 8th level, though? Two of the most sought after domains are Travel and Freedom. Once you hit 8th level, you get the main feature. Sure, you can use them a little bit more as you level, but you've already got a good amount of use just by hitting 8th.
Makhno wrote:
As for the wizard: you give up school specialization power progression (which are great — again, if you pick the right ones); bonus feats are quite nice (item creation feats are excellent in most campaigns, metamagic is also quite good); and the free spells known are huge!
School specialization powers are nice, but not amazing. And like clerics, most of them kind of peak at 8th level (except for the capstone abilities, and how many games actually go to 20?). The bonus feats are good, but it's 2 feats over 10 levels (ie 4 levels of a fighter's class features). As for free spells known...it's dependent on the campaign. If you have difficulty finding ways to add spells to your spellbook (scrolls, captured spellbooks, paying a wizard to copy from him spellbook, etc.), then they're amazing. If that's not an issue, it's a footnote.
MrSin wrote:
The class features they were given in pathfinder? Bloodlines, discoveries, revelation advancement, etc. Whatever they get pales is likely to pale in comparison to the spellcasting anyway unless it further augments the spellcasting. Even in 3.5 where they had no class features, you avoided things that didn't give you full progression unless they gave you something absolutely amazing because spellcasting is ultimate power.
Wizards and clerics have such minimal class features (with very little progression) that creating full caster level PrCs with plenty of class features means there's very little reason to stay in the base class, which was a major goal of Pathfinder in the first place.
What does a cleric give up by switching to a PrC with full casting progression? Channel Energy and Domain progression. By the time you're ready to take a PrC, Channel Energy is already more of a footnote ability than something important, and domain features are singularly unimpressive for the vast majority of domains (not to mention most stop progressing at 8th level). Domain spell progression is given up, but that's 1 extra spell per level compared to class features at every level (which is what almost everybody wants to see in a PrC).
What does a wizard give up? Arcane discoveries, a bonus feat or two, 2 spells known per level, and spell school progression. Again, very little compared to a PrC full of class features and caster level progression.
The thing with clerics and wizards is that full 9th level spells is such a dominant class feature that everything else is minor in comparison. There's relatively little for them to give up other than caster level in order to allow them to gain solid class features from a PrC.
Douglas Muir 406 wrote:
In terms of "powering down": for spellcasters, any class that wants you to give up a level of spellcasting (which about half of them do). For fighter types, anything that gives you benefits that are less valuable than feats, or anything that's not giving you full BAB and d10 HD. And of course, anything with feat or skill taxes, especially if the candidate character classes are already feat-thin or skill-starved.
If a PrC offers full casting progression and a boatload of class features, why would a wizard or cleric, both of which have almost no class features, ever stay in the base class?
Whew, this took quite a bit of time. I have created Hero Lab portfolios for every single encounter in the Shackled City hardcover.
Installation Instructions:
Extract the files. Copy the Shackled City.user and 3.5 monsters converted.user files to the Hero Lab Pathfinder data folder. You can find this folder by opening Hero Lab, selecting Pathfinder, then clicking on Tools -> Explore Folders -> Game System Data Folder.
- I don't currently have a full list of all the sources required for all the portfolios. Suffice to say, there's quite a few, and I'm pretty sure you'll need at least all the Bestiaries (except maybe 4) and most, if not all, of the core line. You will also need Shadow Chemosh's adjustments, which are available at http://www.d20pfsrd.com/extras/community-creations/hero-lab.
- The Shackled City hardcover was written for DnD 3.5, which has a different way of calculating CR (A human fighter 1 in 3.5 was a CR 1, whereas in Pathfinder it is CR 1/2). Due to this, I added a class level to a large number of the NPCs.
- I did not convert the Pathwarden prestige class, as it was, frankly, too much work for my talents with the Hero Lab editor. Instead, I generally used the Pathfinder Delver prestige class from Seeker of Secrets.
- I converted the gods in the book to Golarion gods, as follows:
St. Cuthbert -> Iomedae
For the open door to the Underdark, a good way to handle it is to have the Stormblades be tasked with handling it. They can take plenty of glory in collapsing the tunnel and saving the city from the terrors of the Underdark - just the thing to tweak the party into annoyance. Then, if there's some treasure down there your party missed, have the Stormblades find it and donate the proceeds to the city (perhaps even the Lantern Street Orphanage).
James Jacobs wrote:
There's also some Shoanti information in Varisia - Birthplace of Legends.
I will consider ACG playtest classes.
Tiasar: Interesting concept. It reads more like an oracle to me than a warpriest, but that's not a problem. Minor note: You have 1 too many feats - you should have 3 (1 for human, 1 for 1st level, and Weapon Focus from warpriest).
Kjell Isenvacht: The premise is correct. Backstory for how you got to level 20 and what you did along the way is helpful, although it doesn't need to be detailed.
Alexander Kilcoyne: I'm going to say no to drawbacks.
Skorn: 4 players is my intention.
Alistus: Minor notes: monks cannot be CG, and you have (half-orc) as a subtype.
Thirdrevelation wrote:
The antimagic field would suck as any spell buffs I tried to use on the eidolon would be dispelled, but the eidolon can't be dispelled with an antimagic field if I used my 1 minute long method of summoning it. If I used the summon eidolon spell, it would dissappear, but that's mostly for if you get surprised after sleeping so it couldn't have been there using the long method or something.
The eidolon entry specifically mentions it is treated as a summoned creature, with the special case that dispel magic cannot be used to send it back to its home plane. Antimagic field, however, is not dispel magic, and it's text specifically says that summoned creatures wink out in its area.
It's rather hard to know what things the GM could do to ruin your day without seeing more about the build, but here's a few things from Bestiary 1 (adding in Bestiaries 2-4 would greatly expand the list):
1) An ancient gold dragon that casts antimagic field and moves up right next to you. Your buffs and magic items are gone, your eidolon goes away, your spells are useless, and you have a dragon adjacent to you.
2) A balor can cast dominate monster at CL 20th with a Will DC of 27. That's a 50/50 chance of getting through SR, and unless you have focused a great deal on Will saves for your eidolon, a decent chance it will now be under the balor's control.
3) A bunch of spectres with +10 to touch for 2 negative levels with each hit.
4) Throw hundreds of bat swarms at you. They won't be able to hurt the eidolon with its DR, but they'll chew through your hp in no time (not to mention you having to make hundreds of DC 11 Fort saves to avoid being nauseated).
Thirdrevelation wrote:
Hah, and here's me being a noob - do SLA's bypass SR?
SLAs require a SR check just like spells do.
Breathdrinker CR 7
Invisibility (Su) A breathdrinker can make itself invisible at will as a free action. This ability functions like an invisiblity spell (caster level 8th).
Steal Breath (DC 17) (Su) As a full-round action, a breathdrinker can attempt to suck the air from the lungs of any helpless creature within reach. The target must make a DC 17 Fort save or take 1d6 points of Constitution damage. The breathdrinker heals 5 points of damage for each point of Constitution the target loses, gaining any excess as temporary hit points that last for 1 hour. The save DC is Constitution-based.
Wind Scythe (Ex) A breatherdrinker attacks by creating a wind scythe - a plane of pressurized air that forms from its own body.
Sorry for not responding, Dr. Gradgrind - I haven't kept track of this thread in awhile. I do have the resurrected Orbius, if you still need it. In the meantime, here's a different creature:
Vittriss Bale CR 16
Cowering Fear (Su) Any creature shaken by Vittriss Bale's frightful presence is cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration. Any creature that is frightened by his frightful presence is instead cowering for the duration.
Energy Drain (Ex) If Vittriss Bale scores a critical hit with a natural weapon, the target gains 1 negative level. The DC to remove this negative level is 25. Whenever a creature gains a negative level in this way, Vittriss Bale adds 5 points to his soul ward.
Soul Consumption (Su) When a living creature within 30 feet of Vittriss Bale dies, that creature's soul is torn from its body and pulled into his maw if the dying creature fails a DC 25 Will save. This adds a number of hit points to Vittriss Bale's soul ward equal to the dead creature's Hit Dice. Creatures that have their souls consumed in this manner can only be brought back to life through miracle, true resurrection, or wish.
Soul Magic (Sp) Vittriss Bale has no spell slots. Instead, whenever he wishes to cast any one of his spells known, he consumes a number of hit points from his soul ward equal to the spell slot level necessary to cast the spell. If the soul ward has insufficient hit points, Vittriss Bale cannot cast that spell. Casting a spell that reduces the soul ward to exactly 0 hit points does not harm Vittriss Bale, although he is not comfortable without this buffer of soul-energy and tries to replenish it quickly.
Soul Ward (Su) An intangible field of siphoned soul energy protects Vittriss Bale from destruction. This ward has a maximum of 36 hit points, but starts at 18. Whenever Vittriss Bale would be reduced below 1 hit point, all damage in excess of that which would reduce it to 1 hit point is instead dealt to his soul ward. If this damage reduces the soul ward to fewer than 0 hit points, Vittriss Bale is destroyed.
As far as I can see, you've essentially made Strength worthless. Upping the weapon size is usually an increase of +1 damage on average, and that requires 4 Strength, which if you had put into Dexterity would get you +2 to attack, damage, AC, Reflex, and initiative. Why would you ever bother choosing Strength?
I assume these houserules are intended for very low levels only? Because giving only 1-2 hp + Con mod per hit die means after a few levels, people will be dropping unconscious after one hit. Doesn't sound particularly fun to me.
You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.
Are you enforcing this -4 penalty? A -4 to hit is a hefty price to pay for full movement.


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ApplianceWhirlpool Refrigerator
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Evergreen at Hulen Bend Senior Apartments6301 Granbury Cut Off, Fort Worth, TX 76132 View On Map
Senior Living - Expect to be impressed here at Evergreen Hulen Bend! Enjoy Senior Living 55+, in the independence of your new apartment home with the lifestyle to enjoy your friends, activities, local shopping and entertainment. Beautiful Senior living at an affordable price! Come enjoy living in a spacious apartment with all the upscale amenities at a price YOU can afford!
Evergreen at Hulen Bend is a senior apartment community located in Fort-Worth, TX. View this 55+ apartment on a map.
Pricing & Floor Plans
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Office Hours
- Call for Hours
Features & Amenities
- 24 Hr. On Call Emergency Maintenance
- Beauty Salon Coffee Shop
- Door-to-DoorTrashPickup
- LargeKitchen& Pantry
- On-Site Banking
- Planned Activities
- Wellness Work-Out Room
- 24 Hr. On Call EmergencyMaintenance
- Computer Lab
- Full-SizeWasher Dryer Connections
- Library TV Lounge
- Optional Carports + Garages
- Swimming Pool
- Ask About Value Added Services
- Door-to-Door Trash Pickup
- Large Kitchen & Pantry
- Limited Access Gates & Entries
- Pet Friendly
- SwimmingPool
Maps & Directions
About Us
Professionally Managed By: Evergreen at Hulen Bend
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Westinghouse Appoints Joe Zwetolitz as Vice President in the Company's Americas Region
PITTSBURGH, , April 20, 2011 /PRNewswire/ — Westinghouse Electric Company today appointed Joe Zwetolitz as vice president, Americas, effective May 2, 2011. The appointment is part of the company's ongoing effort to provide excellence in business and operational areas.
In this role, Mr. Zwetolitz will be responsible for project delivery, customer relationships and business development for all product lines in support of the company's Canadian customers (AECL, Bruce Power, Hydro-Quebec and Ontario Power Generation). He will also lead the strategy function for the Westinghouse Americas region.
Mr. Zwetolitz joins Westinghouse from AREVA NP Inc., where he was senior vice president, North American Reactors and Services Group. He has more than 22 years of experience in the nuclear energy industry. He also supports the industry as a member of the Nuclear Power Advisory Board for Penn State University, from which he graduated with a B.S. in Mechanical Engineering. He holds an M.B.A. from Lynchburg College in Lynchburg, Va. (USA).
Mr. Zwetolitz will be located at the company's Cranberry Township, Pa. (USA), headquarters and will report to Jim Ferland, president of the Westinghouse Americas Region.
"The industry and functional experience that Mr. Zwetolitz can contribute to Westinghouse will strengthen the Americas organization. His experiences add to our collective knowledge and depth, and I look forward to working with him as a member of the Westinghouse leadership team," Mr. Ferland said.
Westinghouse Electric Company, a group company of Toshiba Corporation (TKY:6502), is the world's pioneering nuclear energy company and is a leading supplier of nuclear plant products and technologies to utilities throughout the world. Westinghouse supplied the world's first pressurized water reactor in 1957 in Shippingport, Pa. Today, Westinghouse technology is the basis for approximately one-half of the world's operating nuclear plants, including 60 percent of those in the United States.
SOURCE Westinghouse Electric Company