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Wednesday, 6th December, 2006, 04:20 AM #1
Thaumaturgist (Lvl 9)
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Old School Nefarium - Road to Adventure Link (1/20/16)d20 System Monsters/NPCs
The Soft Corps (EL 16): Intelligent oozes led by a half-dragon svirfneblin!
* (CR 9) Blurblex, black pudding cleric 6
* (CR 9) Dolloppoli, advanced gelatinous cube barbarian 4
* (CR 9) Mublor, gray ooze rogue 5
* (CR 9) Xanumph, ochre jelly monk 4
* (CR 15) Frelbor Yandov, half-dragon (black)/half-svirfneblin rogue 3/illusionist 5/arcane trickster 4
Oswild Iommi (EL 12): Advanced ghast bard 4/shadowdancer 4
The Mountain-Breaker (EL 12):
* (CR 11) Ikazuchi Mountain-Breaker, ogre samurai 5/cavalier 3
* (CR 8) Advanced dire boar (Ikazuchi's mount)
Elite Goblin Scouting Party (EL 9):
* (CR 4) Goblin scout 4 (x3)
* (CR 4) Worg scout 2 (x3)
Baphomet (EL 22): Unique outsider barbarian 14
Frost Ogres (EL 12):
* Frost Creature Template
* Ice Domain
* (CR 10) Oolwa, frost ogre cleric 6
* (C 4) Frost ogres (x6)
Nictoris, Naga Lich-Queen, and Her Lackeys (EL 22):
*(CR 20) Nictoris, dark naga lich dragon disciple 5/loremaster 5
*(CR 17) Grakk, advanced half-fiendish gray render
*(CR 17) Sskaltar, troglodyte wereconstrictor fighter 4/blackguard 8
Avernal Ooze (EL 7): NE Large ooze (evil, extraplanar)
Demogorgon (EL 22): Unique undead fighter 10
Crubre the Last Seen (EL 12): Babau assassin 3/blackguard 3
The Hellfoot Clan (EL 7):
* (CR 1) Hellfoot Bandit (x6), fiendish halfling warrior 2
* (CR 4) Dagda Hellfoot, fiendish halfing warrior 4
The Mountain King (EL 14):
* (CR 13) The Mountain King, advanced phrenic gargoyle ravager 6
* (CR 7) The Mountain King's Personal Guard (x4), advanced gargoyle
The Deep Mother (EL 10):
* (CR 9) The Deep Mother, advanced aboleth
* (CR 6) Skum cleric of Incabulos
Lupigriff Riders (EL 11):
* (CR 6) Lupigriff Riders (x4), goblin druid 6
* (CR 2) Lupigriffs (x4)
* (No CR) Dire bat animal companion (x4)
Airamis (EL 10): Advanced air mephit fighter 1/duelist 5
Half-Dragon Shark Zombies
* (CR 5) Half-Dragon Shark Zombie
* (CR 8) Uber Half-Dragon Shark Zombie
Covey of Hags (EL 13):
* (CR 10) Brynhildr, annis hag sharklord 4
* (CR 10) Hildr, sea hag shugenja 6
* (CR 10) Sigrdrifa, green hag horizon walker 5
Maji (EL 11):
* (CR 10) Maji, triton swashbuckler 8
* (CR 8) Maji's giant octopus
Kiwanja (EL 12): Minor xorn wu jen 3/cleric 3/geomancer 3
Tûzkár (EL 11): Magmin psychic warrior 5/pyrokineticist 3
The Hierarchs of the Horned Society (EL 22):
* (CR 20) The Scourge of Erythnul, giant two-headed troll fighter 10
* (CR 20) The Master of Battle, gnoll cleric 9/warmind 10
Red Tunic Thugs (EL 9): Human fighter 4
Deadly Critters:
* (EL 8, CR 2) Advanced shocker lizards (x9)
* (EL 7, CR 3) Monstrous undead centipedes (x4)
* (CR 11) Advanced ethereal filcher rogue 7
Congress of Dire Baboons (EL 9):
* (CR 3) Alpha dire baboons (x2)
* (CR 2) Dire baboons (x8)
Jadeling (EL 5): A new type of magic item using dragon!
Four from the Lost Caverns of Tsojcanth:
* (CR 9) Fomorian giant
* (CR 10) Chossus the Gorgimera
* (CR 6) Chasme
* (CR 10) Dracolisk
Elite Undead Guardians:
* (EL 9, CR 5) Spell-stitched vampire spawn (x4)
* (EL 12, CR 10) Assassin ghouls, rogue 2/assassin 6 (x2)
Muriel, Firstborn of Wee Jas (CR 30): Human cleric 5/wizard 5/mystic theurge 10/divine oracle 10
Chieftan Korag (CR 14): Troll barbarian 4/bear warrior 5
The Abyssal Mind (CR 11): Half-fiend vampire intellect devourer
Streicher and Julia, Agents of Wastri (EL 19):
* (CR 17) Streicher, human rogue 7/evangelist 5/exemplar 5
* (CR 15) Julia, human cleric 1/paladin 5/warpriest 9
* (CR 9) Black glaives of Wastri, human cleric 1/monk 5/black glaive 3 (x10)
* Black Glaive of Wastri prestige class
Thanic Savant: An evil prestige class
Return to the Tomb of Horrors Favorites:
* (CR 9) Bone weird
* (CR 1) Moilian heart
* Moilian zombie template
* (CR 3) Negative fundamental swarm
* (CR 15) The Vestige
* (CR 9) Winter-wight
* Gaseous subtype
Three Chimeras (EL 14):
* (CR 11) Chimeric advanced yrthak
* (CR 11) Advanced chimera
* (CR 11) Chimeric razor boar
The Spectral Huntsman (EL 9):
* (CR 6) The Spectral Huntsman, ghost gnoll ranger 4
* (CR 3) Ghost hyenas (x3)
* (CR 3) Ghost gnolls (x3)
Titanic Housecast of Legend (EL 15)
Ash Bloodroot (EL 30): Lich treant ex-druid 11/blighter 9
Cade Greenbough (EL 13): Ghost halfling monk 7/kensai 4
Half-Fiendish Phantom Fungus (EL 4)
Various Plant Monsters:
* (CR 10) Shambling mound barbarian 4
* (CR 26) Advanced paragon assassin vine
* (CR 19) Pseudonatural violet fungus
* (CR 3) Shrieker nomad 5 & psicrystal
* (CR 8) Fiendish tendriculos
Sir Gonoszság (EL 8): Death knight human aristocrat 6
The Crocold (EL 3): Tauric kobold-crocodile warrior 1
Lots of Tauric Creatures:
* (CR 4) The Waspbear, tauric bugbear-giant wasp warrior 1
* (CR 3) The Duerder, tauric duergar-Large monstrous spider warrior 1
* (CR 4) The Drowolf, tauric drow-dire wolf warrior 1
* (CR 4) The Praying Gnolltis, tauric gnoll-giant praying mantis warrior 1
* (CR 3) The Gobloar, tauric goblin-boar warrior 1
Tougher Tauric Creatures:
* (CR 7) The Raptorfolk, tauric lizardfolk-megaraptor warrior 1
* (CR 6) The Seacathah, tauric locathah-advanced sea cat warrior 1
* (CR 8) The Dragorc, tauric orc-dragonne warrior 1
Athach Warlord (CR 10): Athach fighter 2 (D&D and True20)
Wasfae (CR 10): Devilish Wasp-Creatures
Khephren (CR 13): Half-Fiendish Androsphinx Mummy
Orcs & Goblins, Introduction | Orcs & Goblins:
* (CR 1) Boldog, an orc with fiendish blood
* (CR 1/3) Gobbo, the basic goblin
* (CR 1/2) Snaga, the basic orc
* (CR 1/4) Snotling, Tiny verminous goblinoid
* (CR 1/3) Snuffler, the bloodhound goblin
* (CR 2) Uruk-Hai, the uber-orc
Creatures of Irish Myth:
* (CR 4) Bricriu, the strife bringers
Plus four more:
* (CR 1/2) Fir Bolg, spear-wielding elves
* Children of Lir Template, creatures who polymorph into great swans
* (CR 4) Sample Child of Lir: Fir Bolg Ranger
* (CR 1) Great Swan, majestic birds
Peace's Takers (EL 13):
* (CR 12) Peace Meilaender, human rogue 6/fighter 2/dervish 4
* (CR 8) Gilbert of the Changing Fist, human monk 1/transmuter 5/enlightened fist 2
* (CR 6) Ezekiel, human rogue 4/ranger 2
* (CR 6) Newark, half-vampire human rogue 3/fighter 2
* Vermin-Kin Template
* (CR 6) Vermin-Kin Huge Hunting Spider
The Tenebrous Templars, Servants of Orcus (EL 16):
* (CR 12) Ahsryel Wightspawn, swarm-shifter deathlock rogue5/lurking terror 3
* (CR 12) Aldesal Vobert, advanced choker cleric 5/assassin 4
* (CR 9) Blood-Caw, achaierai pious templar 4
* (CR 9) Chopsis, hieracosphinx divine crusader 4
* (CR 9) The Tongue of Orcus, doppelganger bard 2/evangelist 4
* (CR 10) Yohandi, hooded pupil human cleric 3/wizard 3/true necromancer 3 (including two ettin skeleton guards)
The Lord of Despair (EL 21): Fallen planetar lich hierophant 5
The Brain in a Jar (EL 12):
* (CR 10) Hfuhruhurr, advanced brain in a jar wilder 5
* (CR 8) Hfuhruhurr's Crystal Guardian
* (CR 8) Marmaros, gargoyle fighter 1/death's chosen 3
Greek Myth Beasties:
* (CR 27) Charybdis
* (CR 8) Cerberus
* (CR 2) Diomedean Horse
* (CR 7) Nemean Lion
Obviously Named Monsters:
* (CR 1) Scare Crow, magical fear-causing avian
* (CR 4) Vampire Bat, undead energy draining bat-monster
* (CR 2) Timber Wolf, wolfoid plant creature
* (CR 3) Am-Bush, sneak-attacking shubbery
An Odd Couple of Monsters:
* (CR 7) Advanced Elite Phrenic Otyugh
* (CR 3) Swarm-Shifter Undead Fiendish Dire Weasel
Lava Children Squad (EL 10):
* (CR 8) Tunk, lava child fighter 5
* (CR 3) Lava Children (x6)
A Strange Pair of Allies (EL 10):
* (CR 8) Burratino, half-fiendish puppeteer psion (nomad) 5
* (CR 8) Hutjin, advanced quasit horizon walker 6
Advanced Half-Dragon Tyrannosaurus (x2) (EL 18)
Bunnies & Zombies:
* (CR 1/4) Dust Bunny, undead shapechanging rabbit
* (CR 1/2) Questing Zombie, undead with a purpose
Fiend Folio A:
* (CR 1/2) Aarakocra, a monstrous avian humanoid
* (CR 3) Adherer, a sticky predator
* (CR 5) Algoid, mean algae
* (CR 1/3) Al-mi'raj, the original rhinocerabbit
* (CR +2) Apparition, shadow magic variation of the ghost template
* (CR 1/2) Assassin Bug, monstrous fly that wants to impregnate you
* (CR 3) Astral Searcher, malevolent construct from the Astral Plane
Three Nifty Foes:
* (CR 9) Advanced Elite Crysmal
* (CR 10) Gravetouched Ghoul Advanced Elite Nymph
* (CR 5) Umbral Advanced Elite Pseudodragon
The Winged Madness (EL 14):
* (CR 11) Citanul, the Winged Madness: Mad Savant Advanced Elite Manticore
* (CR 9) Flame Paragon Fire Bugbear Sorcerer 5
* (CR 6) Flame Paragon Fire Bugbear Ranger 2 (x2)
* (CR 3) Flame Paragon Fire Bugbear (x20)
The Scion Squad (EL 9):
* (CR 4) Wink Silvertongue, a half-elf beguiler with a fey bloodline.
* (CR 4) Grusty Gurston, a dwarf copper dragon shaman with a storm giant bloodline.
* (CR 4) Badger Burrowshield, a gnome druid with a celestial bloodline.
* (CR 4) Thok of the Jungle, a jungle orc ranger with a titan bloodline.
* (CR 4) Byl Leebat Sün, a young lizardfolk champion who transforms into the sensational Scaly Avenger!
* (CR 4) Sir Oliver Shortshanks, a halfling knight with a gold dragon bloodline.
Fellgrim Ironfist: Dwarf Paragon 3/Fighter 1/Monk 4/Dwarven Defender 2 (CR 10)
Hound of Hell (CR 3): Invisible devil-hound, Pathfinder-style
Madadh (CR 3): Fey avenger, Pathfinder-style
Paper Tiger (CR 1/2): Origami construct, Pathfinder-style
The Wendigo (CR 6): Giant fey with a taste for flesh, Pathfinder-style
Quid Novi? Monsters:
* (CR 3) Baykok, the undead monster on your trail
* (CR 2) Qah-Lin-Me, the elder brother of the forest
Grendel (CR 7): Legendary troll
Pathfinder Halloween Monsters:
* (CR 1/3) Candy Apple Monster, sweet and deadly construct
* (CR 2) Child of the Corn, vegetable minions of a dark power
* (CR 3) Dead Man's Breath, incorporeal swarm
* (CR 4) Corpse Shifter, undead shapeshifter
* (CR 7) Pumpkin Devil, agent of vengeance
Half-Dragon Centipede Swarm (CR 6)
Thanksgiving Monsters:
* (CR 7) Baba Yaga's Oven, protecting the hut and baking the children
* (CR 15) The Dark Man in the Woods, 12th-level half-fiend lich witch
Recent Additions:
* (CR 2) Quickling, speedy fey that kills you quick
* (CR 7) Krel the Wretched, advanced dretch rogue (thug) 3
Gorgon Giant:
* (CR 8) Gorgon giant, amalgam of a gorgon and a hill giant
* (CR 15) Donchadd the Grinder, gorgon giant fighter 7
A Trio of Villains:
* (CR 7) Emyr Kendal the Hunger Dog, human shielded fighter 6/assassin 2
* (CR 7) Bricius Morcant, elf acrobat 6/shadowdancer 2
* (CR 10) Paora Mikaere, fey-touched young human phantasmist 11
Monsters @ Spes Magna Games:
* (CR 10) Lumusi the Crawling Horde, awakened rat swarm blight druid 9
* (CR 3) Mare of Diomedes, flesh-eating horse
* (CR 8) The Swift Storm, harpy ranger 4
Evil Halflings:
* (CR 2) Rondo, phalanx soldier 3
* (CR 2) Zondo, cavalier 3
* (CR 2) Chondo, brutal pugilist 3
* (CR 2) Londo, Zen archer 3
Kiran Drea (CR 8): Dragonbreath white kobold admixer 6
Bloat Zombie Template: Plague-bearing undead horror
The Deadly Doll: A CR 5 haunt.
Saltar Anura & Company: Boggard and lizardfolk enemies
* (CR 6) Saltar Anura, boggard summoner 4
* (CR 4) Oavpa, lizardfolk antipaladin 3
* (CR 4) Apoblnta, boggard oracle of battle 2
The Unsightly Sewing Room: A CR 4 haunt. Protect your eyes!
Penguins: Two kinds, including rules for penguin animal companions and penguin familiars
Wild Hunter: An elf ranger subjected to the Dark Taint.
Durgankhar (CR 14): Adult green dragon worm that walks
Haunts & Other Hazards:
* Jelly Bones, a bone-bending curse
* (CR 8) Baleful Lab, a vivisectionist's haunted chamber
* Boogie Fever, a toe-tapping disease
* (CR 8) The Night Gallery, a haunt-guarded hallway
* (CR 4) Pratfalls & Perilous Penguins, a slippery floor & fiendish penguins
More Haunts & Hazards:
* Demon-Haunted, a soul-destroying curse
* (CR 4) Starving Haunt, hungry for revenge
Catbirdopus: A CR 1/2 hybrid animal
Bili Ape (CR 3): A cryptid monster hungering for animal flesh
Timatheof (CR 3): Psionic monster that takes your time
Tasskar (CR 8): Giant vampire dromite nomad 6
Two New Monsters:
* (CR 2) Clockwork Monkey Swarm
* (CR 4) Phantom Fungus
Two Recent Posts:
* Little Goat Pass: A Micro-Adventure
* (CR 10) The Maskek: A lord among bog mummies
Starfleet Academy Cadets: 7 2nd-level characters made using Where No Man Has Gone Before
Gröd the Gorilla (CR 9): Awakened gorilla warrior wilder 8
Black Dragonfolk (CR 3)
Zahia (CR 15): Female advanced half-fiend merfolk white hair witch 11
More Retooled Reptilian Humanoids:
* (CR 2) Drakobold
* (CR 3) Troglodrake
5 PFRPG Archetypes:
* Dragon Warrior: A fighter with draconic might
* Jotunkin: A barbarian with giantish blood
* Telekinetic Monk: A psychokinetic martial artist
* Warp Thief: A rogue who warps space
* Yo-Yo Magus: A magus who fights with a yo-yo
Methoataske (CR 13): A really, really big alligator snapping turtle
Leonard Smalls (CR 9): Advanced fiendish human ranger (trapper|trophy hunter)/alchemist
Orc Leader (CR 6): Orc bard 5/red dragon disciple 2
OSR Monsters/NPCs
Sarpashana: Deadly blob creature
Four Monsters:
* Giant Heliotrope Frog: Deadly jungle predator with a hypnotic hide
* Blitzkringler: Lawful warriors who fight the naughty
* Bellatrixian Plague Fungus: Biological warfare at its best
* Castoran Tailbiter: Rolling lizards
More for the Old School:
* New Dawn Syndicate Terminator Drone: Remote controlled destruction on two wheels.
* The Gibbering Sea: A cursed place of dark power.
* Book Golem: The library is open!
* Sleeping Knight: Slumbering champion who awakens at the right time.
* Masked Diva: Demonic servitor of deceit's god.
Shenzi Chaser: Scary carnivorous flightless bird (Swords & Wizardy and Stars Without Number stats)
Stuff Located on My Website:
* H Is for Hiawatha's Friends: Chibiabos and Kwasind from The Song of Hiawatha, done up Old School style
* I Is for Ichi: 2nd edition Mutants & Masterminds stats for the famous blind swordsman
* L Is for Lake Monsters: Old-School monster inspired by the movie Hypothermia
* P Is for Pauguk: The Grim Reaper from The Song of Hiawatha
* S Is for the Sharkodiak Riders of New Penguinea: Humanoid penguin barbarians!
* V Is for the Vengeance of the Puk-Wud-Jies: Old-School monster from The Song of Hiawatha
AD&D Monster Manual: A PDF of homebrew monsters ensconced in Google Drive.
More Homebrew AD&D PDFs
Last edited by Mark Chance; Wednesday, 20th January, 2016 at 05:38 PM.
Wednesday, 6th December, 2006, 04:22 AM #2
Thaumaturgist (Lvl 9)
- Join Date
- Feb 2002
- Location
- Houston, TX
- Posts
- 5,065
- Reviews
- Read 0 Reviews
ø Block Mark Chance
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The Soft CorpsSoft Corp Fluff Text
Ancient History
More than a thousand years ago, a monstrous queen ruled the jungle depths of the Southlands. Queen Oozenahz was a fiendishly clever elder black pudding originally hailing from some abyssal realm. She conquered and enslaved the primitive lizardmen of the Southlands and put them to work building an immense city of pyramids, wide roads, and frequent blood sacrifices.
Over time, Oozenahz reproduced, her children budding from her loathsome form and rapidly growing to maturity. Each child of Oozenahz was itself an ooze of some sort, but all were unusually intelligent and talented. As Oozenahz's kingdom spread, her children became princes, each ruling over its own city.
But, as always seems to happen, the oppressed peoples of the Southlands found a champion. A lizardman druid called Brokenfang rose up and led a rebellion against Oozenahz. Legions of lizardmen, frogfolk, and gator-people flocked to Brokenfang's banner. So too did the beasts of the jungle: boars, crocodiles, vipers and constrictors, monkeys, and birds of every color.
As with all civil wars, the one to overthrow Oozenahz was hell. Tens of thousands died. Vast stretches of verdant jungle were laid to waste. Oozenahz's cities burned and crumbled, and the Queen herself was finally destroyed. Only four of Oozenahz's children escaped destruction by sealing themselves in the Temple of Slime. Blurblex, Dolloppoli, Mublor, and Xanumph became trapped in an endless state somewhere between living and dead.
Recent History
Hundreds of year later, Frelbor Yandov was one of several powerful adventurers exploring the Southlands for lost treasure. After facing many perils both great and small, the explorers happened upon the ancient Temple of Slime.
Four adventurers entered, but only one left. Frelbor was the sole survivors of that fateful delve. His comrades all died horrible deaths by crushing traps, undead oozes, and magical defenses. The larger part of the Temple of Slime remains unexplored to this day.
But Frelbor did not emerge from the deadly structure alone. He freed Blurblex, Dolloppoli, Mublor, and Xanumph from suspended animation. Although this act was entirely accidental, Frelbor quickly took credit for it, claiming it was his intention all along.
Since that fateful day, Frelbor has been the leader of a new adventuring group dubbed the Soft Corps. They travel lands super- and subterranean, killing creatures and stealing their stuff. Sometimes the Soft Corps take contracts from less-than-scrupulous employers.
Blurblex; CR 9
Black pudding cleric 6
NE Huge ooze
Init -3; Senses blindsight 60 ft.
Languages understands Common
AC 5 (-2 size, -3 Dex), touch 5, flat-footed 5
hp 152 (16 HD)
Immune critical hits, flanking, gaze attacks, illusions, paralysis, poison, polymorph, slashing and piercing weapons, sleep, stunning, visual effects
Fort +13, Ref +4, Will +12
Speed 20 ft. (4 squares), climb 20 ft.
Melee slam +13 (2d6+6 plus 2d6 acid)
Space 15 ft.; Reach 10 ft.
Base Atk +11; Grp +23
Atk Options acid, constrict (2d6+6 plus 2d6 acid), improved grab, rebuke undead (4/day), Silent Spell, spontaneous inflict
Special Actions split
Cleric Spells Prepared (CL 6th; all spells are Silent Spells):
3rd - cure moderate wounds, darkness, death knell* (Will 16), silence
2nd - bane (Will 15), bless, cure light wounds (x2), inflict light wounds* (+13 melee touch, Will half 15)
1st - guidance (x2), resistance (x2)
* Domain spell. Domains: Death (death touch, 6d6; 1/day); Destruction (smite, +4 attack roll, +6 damage; 1/day).
Abilities Str 19, Dex 4, Con 20, Int 10, Wis 19, Cha 12
SQ blindsight 60 ft.
Feats Combat Casting, Eschew Materials, Lightning Reflexes, Power Attack, Silent Spell, Skill Focus (Move Silently)
Skills Climb +25, Concentration +8, Jump -2, Move Silently +6, Spellcraft +3, Swim +7
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponents armor and clothing dissolve and become useless immediately unless they succeed on DC 20 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 20 Reflex save. The save DCs are Constitution-based. The puddings acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Blindsight (Ex): An oozes entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponents clothing and armor take a 4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the originals current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Dolloppoli; CR 9
Advanced gelatinous cube barbarian 4
CN Huge ooze
Init -3; Senses blindsight 60 ft.
Languages understands Common
AC 5 (-2 size, -3 Dex), touch 5, flat-footed 5; Uncanny Dodge
hp 240 (16 HD)
Immune critical hits, electricity, flanking, gaze attacks, illusions, paralysis, poison, polymorph, sleep, stunning, visual effects
Fort +8, Ref +4, Will +8; trap sense +1
Speed 25 ft. (5 squares)
Melee unarmed strike +14/+9/+4 (1d6+3 plus paralysis and 1d6 acid/crit 19-20)
Space 15 ft.; Reach 10 ft.
Base Atk +13; Grp +24
Atk Options acid, engulf (Ref 20), paralysis (Fort 26), rage 2/day
Abilities Str 17, Dex 4, Con 31, Int 10, Wis 12, Cha 8
SQ blindsight 60 ft., transparent, trap sense +1
Feats Improved Critical (unarmed strike), Improved Unarmed Strike, Iron Will, Lightning Reflexes, Power Attack, Run
Skills Climb +14, Jump +14*, Intimidate +2, Swim +8 (*Gains a +4 bonus to Jump checks made after a running start)
When raging:
AC 3 (-2 size, -3 Dex, -2 rage), touch 3, flat-footed 3; Uncanny Dodge
hp 272 (16 HD)
Fort +10, Will +10; trap sense +1
Melee unarmed strike +16/+11/+6 (1d6+5 plus paralysis and 1d6 acid/crit 19-20)
Grp +26
Atk Options engulf (Ref 22), paralysis (Fort 28)
Abilities Str 21, Con 35
Skills Climb +16, Jump +16*, Swim +10 (*Gains a +4 bonus to Jump checks made after a running start)
Acid (Ex): A gelatinous cubes acid does not harm metal or stone.
Blindsight (Ex): An oozes entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponents choice) as the cube moves forward. Engulfed creatures are subject to the cubes paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus. Add +2 to DC when raging.
Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cubes melee or engulf attack must succeed on a DC 26 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based. Add +2 to DC when raging.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.
Mublor; CR 9
Gray ooze rogue 5
CE Medium ooze
Init +1; Senses blindsight 60 ft.
Languages understands Common and Undercommon
AC 8 (-3 Dex), touch 8, flat-footed 8; Uncanny Dodge
hp 63 (8 HD)
Immune cold, critical hits, fire, flanking, gaze attacks, illusions, paralysis, poison, polymorph, sleep, stunning, visual effects
Fort +6, Ref +4, Will +4; Evasion
Speed 10 ft. (2 squares)
Melee slam +7 (1d6+3 plus 1d6 acid)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +7
Atk Options acid, constrict (1d6+3 plus 1d6 acid), improved grab, sneak attack +3d6
Special Actions trapfinding
Abilities Str 14, Dex 4, Con 18, Int 12, Wis 15, Cha 13
SQ blindsight 60 ft., transparent
Feats Improved Initiative, Lightning Reflexes, Stealthy
Skills Balance +2, Climb +10, Disable Device +4*, Hide +7, Jump -5, Move Silently +7, Open Lock +0*, Search +6, Swim +7 (*Includes -2 penalty for not using thieves' tools)
Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 15 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 15 Reflex save. The save DCs are Constitution-based. The oozes acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Blindsight (Ex): An oozes entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponents clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.
Xanumph; CR 9
Ochre jelly monk 4
LE Large ooze
Init -3; Senses blindsight 60 ft.
Languages understands Common
AC 8 (-1 size, -3 Dex, +2 Wis), touch 8, flat-footed 8
hp 115 (10 HD)
Immune critical hits, electricity, flanking, gaze attacks, illusions, paralysis, poison, polymorph, slashing and piercing weapons, sleep, stunning, visual effects
Fort +13, Ref +5, Will +8; Evasion, Still Mind (+2 vs. enchantment spells)
Speed 20 ft. (4 squares), climb 10 ft.
Melee unarmed strike +11/+6 (2d6+5 plus 1d4 acid), or
Melee flurry of blows +9/+9/+7 (2d6+5 plus 1d4 acid), or
Melee slam +11 (2d4+7 plus 1d4 acid)
Space 10 ft.; Reach 5 ft.
Base Atk +7; Grp +20
Atk Options acid, constrict (2d4+7 plus 1d4 acid), improved grab, ki strike (magic)
Special Actions Deflect Arrows, slow fall 20 ft., split
Abilities Str 20, Dex 4, Con 24, Int 8, Wis 14, Cha 10
SQ blindsight 60 ft., still mind
Feats Athletic, Deflect Arrows (B), Improved Bullrush, Improved Grapple (B), Improved Unarmed Strike (B), Lightning Reflexes, Power Attack
Skills Climb +25, Jump +6, Swim +11
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Blindsight (Ex): An oozes entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the originals current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Frelbor Yandov; CR 15
Half-dragon (black)/half-svirfneblin rogue 3/illusionist 5/arcane trickster 4
LE Small dragon
Init +6; Senses darkvision 120 ft., low-light vision, Listen +3
Languages Common, Goblin, Giant, Gnome, Undercommon
AC 32 (+1 size, +5 Dex, +5 armor, +3 deflection, +4 dodge, +4 natural), touch 23, flat-footed 23; Dodge
hp 69 (12 HD)
Immune acid, paralysis, sleep
Fort +10, Ref +18, Will +14; Evasion, trap sense +1
Speed 20 ft. (4 squares)
Melee +3 defending wounding rapier +17/+12 (1d4+7 plus 1 point of Con damage/18-20), or
Melee 2 claws +14 (1d3+4) and bite +9 (1d4+2)
Ranged +1 light crossbow +15 (1d6+1/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +7
Atk Options +1 racial attack bonus against kobold and goblinoids, breath weapon 1/day (6d8, Ref half 12, 60-ft. line of acid), impromptu sneak attack 1/day, sneak attack +4d6
Combat Gear deck of illusions, lesser silent metamagic rod, potion of barkskin +5, potion of cure serious wounds (x2), potion of greater magic fang +5, potion of remove blindness/deafness, scabbard of keen edges
Special Actions ranged legerdemain 1/day, trapfinding
Wizard Spells Prepared (CL 9th):
5th - black tentacles (Extend Spell), shadow conjuration* (Extend Spell, Will disbelief 19)
4th - blink (Extend Spell), haste (Extend Spell), phantasmal killer* (Will disbelief 19, Fort partial 17)
3rd - acid arrow (+11 ranged touch, Extend Spell), dispel magic, fly, major image* (Will disbelief 18), protection from energy
2nd - fox's cunning, glitterdust (x2) (Will 15), invisibility*, scorching ray (+11 ranged touch), web (Ref 15)
1st - color spray* (Will 16), expeditious retreat, magic missile (x2), shield, ventriloquism* (Will 16)
0 - detect magic, ghost sound* (Will disbelief 15), mage hand, prestidigitation, read magic
* Illusion spell. Prohibited Schools: enchantment, necromancy
Spell-Like Abilities (CL 12th):
1/day - blindness/deafness (Fort 17), blur, disguise self
Abilities Str 18 (14), Dex 23 (17), Con 16 (14), Int 17, Wis 12, Cha 12
SQ nondetection (CL 12th), stonecunning
Feats Combat Casting, Dodge, Extend Spell (B), Heighten Spell, Scribe Scroll (B), Spell Focus (illusion), Weapon Finesse
Skills Bluff +7, Climb +14, Concentration +7, Craft (alchemy) +7, Decipher Script +13, Diplomacy +3, Disable Device +14, Escape Artist +22, Hide +18*, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Listen +3, Move Silently +16, Open Lock +14, Search +13, Sleight of Hand +18, Spellcraft +8, Use Rope +6* (*Add +2 to Hide checks when underground. Add +2 to Use Rope when binding someone.)
Possessions combat gear plus +2 slick studded leather, +3 defending wounding rapier, +1 light crossbow, amulet of health +2, bag of holding (type II), belt of giant strength +4, cloak of resistance +2, gloves of Dexterity +6, ring of protection +3, ring of water walking, plus 3650 gp of other good or monies
Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
Last edited by Mark Chance; Thursday, 9th August, 2007 at 03:49 AM.
Wednesday, 6th December, 2006, 12:20 PM #3
Thaumaturgist (Lvl 9)
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Oswild IommiOswild Iommi; CR 12
Advanced ghast bard 4/shadowdancer 4
CE Medium undead
Init +5; Senses darkvision 60 ft., Listen +2, Spot +13
Languages Common, Elven, Orc, Undercommon
AC 21 (+5 Dex, +1 armor, +1 deflection, +4 natural), touch 16, flat-footed 21; Dodge, Mobility, uncanny dodge
hp 107 (16 HD); turn resistance +2
Immune ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
Fort +4, Ref +15, Will +13; evasion
Spd 30 ft. (6 squares)
Melee bite +13 (1d8+3 plus paralysis) and 2 claws +11 (1d4+1 plus paralysis), or
Ranged masterwork light crossbow +16/+11 (1d8+1 plus 1d6 cold/19-20, 80 ft. range increment), or
Ranged masterwork light crossbow +17/+12 (1d8+2 plus shaken [Will 14], 80 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +13
Atk Options Combat Reflexes (6 AoO/round), ghoul fever, paralysis, stench, summon shadow
Combat Gear potion of haste, potion of inflict serious wounds
Special Actions bardic music 4/day (countersong, fascinate, inspire competence, inspire courage), hide in plain sight, shadow jump 20 ft./day
Spell-Like Ability (CL 4th):
1/day - shadow illusion (Will 16)
Bard Spells Known (CL 4th):
2nd (1/day) - alter self, mirror image
1st (4/day) - animate rope, expeditious retreat, undetectable alignment
0 (3/day) - detect magic, ghost sound (Will 15), lullaby (Will 15), mage hand, message, read magic
Abilities Str 16, Dex 20, Con --, Int 17, Wis 14, Cha 21
SQ bardic knowledge +9
Skills Balance +16, Bluff +13, Climb +18, Concentration +9, Diplomacy +17, Disguise +13 (+15 when acting in character), Gather Information +13, Hide +16, Intimidate +7, Jump +14, Knowledge (history) +9, Knowledge (local) +9, Move Silently +16, Perform (dance) +9, Perform (sing) +13, Sense Motive +8, Spot +13
Feats Combat Reflexes, Dodge, Mobility, Multiattack, Rapid Reload (light crossbow), Toughness
Possessions 10 +1 frost crossbow bolts, 10 screaming bolts, bracers of armor +1, ring of protection +1, wand of detect secret doors (40 charges), wand of summon monster I (CL 3rd) (35 charges), masterwork light crossbow
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bards Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bards Perform check result for the save. Countersong has no effect against effects that dont allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creatures Will save against the effect. If a creatures saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level).
While fascinated, a target takes a 4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Ghoul Fever (Su): Disease - bite, Fortitude DC 19, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. The save DC is Charisma-based.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bards music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard cant inspire competence in himself. Inspire competence is a mindaffecting ability.
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Paralysis (Ex): Those hit by a ghasts bite or claw attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, he can create visual illusions. This abilitys effect is identical to that of the arcane spell silent image and may be employed once per day.
Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghasts stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadows alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to his shadow companion.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancers XP total can never go below 0 as the result of a shadows dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Summoned Shadow
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft., Listen +10, Spot +6
Languages The summoned shadow communicates intelligbly with Oswild.
AC 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12; Dodge
hp 32 (5 HD)
Immune ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
Fort +1, Ref +3, Will +5
Spd Fly 40 ft. (good) (8 squares)
Melee Touch incorporeal touch +4 melee (1d6 Str damage)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp --
Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 14
Skills Hide +7*, Listen +10, Search +3, Spot +6 (*A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.)
Feats Alertness, Dodge
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks.
Last edited by Mark Chance; Tuesday, 21st August, 2007 at 12:51 PM.
Wednesday, 6th December, 2006, 12:21 PM #4
Thaumaturgist (Lvl 9)
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Ikazuchi Mountain-BreakerIkazuchi Mountain-Breaker; CR 11
Ogre samurai 5/cavalier 3
LE Large giant
Init +0; Senses darkvision 60 ft., low-light vision, Listen +4, Spot +4
Languages Common, Giant
AC 25 (-1 size, +9 armor, +5 natural), touch 9, flat-footed 25
hp 89 (12 HD)
Fort +13, Ref +3, Will +7
Spd 30 ft. (6 squares) (unarmored 40 ft.)
Melee +1 Large masterwork katana +12/+7 (2d8+5/19-20) and Large masterwork wakizashi +12 (1d8+2/19-20), or
Melee +1 Large masterwork katana +14 (2d8+7/19-20), or
Melee Large lance +15/+10 (2d6+6/x3), or
Melee Charge Large lance +18 (6d6+18/x3); mounted weapon bonus +1 included, Spirited Charge
Ranged Large masterwork composite longbow [Str +4] +11/+6 (2d6+4/x3, 110 ft. range increment)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +19
Atk Options deadly charge 1/day, kiai smite 1/day, Mounted Combat, mounted weapon bonus +1 (lance, sword), Quick Draw, Trample
Special Actions burst of speed
Combat Gear ring of counterspells (dispel magic, CL 5th)
Abilities Str 18, Dex 10, Con 14, Int 10, Wis 14, Cha 13
SQ courtly knowledge +3, ride bonus +2
Skills Diplomacy +3, Handle Animal +6, Intimidate +8, Knowledge (nobility and royalty) +8, Listen +4, Ride +13 (+15 to stay in the saddle), Spot +4
Feats Exotic Weapon Proficiency (bastard sword) (B), Mounted Combat, Quick Draw (with katana and wakizashi only) (B), Ride-By Attack, Spirited Charge, Trample, Two-Weapon Fighting (with katana and wakizashi only) (B), Weapon Focus (lance)
Possessions combat gear, plus +1 full plate, +1 Large masterwork katana, Large masterwork wakizashki, Large masterwork composite longbow [Str +4], military saddle, quiver with 20 arrows
Burst of Speed (Ex): Double maximum distance the mount can travel when making a charge. Each additional use per day after the first forces the mount to make a DC 20 Will save to avoid taking 2d6 points of damage.
Deadly Charge (Ex): Use with charge action while mounted to deal triple damage with a melee weapon or quadruple damage with a lance. Doesn't stack with Spirited Charge.
Kiai Smite (Ex): Next attack gains a +1 bonus on the attack roll and damage roll.
Advanced dire boar; CR 8
N Huge animal
Init +0; Senses low-light vision, scent, Listen +9, Spot +9
AC 21 (-2 size, +13 natural), touch 8, flat-footed 21
hp 180 (19 HD)
Fort +16, Ref +6, Will +16
Spd 40 ft. (8 squares)
Melee gore +24 (2d6+18)
Space 15 ft.; Reach 10 ft.
Base Atk +14; Grp +34
Atk Options ferocity
Tricks Combat Riding (attack, come, defend, down, guard, heel)
Abilities Str 35, Dex 10, Con 21, Int 2, Wis 14, Cha 8
Skills Climb +15, Jump +19, Listen +9, Spot +9
Feats Alertness, Endurance, Improved Natural Armor (x4), Iron Will
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Carrying Capacity: Light load 6,384 lb.; medium load 12,792 lb.; heavy load 19,200 lb.
Last edited by Mark Chance; Wednesday, 8th August, 2007 at 08:41 PM.
Wednesday, 6th December, 2006, 12:22 PM #5
Thaumaturgist (Lvl 9)
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Elite Goblin Scouting PartyGoblin scout 4; CR 4 (x3)
Usually NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft., Listen +7, Spot +7
Languages Common, Goblin
AC 17 (+1 size, +3 Dex, +3 armor), touch 14, flat-footed 17; Dodge, Mobility, uncanny dodge
hp 22 (4 HD)
Fort +4, Ref +7, Will +1
Spd 40 ft. (8 squares)
Melee Small masterwork short sword +7 (1d4+1/19-20)
Ranged Small masterwork composite shortbow [Str +1] +7 (1d4+1/x3, 70 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +0
Atk Options skirmish +1d6/+1 AC
Combat Gear potion of barkskin +2, potion of cure serious wounds, potion of greater magic fang +1
Special Actions trapfinding
Abilities Str 12, Dex 17, Con 14, Int 8, Wis 10, Cha 10
SQ battle fortitude +1, fast movement +10 ft., trackless step
Skills Disable Device +7, Hide +14, Listen +7, Move Silently +14, Ride +14, Search +7, Spot +7
Feats Dodge, Mobility (B), Weapon Finesse
Possessions elixir of sneaking, elixir of vision, masterwork studded leather, Small masterwork short sword, Small masterwork composite shortbow [Str +1], quiver with 20 arrows
Worg scout 2; CR 4 (x3)
Usually NE Medium magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent, Listen +6, Spot +6
Languages Common, Goblin, Worg
AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 16; Dodge, Mobility, uncanny dodge
hp 47 (6 HD)
Fort +8, Ref +11, Will +1
Spd 50 ft. (10 squares)
Melee bite +9 melee (1d6+6)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +9
Atk Options skirmish +1d6, trip
Special Actions trapfinding
Abilities Str 18, Dex 19, Con 17, Int 10, Wis 10, Cha 10
SQ battle fortitude +1
Skills Hide +10, Jump +15, Listen +6, Move Silently +10, Search +5, Spot +6, Survival +0* (+2 when tracking, or +6 when tracking by scent)
Feats Dodge, Mobility, Track
Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks.
Last edited by Mark Chance; Wednesday, 8th August, 2007 at 10:05 PM.
Wednesday, 6th December, 2006, 12:23 PM #6
Thaumaturgist (Lvl 9)
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A while ago, I posted a few "demon lords" loosely inspired by their 1E namesakes. While these guys were tough, I didn't make them "ruler of an entire level of the Abyss" tough.
Baphomet's Fluff Text
Baphomet is the terrifying demon lord believed to be an unholy champion by minotaurs. In truth, Baphomet is a particularly powerful half-fiendish minotaur who is the father of the minotaur race. He started life as a human paladin serving the god of chivalry. Baphomet's heroism was the stuff of legends, but as his deeds became greater, so did his pride. Eventually, in his arrogance, he led a company of warriors into battle and ordered the indiscriminate slaughter of enemy and innocent alike, justifying his actions by saying that the innocents had give aid and comfort to the forces of evil. Baphomet was called before the hierarchy of his church and stripped of all rank, privilege, and divine powers. Shamed and angered, he cursed his church and the god of chivalry. Before the horrified assembly, the god of chivalry himself intervened, destroying all vestiges of Baphomet's humanity, transforming him into the first minotaur. He was subdued and thrown into the deepest, darkest dungeon to await public execution.
While he raged and screamed in the darkness, the avatar of the god of slaughter came to him and offered him the freedom to serve a new master. Baphomet accepted, and he was spirited away. Over the centuries that have passed, Baphomet has fathered the race of minotaurs by numberless acts too savage to relate. He also transcended mortality, becoming a demonic creature of horrific power. Tales of his destructive career as the slaughter god's champion are barely exaggerated, for Baphomet has left in his wake the corpses of countless victims.
Baphomet appears to be a blood-chilling combination of minotaur and demon. He stands nearly 10 feet tall and weighs about 500 pounds. His blackened, scaly flesh is stretched tight across of iron-hard muscles. His talons and fangs are blood red, and rust-colored fur covers his bullish head and broad shoulders, trailing down his backbone to his long, thin tail.
Baphomet is a devastating combatant. He generally prefers to open combat with a powerful charge, using his bellow and smite good supernatural abilities at the same time. He then uses maze and wall of stone to separate foes from their allies, and uses see invisibility to thwart unseen opponents. Since he can passwall three times per day, his own walls of stone aren't much hindrance to him. If opponents vulnerable to Baphomet's breath weapon are known to be within range, he may opt to exhale gouts of unholy water at them. If these initial rounds of combat have gone well for Baphomet (and they usually do), he'll then fly into a greater rage and manuever to make full attacks as often as possible (inflicting on average 164 points of damage in a single round if all five of his attacks hit). Baphomet likes to throw his greataxe as his last attack during a full attack (striking as a +15 ranged attack) since it returns to him by the beginning of his next turn. If all of his foes aren't dead or fleeing by the time his greater rage ends, Baphomet usually teleports away to rest. He then returns to the scene of the battle to track the survivors for a rematch.
Baphomet's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Baphomet; CR 22
Unique barbarian 14
CE Huge outsider (chaotic, extraplanar, evil)
Init +2; Senses darkvision 120 ft., scent, Listen +24, Spot +20
Languages Abyssal, Celestial, Common, Draconic, Giant, Orcish
AC 32 (-2 size, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 13, flat-footed 32; Combat Expertise, improved uncanny dodge, trap sense +4, or
AC (when raging) 30 (-2 size, -2 rage, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 11, flat-footed 30; improved uncanny dodge, trap sense +4
hp 218 or 278 when raging (20 HD); DR 3/- or DR 10/good
Immune electricity, poison
Resist acid 10, cold 10, fire 10
Fort +19 or +22 when raging, Ref +11, Will +12 or +15 when raging (+19 when raging to resist enchantment spells); trap sense +4
Spd 40 ft. (8 squares), fly 40 ft. (average)
Melee +5 returning throwing greataxe +32/+27/+22/+17 (4d6+18/x3) and gore +22 (3d6+4), or
Melee (when raging) +5 returning throwing greataxe +35/+30/+25/+20 (4d6+23/x3) and gore +22 (3d6+6), or
Melee gore +27 (3d6+9) and 2 claws +22 (1d8+4), or
Melee (when raging) gore +30 (3d6+12) and 2 claws +25 (1d8+6)
Ranged +5 returning throwing greataxe +25 (4d6+14/x3), or
Ranged (when raging) +5 returning throwing greataxe +25 (4d6+17/x3)
Space 15 ft.; Reach 15 ft.
Base Atk +20; Grp +37
Atk Options bellow, breath weapon, Great Cleave, greater rage 4/day, Improved Overrun, Improved Trip, Power Attack, powerful charge, smite good 1/day, summon demon
Combat Gear crimson horn of Baphomet
Special Actions animal telepathy 100 ft.
Spell-Like Abilities (CL 17th):
At will - deeper darkness, detect good, detect magic, dispel magic, levitate, major image (Will interact 16), see invisibility, telekinesis, teleport
3/day - maze, passwall, shape change, wall of stone
1/day - desecrate, unholy blight (Will partial 17)
Abilities Str 29 (35 when raging), Dex 15, Con 20 (26 when raging), Int 17, Wis 16, Cha 16
SQ indomitable will, natural cunning
Skills Climb +20*, Concentration +12, Diplomacy +5, Handle Animal +15, Intimidate +20*, Jump +29*, Knowledge (the planes) +11, Listen +24, Ride +4, Search +20, Sense Motive +11, Spot +20, Survival +17* (+19 to follow tracks and +19 on other planes), Swim +20*. (*Climb, Jump, and Swim total includes -1 armor check penalty.)
Feats Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Overrun, Improved Trip, Power Attack, Track (B)
Possessions combat gear, plus +5 chain shirt, +5 returning throwing greataxe, amulet of natural armor +2, ring of protection +3, ring of water walking, plus 6,000 gp
Animal Telepathy (Su): Baphomet can communicate telepathically with animals at a range of 100 feet. This ability is otherwise identical to speak with animals.
Bellow (Su): Once per day as a free action, Baphomet can emit a horrifying, bone-shaking bellow. All enemies within 150 feet of Baphomet must make a DC 22 Will save or be panicked for 3d4 rounds. Those that make the Will save are shaken for 1d4 rounds. The save DC is Charisma-based.
Breath Weapon (Su): Six time per day as a standard action, Baphomet can exhale a gout of unholy water in a 60-foot-long line. Creatures with the Good subtype, good-aligned clerics and druids, and paladins suffer 6d4 points of unholy damage if caught in this flood of profane fluid. A DC 25 (or DC 28 if Baphomet is raging) Reflex save halves the damage. The save DC is Constitution-based.
Greater Rage (Ex): Baphomet's bonuses to Strength and Constitution during his rage are each +6 (giving him 60 temporary hit points), and his morale bonus on Will saves is +3. The penalty to AC remains at -2. Baphomet's rage lasts 11 rounds. Baphomet cannot use his spell-like abilities while raging.
Improved Uncanny Dodge (Ex): Baphomet can no longer be flanked. This defense denies a rogue the ability to sneak attack Baphomet by flanking him, unless the attacker has at least four more rogue levels than Baphomet has barbarian levels.
Indomitable Will (Ex): While in a rage, Baphomet gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Powerful Charge (Ex): Baphomet typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +29 attack bonus that deals 5d6+13 points of damage (or +32 attack bonus for 5d6+18 points of damage when raging). He often combines this attack with smite good.
Smite Good (Su): Once per day, Baphomet can make a melee attack that deals an extra +20 points of damage against a good-aligned target.
Summon Demon (Sp): Once per day, Baphomet can attempt to summon a glabrezu with an 85% chance of success. This ability is the equivalent of a 6th-level spell.
Natural Cunning (Ex): Baphomet has immunity to maze spells, never becomes lost, and can track enemies. He is never caught flat-footed.
Trap Sense (Ex): Baphomet gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps.
Skills: Baphomet has a +4 racial bonus on Listen, Search, and Spot checks. Baphomet gains a +4 bonus to Intimidate checks for every size category larger he is.
Crimson Horn of Baphomet: This magic instrument appears to be normal until someone speaks its command word and sounds it. Then the horn summons 1d4+1 1st-level barbarian minotaurs. If the character who blew the horn is evil-aligned, the minotaurs fight as commanded. If the character who blew the horn is not evil, the minotaurs immediately attack him and fight to the death. The horn can be blow once every seven days, except for Baphomet himself, who can sound the horn once per day. The minotaur barbarians are real creatures of flesh and blood. They fight until all of their opponents or slain, they themselves are slain, or one hour passes.
Strong conjuration [evil]; CL 13th; Craft Wondrous Item, summon monster VI; Price 50,000 gp; Weight 2 lbs.
Last edited by Mark Chance; Thursday, 9th August, 2007 at 03:45 AM.
Monday, 11th December, 2006, 05:37 PM #7
Thaumaturgist (Lvl 9)
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Crubre the Last SeenCrubre the Last Seen; CR 12
Babau assassin 3/blackguard 3
CE Medium outsider (chaotic, extraplanar, evil)
Init +3; Senses darkvision 60 ft., Listen +21, Spot +6
Languages Common, Abyssal, Celestial, Draconic
AC 21 (+3 Dex, +8 natural), touch 13, flat-footed 21; protective slime, uncanny dodge
hp 135 (13 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 14
Fort +18, Ref +15, Will +13
Speed 30 ft. (6 squares)
Melee 2 claws +16 (1d6+4) and bite +14 (1d6+2)
Ranged +1 returning throwing axe +16/+11 (1d6+4, 10 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options aura of despair, Cleave, command undead 6/day, death attack (Fort 16), Improved Sunder, Power Attack, Quick Draw, smite good 1/day, sneak attack +4d6, summon demon
Babau Spell-Like Abilities (CL 7th):
At will - darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only)
Blackguard Spell-Like Abilities (CL 3rd):
At will - detect good
Assassin Spells Known (CL 3rd):
1st (2/day) - disguise self, ghost sound, true strike
Blackguard Spells Prepared (CL 3rd):
2nd - death knell (Will 15)
1st - cure light wounds (x2)
Abilities Str 18, Dex 16, Con 22, Int 17, Wis 17, Cha 16
SQ aura of evil, dark blessing, telepathy 100 ft.
Skills Bluff +11, Climb +14, Concentration +9, Diplomacy +5, Disguise +16 (+18 when acting in character), Escape Artist +13, Hide +27, Intimidate +11, Knowledge (religion) +11, Listen +21, Move Silently +24, Open Lock +16, Search +21, Sleight of Hand +18, Spot +6, Use Rope +3 (+5 when binding)
Feats Cleave, Improved Sunder, Multiattack, Power Attack, Quick Draw
Possessions two +1 returning throwing axes
Aura of Despair (Su): The blackguard radiates a malign aura that causes enemies within 10 feet of him to take a 2 penalty on all saving throws.
Aura of Evil (Ex): The power of a blackguards aura of evil (see the detect evil spell) is equal to his blackguard level.
Command Undead (Su): He commands undead as 1st-level cleric. He gets a +2 bonus on turning checks due to Knowledge (religion).
Dark Blessing (Su): He applies his Charisma modifier (if positive) as a bonus on all saving throws.
Detect Good (Sp): A blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Protective Slime (Su): A slimy red jelly coats the babaus skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapons hardness does not reduce this damage. A magic weapon may attempt a DC 19 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 19 Reflex save. The save DCs are Constitution-based.
Smite Good (Su): May attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 3 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Summon Demon (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.
Last edited by Mark Chance; Wednesday, 8th August, 2007 at 01:36 PM.
Monday, 21st May, 2007, 07:30 PM #8
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The Hellfoot Clan
The Hellfoot Clan was a "random" encounter in a recent adventure I ran. The PCs defeated them somewhat easily, but Dagda and one other bandit escaped.
Hellfoot Bandits (x6); CR 1
Fiendish halfling warrior 2
NE Small humanoid (extraplanar)
Init +1; Senses darkvision 60 ft., Listen +1, Spot -1
Languages Common, Halfling
AC 15 (+1 size, +1 Dex, +2 leather, +1 light shield), touch 12, flat-footed 14
hp 13 (2 HD)
Resist cold 5, fire 5; SR 7
Fort +5, Ref +2, Will +0; +2 morale bonus on saves vs fear
Speed 20 ft. (4 squares)
Melee Small longsword +4 melee (1d6+1/1920)
Ranged Small sling +6 ranged (1d4+1, 50 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp -1
Atk Options +1 racial attack bonus with slings and thrown weapons
Combat Gear potion of cure light wounds
Abilities Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills Climb +8, Hide +5, Move Silently +3, Swim +2
Feats Weapon Focus (sling)
Possessions combat gear plus Small longsword, Small sling, pouch with 10 sling bullets, various pieces of jewelry decorated with Diminutive animal skulls
Smite Good (Su): Once per day, it can make a normal melee attack to deal 2 points of extra damage.
Skills: +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
Dagda Hellfoot; CR 4
Fiendish halfling warrior 4
NE Small humanoid (extraplanar)
Init +2; Senses darkvision 60 ft., Listen +1, Spot -1
Languages Common, Halfling
AC 16 (+1 size, +2 Dex, +2 leather, +1 light shield), touch 13, flat-footed 14
hp 34 (4 HD); DR 5/magic
Resist cold 5, fire 5; SR 9
Fort +8, Ref +4, Will +1; +2 morale bonus on saves vs fear
Speed 20 ft. (4 squares)
Melee Small longsword +6 melee (1d6+1/1920)
Ranged masterwork light crossbow +7 ranged (1d6+1 plus 1d6 electricity/19-20, 120 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +1
Atk Options +1 racial attack bonus with slings and thrown weapons, Far Shot, Point Blank Shot
Combat Gear two potions of bear's endurance (a gold elixir that smells of bananas) (already drank one; stats here reflect the Con enhancement)
Abilities Str 12, Dex 14, Con 16 (12), Int 10, Wis 9, Cha 8
Skills Climb +8, Hide +7, Move Silently +5, Swim +2
Feats Point Blank Shot, Far Shot
Possessions +1 shock crossbow bolts (x10), Small longsword, masterwork light crossbow
Smite Good (Su): Once per day, it can make a normal melee attack to deal 4 points of extra damage.
Skills: +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
Other Treasure: In addition to personally carried items, each bandit carries 3 pp, 6 gp, 10 sp, and 6 cp. Dagda carries 6 pp, 5 gp, 11 sp, and 1 cp.
Last edited by Mark Chance; Wednesday, 8th August, 2007 at 01:40 PM.
Saturday, 26th May, 2007, 04:58 PM #9
Acolyte (Lvl 2)
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I really like your oozes. My next campaign is going to include FR's Ghaunadaur as one of the main villains so consider these critters yoinked. I hope to see the fluff for them soon.
Sunday, 3rd June, 2007, 01:18 PM #10
Thaumaturgist (Lvl 9)
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ø Friend+Originally Posted by Imruphel
BTW, work still continues on that troglodyte wereconstrictor.
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text:
Another treat from JacquelineM with a blissful unscheduled couple of hours to enjoy it in. Decadence.
Interesting to read all the adjectives that folks have used to describe this one - winey, leather, pine, orchid, fruity…and what's funny is that they are all somewhat accurate. My addition to the adjectival kaleidoscope is this: it tastes what my mom's wedding cedar chest (our coffee table at House that Was) smelled like when you opened itl.
Pick a flavor. It'll be in there. And you'll probably like it.

subset: commoncrawl


text:
David Beckham arrives at Spurs training ahead of medical
David Beckham joined the Spurs squad at their Chigwell training ground this morning as negotiations over a potential short-term loan move continue.
The 35-year-old is set to undergo a medical later today after his club LA Galaxy granted permission for him to work on his fitness at the Premier League side.
Spurs manager Harry Redknapp is hoping to sign Beckham on a loan until March but the move has suffered a series of setbacks in recent weeks.
At the weekend, Redknapp admitted the talks had stalled and the deal was effectively dead, only to change his mind later on Sunday and claim the loan move could still happen.
At present, Beckham is due to return to Los Angeles on February 10 ahead of the upcoming MLS season.
In a statement on the Spurs website, Beckham said: 'It's important that I maintain a high level of fitness during the MLS off season.
'I'm thankful to Tottenham and Harry Redknapp for giving me the opportunity to train with the team over the next month. I'm grateful to the LA Galaxy for allowing to me to train with Spurs. I look forward to getting to work as soon as possible.'
It was announced during the weekend, Beckham is expecting his fourth child with wife Victoria .
The couple confirmed the news on Facebook, saying their three sons were 'very excited about the arrival of a new brother or sister'.
Video: Check out our video report below:


text:
The Spring Season: Le Metier de Beaute Apricot Creme Lip Gloss
The Spring Season: Le Metier de Beaute Apricot Creme Lip Gloss
Le Metier de Beaute Apricot Creme Lip Gloss ($36.00) is a peachy-nude cream gloss with just a touch of golden shimmer laced through it. It is, primarily, a cream finish gloss, though, so it can settle into lip lines. I find that it's not really noticeable from the average viewing difference. I love, love the feeling of Le Metier de Beaute glosses, though; it's moisturizing, lush, and non-sticky. It just feels amazing on lips. Every time I use one of my Le Metier de Beaute glosses, I marvel at how lovely they feel applied. I don't wear Apricot Creme alone very often, but I love it on top of pinks and nudes.
Is this the right nude gloss for you? Would you wear it?
The Spring Season is a series of posts featuring my favorite soft beige, coral, and pink lipsticks and lipglosses — all perfect for the first blossom of spring — that runs through March 2010.


text:
Weekly Buyer's Guide: High End System - April 2004by Evan Lieb on April 30, 2004 12:05 AM EST
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- Guides
IndexToday, we release our eleventh Buyer's Guide in the past 11 weeks. You can look forward to Buyer's Guides in the middle of every week, and then, after the end of each month, we will retool our guides to reflect the new hardware and pricing of that particular time period. Today, we are continuing the refresh of our Buyer's Guides to see what has changed, if anything, in the past 4 weeks. In case you haven't read our new Buyer's Guides yet, here's the basic format of them to be released on a weekly basis:
Week 1: Entry Level System
Week 2: Mid-Range System
Week 3: High End System
Week 4: Overclocking System
For every component that goes into a computer, we offer our recommendation for a piece of hardware as well as our alternative on that type of hardware. We've added alternative hardware picks to our guides because it allows AnandTech to recommend a wider variety of hardware (especially for those willing to spend a little more than what we budget for a particular system). Alternative picks tell you just that - your alternatives, which in some cases will be better suited for your needs, and in other cases, will not be. But at the same time, we can still be assertive enough with a first place recommendation so that new buyers aren't indecisive or confused about what to purchase. Most of the prices listed for the hardware that we recommend can be found in our very own RealTime Pricing Engine. Any prices not found in our engine can be found on pricewatch.com. We list pertinent parts of our RealTime pricing engine at the bottom of every page of our Buyer's Guides so that you can choose the lowest prices from a large variety of vendors all by yourself.
We are always taking suggestions on how to improve our Buyer's Guides. If you feel that we are not including a wide enough variety of systems in our guides, please let us know and we can see if it warrants an additional weekly Buyer's Guide.
High EndBefore we go into a little detail about what you need to know about building a high end system, we need to first reiterate what you should remember about entry level and mid-range systems.
- Entry level systems should be constructed mainly with reliability and price in mind, with performance a fairly distant third consideration.
- Mid-range systems place reliability as a number one priority, but performance and price are in a sort of not-so-distant tie for second place.
Anyway, when building a high end system, performance is usually going to be your most important consideration. That is, when building a high end system, you want to make sure that you're picking the hardware that performs the best for the programs you use the most. While you could say that reliability is the second most important consideration when building a high end system, it would probably be more appropriate to say that reliability is the #1 priority. Understandably, price is a distant third consideration. This should be pretty self-explanatory, as anyone who is considering building a top-of-the-line system needs to realize that parts aren't going to be cheap. This guide by no means disregards price altogether, as we aren't going to be building a $10,000 system here. Rather, we are building a system that will cost under $5,000, but with the final price much closer to $1,000 than $5,000.
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00aStrOgUy00 - Sunday, May 02, 2004 - linkWhy do the speaker recommendations give no comments on the sound quality, and just gives useless information such as, this has 100W and this has 150W...
Seems like you've never even heard the speakers you're recommending. Reply
yz426 - Saturday, May 01, 2004 - linkI would like to see them indicate where they buy the products for the price they claim. Where can you get. quate the Recommendation: 2 X 512MB Mushkin PC3500 Level One Dual Pack (CAS2)
Price: $239 shipped. Stop blowing smoke up my a** and say where you purchase the components for the price you say.
Mackintire - Saturday, May 01, 2004 - linkI shall REPEAT
The Seagate 7200.7 is quieter, faster, runs cooler and does not have the habit of destroying its bearings.
For a Hard Drive IN THE SAME CLASS there is no comparason. Reply
TrogdorJW - Friday, April 30, 2004 - linkYou know what they really need to do to appease everyone? They need to have this "high-end" system target the $2000 price range, and then they can put together a "dream" system in the up to $5000 range. Then maybe people would stop whining about the choices. :)
For relatively high-end, this setup would be hard to beat. 10-20% more performance from the hard drives for more than twice the cost (you would need two 74 GB Raptors to equal the space offered by the 120GB) is a luxury most aren't able to induldge in. Same with the Athlon FX-53 - it's almost twice the price of the 3400+ and maybe 10% faster on average. It would also need registered DIMMs and a 940 motherboard, which would probably increase costs another $100 or so. So you could get a PC put together that would be 20% faster or so, but it would run closer to $3000 and would still only be the king of the mountain for a few months at best.
Anyway, I think the guide has a lot of good recommendations, but I still don't understand why alternatives aren't listed for some of the items (case) while the sound card had two options with very little difference in price or performance. No need for the four paragraphs extolling the virtues of the Inwin case (again) - list three or four good choices with a short blurb on each! Reply
n4v3k - Friday, April 30, 2004 - linkDon't you think that it would be wise to advise that people get a 480+ watt power supply since you mention the GeForce 6800 Ultra in your review and even suggest that it might be wise to wait for it? Reply
SonicIce - Friday, April 30, 2004 - linktwo drives in raid 0 would generate alot more heat and noise than just a single, bigger drive. Reply
IceVoltageccs - Friday, April 30, 2004 - linkI see no point in using the WD120JB if you have the abilty to use SATA do it its up to you as far as which company you want to go with the 120JD is a fast drive and so is the seagate also sence this is a high end system why not. Also why not a Lan-Li or mabye a Thermaltake Case. Evan i just dont understand you case choices also how about some ram that you can find. Reply
IceVoltageccs - Friday, April 30, 2004 - linkReply
Gnoad - Friday, April 30, 2004 - linkYeah. I agree, bad choice on the hard drive and the case. Also, where's the FX-53? That must be better than the 3400+. Reply
Mackintire - Friday, April 30, 2004 - linkI agree about using the raptor drive. I do think that this article should be relabled mid-high end.
I have the 74gig WD raptor drive. And yes it does blow the WD 120JB out of the water. But for a machine sitting in my room on all night. I still would prefer the seagate 7200.7, possibly in raid 0. That would still saturate the PCI bus, just like the raid Raptors. Good Idea! Reply


text: I don't know that I saw this though it was sent yesterday; and I haven't seen any replies, so here goes again! Apologies if anyone has seen it twice, especially if you can't help . . .. Hi All, I was just filling in a contact's details and realised I really did want to start to use the Notes field in Outlook. Unfortunately, although I know roughly where it is, it doesn't speak for me using JAWS and I can't really find it. Has anyone any tips to get me there, please? -- Carol carol.pearson@xxxxxxxxxxxx -- Internal Virus Database is out-of-date. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.6.2 - Release Date: 04/03/2005 ** To leave the list, click on the immediately-following link:- ** [mailto:access-uk-request@xxxxxxxxxxxxx?subject=unsubscribe] ** If this link doesn't work then send a message to: ** access-uk-request@xxxxxxxxxxxxx ** and in the Subject line type ** unsubscribe ** For other list commands such as vacation mode, click on the ** immediately-following link:- ** [mailto:access-uk-request@xxxxxxxxxxxxx?subject=faq] ** or send a message, to ** access-uk-request@xxxxxxxxxxxxx with the Subject:- faq


text:
Mayor Hancock, Denver council support extended bar hours proposal
DENVER — Mayor Michael Hancock's administration and the city council are throwing the city's official support behind a proposal that would allow bars across the state to stay open later than 2 a.m., possibly until 7 a.m.
The legislation, sponsored by state Rep. Crisanta Duran, D-Denver, is an effort to cut down on the violence that often occurs when thousands of intoxicated bar-goers are forced out of downtown bars and nightclubs around 2 a.m., when all bars must shut down under state law.
Duran's proposal, House Bill 1132, would give cities the flexibility to decide when bars must close, allowing them to opt to keep bars open and serving alcohol up until 7 a.m., although it's possible the final closing time will be tweaked as the legislation moves forward at the Capitol.
The measure would apply to all municipalities across the state, but it was drawn up with Denver in mind, given the volume of late night foot-traffic in and around downtown bars and the frequency of violent incidents.
In the summer of 2013 an airman was killed after an altercation outside the bars on Market Street in Denver. This year over New Year's Eve in Denver a string of random attacks put several victims in the hospital.
Hancock, whose office initially said he was still reviewing the legislation, is now supporting it, along with the entire city council and administration.
"The City and County of Denver is supportive of HB-1132 as it provides local governments the authority to establish hours of operation for liquor licenses," the statement reads, stopping short of signaling that Denver would be adjusting bar closing times if the bill is passed.
"Though consideration of whether Denver would employ such a tool requires a much broader conversation with Denver's neighborhoods and businesses, we appreciate the options this legislation could provide."


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Swiss warn Israel on demolition of homes
- |
GENEVA - Switzerland accused Israel yesterday of wantonly destroying Palestinian homes in East Jerusalem and near Ramallah in violation of the Geneva Conventions' rules on military occupation.
The Swiss Foreign Ministry demanded that Israel immediately halt the demolitions, which Israel has said are aimed at removing illegally constructed shacks.
An Israeli Embassy spokeswoman in the Swiss capital of Bern said the decision to remove the structures was "not an arbitrary decision," but was sanctioned by law.
"This demolition of houses was done under a court order," embassy spokeswoman Shlomit Sufa said Thursday.
Switzerland - as guardian of the Geneva Conventions - can call meetings of the treaty's signatories if it finds problems with its implementation, but does not have any special powers to enforce the document.
Foreign Ministry spokesman Lars Knuchel said the demolitions violated the 1949 Geneva Conventions, regarded as the cornerstone of international law on the obligations of warring and occupying powers. The Fourth Convention states that occupying powers must respect the property of civilian populations under their control.
Switzerland said it lodged a formal protest with the Israeli Foreign Ministry over recent demolitions, which now bring the tally to more than 600 destroyed homes in East Jerusalem and 1,600 altogether in the West Bank since 2000.
The Swiss statement, using unusually harsh language, said the neutral country "regards the recent incidents as violations of international humanitarian law" and notes "no military need to justify the destruction of these houses."
The Swiss statement called East Jerusalem an "integral part of the occupied Palestinian territory" - a phrase that could anger Jewish groups that believe Israel should maintain control over the entire city. Israel captured East Jerusalem in the 1967 Mideast war, but Palestinians claim the territory as the capital of their hoped-for state.


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- Neighborhood: South Philadelphia
- 1900 South 15th Street, Philadelphia, PA
- Phone: 215-339-5177
- Website | Facebook | Twitter
- Cuisine: Beer
- Price: $$
- Accepts Credit Cards: Yes
How's about a ménage-à-quatre for your Friday evening. Just you, some coffee, some cheese, and some beer. The four of you, together at last.
It's A Story of Philadelphia's Coffee Revival, it's happening tonight at 7 pm at Hylo Boutique at 242 North 3rd Street, and everyone's participating: Di Bruno, Ultimo, Bodhi, Shot Tower, Elixr, the Madame Fromage (Tenaya Darlington), Eclectik Domestic, and Brew. All of them, joining forces for an evening of culinary passion and celebration, all of them paying their respects to a scene that turned this city upside down.
It's like a hipster's dream come true, and we're all about it.
A Story of Philadelphia's Coffee Revival [hy•lo Boutique]
The Daily Meal loves itself some lists. And today they name the Best Coffee Shops in America. And sitting pretty in the number one spot is Philadelphia's Ultimo Coffee. Ultimo, which won Philadelphia magazine's Best of Philly Coffee Shop for 2012, is singled out for its lack of attitude, sandwiches from American Sardine Bar and that the Newbold location is attached to BREW, the craft beer shop it shares space with.
Also making the list, Joe, which just opened on the 1800 block of Walnut Street and Town Hall Coffee on Montgomery Drive in Merion Station.
After a year of battling to get their liquor license, Brew is finally selling beer. And to celebrate the close of their first week of beer sales the Newbold bottle shop is celebrating on Saturday.


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27 November 2011
RF Chih-Hsien Chiang: 20 G, 76 AB, 9 R, 20 H, 3 2B, 3B, HR, 6 RBI, SB, 15/9 K/BB, .263/.337/.368
RHP Steven Hensley: 1-1, 11 G, 11.30 ERA in 14.1 IP, 23 H (2 HR), 18 R, 15/16 K/BB, 2 HB
LHP Danny Hultzen: 1-0, 6 GS, 1.40 ERA in 19.1 IP, 16 H (HR), 3 R, 18/5 K/BB, 2 WP
SS Nick Franklin: 24 G, 89 AB, 15 R, 23 H, 4 2B, 3B, 2 HR, 14 RBI, SB, 25/11 K/BB, .258/.333/.393
C Adam Moore: 15 G, 54 AB, 9 R, 14 H, 3 2B, 8 RBI, CS, 15/6 K/BB, 2 HBP, .259/.355/.315
LHP Brian Moran: 1-0, 11 G, 1.32 ERA in 13.2 IP, 10 H, 2 R, 11/4 K/BB
RHP Forrest Snow: 1-1, 10 G (GS), 1.10 ERA in 16.1 IP, 10 H (HR), 8 R (2 ER), 16/3 K/BB, WP
Australian Baseball League:
OF Denny Almonte: 11 G, 41 AB, 10 R, 12 H, 2 2B, HR, 2 RBI, 2 SB, CS, 11/6 K/BB, .293/.383/.415
OF James Jones: 11 G, 34 AB, 6 R, 8 H, 2B, HR, 3 RBI, SB, CS, 4/8 K/BB, 3 HBP, .235/.422/.353
OF James McOwen: 11 G, 45 AB, 13 R, 14 H, 2 2B, 3B, 3 RBI, 7 SB, CS, 7/6 K/BB, .311/.392/.400
RHP Jandy Sena: 0-1, 2 GS, 11.25 ERA in 8.0 IP, 15 H, 10 R, 4/1 K/BB, 2 HB, WP
C Carlton Tanabe: 6 G, 21 AB, 2 R, 3 H, HR, 3 RBI, CS, 4/0 K/BB, HBP, .143/.217/.286
Dominican Winter League:
UT Leury Bonilla: 5 G, 2 AB, H, .500/.500/.500
LHP Fabio Castro: 0-1, 9 G (6 GS), 7.40 ERA in 20.2 IP, 28 H (4 HR), 17 R, 15/4 K/BB, HB, WP
3B Alex Liddi: 3 G, 7 AB, 2 R, 3/2 K/BB, .000/.222/.000
LHP Edward Paredes: 0-1, 9 G, SV, 4.15 ERA in 4.1 IP, 5 H, 2 R, 4/4 K/BB, 2 WP
RF Carlos Peguero: 28 G, 107 AB, 20 R, 32 H, 9 2B, 9 HR, 22 RBI, 3 SB, CS, 40/9 K/BB, 3 HBP, .299/.367/.636
SS Carlos Triunfel: 9 G, 23 AB, R, 5 H, 2B, 2 RBI, CS, 4/0 K/BB, .217/.217/.261
IBAF 2011 World Cup (FINAL):
OF Dwight Britton: 7 G, 23 AB, 4 R, 11 H, 2 2B, 3 RBI, 2 SB, 2 CS, 5/6 K/BB, .478/.586/.565
RHP Scott Patterson: 0-0, 6 G, 1.69 ERA in 5.1 IP, 2 H, R, 6/0 K/BB
OF Kalian Sams: 9 G, 24 AB, 7 R, 5 H, 2 HR, 4 RBI, 3 SB, 7/3 K/BB, .208/.321/.458
RHP Daniel Thieben: 0-0, 2 G, 20.25 ERA in 1.1 IP, 3 H, 3 R, HB
Nicaraguan Professional Baseball League:
OF Dwight Britton: 17 G, 52 AB, 13 R, 13 H, 2B, 2 HR, 7 RBI, 5 SB, 12/17 K/BB, .250/~.435/.385
Puerto Rican Winter League:
OF Daniel Carroll: 15 G, 51 AB, 8 R, 12 H, 4 2B, HR, 4 RBI, 4 SB, CS, 17/6 K/BB, .235/.333/.373
Venezuelan Winter League:
RHP Jose Campos: 2-0, 10 G, 3.15 ERA in 20.0 IP, 17 H (2 HR), 7 R, 19/13 K/BB, 2 WP
OF Johermyn Chavez: 11 G, 24 AB, R, 4 H, SB, CS, 8/1 K/BB, .167/.200/.167
RHP Jarrett Grube: 1-0, 5 GS, 3.05 ERA in 20.2 IP, 17 H (2 HR), 7 R, 19/5 K/BB
CF Brandon Haveman: 10 G, 20 AB, 2 R, H, 6/3 K/BB, .050/.174/.050
RHP Moises Hernandez: 0-2, 5 G, 19.89 ERA in 6.1 IP, 18 (2 HR), 14 R, 3/5 K/BB, HB
LHP Cesar Jimenez: 1-2, 12 G, 6.00 ERA in 15.0 IP, 20 H, 13 R (10 ER), 8/6 K/BB, 2 WP
LHP Jose Jimenez: 1-0, 16 G, 1.04 ERA in 8.2 IP, 8 H, 2 R (R), 11/4 K/BB
DH Luis Antonio Jimenez: 38 G, 136 AB, 23 R, 40 H, 7 2B, 8 HR, 20 RBI, SB, CS, 28/25 K/BB, .294/.404/.522
3B Alex Liddi: 14 G, 44 AB, 2 R, 6 H, 2 2B, HR, 4 RBI, CS, 18/7 K/BB, HBP, .136/.269/.250
LF/1B Johan Limonta: 13 G, 45 AB, 5 R, 11 H, 2 2B, 3B, RBI, 10/4 K/BB, .244/.300/.333
3B Francisco Martinez: 23 G, 84 AB, 12 R, 23 H, 4 2B, 8 RBI, 2 CS, 21/6 K/BB, .274/.315/.321
3B Mario Martinez: 9 G, 18 AB, H, 6/0 K/BB, HBP, .056/.105/.056
RHP Yoervis Medina: 0-6, 7 GS, 4.41 ERA in 32.2 IP, 35 H (2 HR), 19 R (16 ER), 28/14 K/BB, 4 HB, 5 WP
RHP Jessie Nava: 0-0, 5 G, 5.14 ERA in 7.0 IP, 9 H, 4 R, 3/5 K/BB, WP
RHP Scott Patterson: 0-0, 9 G, 6 SV, 2.53 ERA in 10.2 IP, 7 H, 3 R, 13/4 K/BB
RHP Stephen Pryor: 1-1, 13 G, 3.38 ERA in 16.0 IP, 15 H, 7 R (6 R), 9/9 K/BB
RHP Angel Raga: 0-0, 6 G, 4.22 ERA in 10.2 IP, 10 H (2 HR), 5 R, 6/5 K/BB
RHP Erasmo Ramirez: 2-1, 6 GS, 1.48 ERA in 30.1 IP, 24 H (HR), 6 R (5 ER), 20/1 K/BB, 3 HB, WP
LHP Mauricio Robles: 0-1, 3 G (2 GS), 54.00 ERA in 1.0 IP, 4 H (HR), 10 R (6 ER), 1/6 K/BB, 2 HB
IF Luis Rodriguez: 32 G, 97 AB, 23 R, 31 H, 6 2B, HR, 15 RBI, 8/30 K/BB, .320/.477/.412
OF Michael Saunders: 16 G, 54 AB, 7 R, 8 H, 3 2B, HR, 4 RBI, SB, 15/11 K/BB, .148/.292/.259
C Jesus Sucre: 15 G, 44 AB, 3 R, 9 H, 2B, 7 RBI, 6/4 K/BB, CS, .205/.314/.227
SS Roberto Velasquez: 7 G, 11 AB, H, 4/0 K/BB, .091/.091/.091
OF Mike Wilson: 33 G, 105 AB, 16 R, 21 H, 2B, 7 HR, 16 RBI, SB, CS, 33/21 K/BB, .200/.346/.410
OF Mario Yepez: 22 G, 19 AB, R, 5 H, RBI, SB, CS, 5/3 K/BB, .263/.364/.263
I don't really know how to jump back into this, so I'll divert first. A lot has been written in the past week about Halman. This is a non-exhaustive collection of those links. MLB.com: Greg Halman Obituary and Articles. Shannon Drayer: Remembering Greg Halman. Drayer: Brendan Ryan on Greg Halman. Drayer: Ken Griffey Jr. saw himself in Greg Halman.710 ESPN: Zduriencik: Teammates 'crushed' by Halman's death. Larry LaRue: Not even Milton Bradley could resist Halman. Larry Stone: Pedro Grifol on Greg Halman: "Our hearts are broken. Mine's in pieces.". Stone: (UPDATED) Greg Halman's agent: "It's difficult for me to even talk of Greg in the past tense". Stone: Greg Halman: A freakish talent, a tragic end. Geoff Baker: Dan Cortes devastated by death of Greg Halman, who had become "like a brother" to him. Baker: Greg Halman was becoming "an icon" to baseball lovers in his homeland in weeks before his death. Steve Kelley: Outfielder Greg Halman robbed of a promising future. Seattle Times: Reaction to the death of Mariners outfielder Greg Halman. Baseball America: Greg Halman Murdered. USSM (marc w): This Doesn't Make Sense. Lookout Landing (Jeff): On the Passing of Greg Halman. Lookout Landing (Greg's cousin): Greg Halman passed away. It's taken several days to accumulate all this. Don't try to go through it all at once unless you're planning on being in tears by the end.
Things have a way of continuing to happen though, and probably the biggest of the big things was the announcement of a new CBA. That article breaks down a lot of it if not all, so I won't bother to reiterate the ways in which quite a lot has changed. And not much is positive in those changes. Rob Neyer thought in spite of all the uproar, maybe we should wait and see. Dave Cameron, plainly, hated it and thought that it hurt the Mariners a lot with its new rules on international free agency. Churchill also had his spin on it, which saw some positives and some negatives. I think I settle somewhere in between, because on one hand, the new rules may steer international athletes away from baseball or provide them with fewer opportunities (Churchill seems to think this is already happening), which is capital b Bad, but on the other, teams that have incredible ground operations like we do and are capable of digging up players are still in good shape. Felix signed for less than a million. Pineda signed for far less than Felix did, and years later at that. Neither Liddi nor Peguero nor Medina, to go through a few names on the 40-man, cost a whole lot of money to acquire. I'm not a fan of this going down, and do think that throws off the equilibrium for teams that relied on internal development, which is bad as a fan of minor league baseball, but it's probably not the end of the world. Most things are not the end of the world, the end of the world excluded. I'm pretty sure that's only happened a few times though.
As usual, some transactions happened. Most recently, the Mariners announced that SS Luis Rodriguez re-signed with an invitation to spring training, an invitation also extended to Fox, Jarrett Grube (yay!), Marquez, Henn, and newcomer LHP Steve Garrison, who is one more Steve added for your consideration (SO MANY OF THEM). I suggested before that Rodriguez might re-sign given that there's an open position (backup shortstop/infielder) and not a great deal of internal competition for it at the moment. I have also indicated that I'm pleased that Rodriguez is walking because, hey, we ranked 28th of 30 in walks last year and every little bit helps. Brendan Ryan played in 123 games last year and was fifth on the team with thirty-four walks. Rodriguez had twenty-four walks in twenty-six games as of last week. As for the new guy, Garrison was a prep draft pick of the Brewers in the 10th round of 2005, and we all basically know what that means (Except he was traded to the Padres later and then picked up on waivers by the Yankees… whatever). Garrison was in the high-80s as a high school senior and touched the low-90s with the thought that he could add more. He also was reported as having a solid slider and some regarded him as a signability risk due to a commitment to North Carolina. He made his major league debut this year, against us, incidentally, and threw two-thirds of an inning with six of nine pitches for strikes. His velocity was high-80s in that limited sample, and he's kind of sputtered in the high minors due to a drop in Ks, a slight uptick in walks, and generally being hittable. He's been a starter the whole way up, so there's always that possibility that something different will happen if he's put in the bullpen, but I have no way of knowing whether the M's will be attempting this.
In other news of some importance to us, the Tacoma Rainiers lost Alonzo Powell to the hated Padres who hired him as an assistant batting coach. Of course, since there can only be so many coaches in a dugout at any given time, his capacity is advisory and he can't be there during games. I guess it's a major league gig, but there were some Rainiers batters that worked well with him and he's gone turncoat on us. More fuel for our fierce rivalry. There was also an article at BA about the Mariners' relationship with the Lara Cardenales of the LVBP. If you don't know anything about that relationship, it's informative. If you do, it's probably nothing you haven't already heard at some point. BA also had an Arizona Fall League Top 10 for subscribers in which Hultzen was named the league's #3 prospect. Franklin didn't make the list, or the also-rans.
I guess that we'll start off making the rounds with the smaller leagues before we get to the big one. The Colombian League started play on Friday, but they haven't yet switched their stats over from last year to this year. This can sometimes be the case in the lesser leagues. That leaves us with Australia, the Dominican, Nicaragua, and Puerto Rico. The exports to Australia had eventful weeks, at least relative to what they had the previous week (in which case, anything would be relevant). McOwen pretty much stayed the course by going 5-for-15 and adding a triple and three walks. Jones went 4-for-15, which improves his average somewhat, and went yard, though the decrease in walk totals saw his OBP drop. Tanabe also featured somewhat mixed results because he did hit a home run, which is great, but that was his only hit in eleven at-bats. Of course, given that he's never played more than fifty games a season and was a backup for forty-eight games in Clinton last year, I suppose expectations should be kept in check somewhat. Almonte went 4-for-16 which I suppose is better than a lot of the alternatives. He struck out in a quarter of the ABs though. In the Dominican Republic, the only ones especially active were Castro, who managed 1.2 innings and let a run score (this lowered his ERA), Paredes, who threw two-thirds of an inning, and Peguero, whose predicted slide seems to be coming to pass though he still hit a home run and a double this week. Nine Ks in nineteen at-bats this week, friends. Britton, down in the Nicaraguan League, switched on again and was 8-for-17 this week with four walks. There were no extra-base hits, but it's fun to stare at in the way that mostly confusing things can be. And Carroll? He did pretty well too, going 5-for-12 on the week with a couple of doubles. I'm not seeing as much of the walks this week though, which is disappointing as that was one of the main things that made him interesting last season.
That brings us to the big league, which I should probably split into pitching and hitting again. Pitching didn't do a whole lot for us this week. Campos got another 3.1 innings in and ran a 5/3 K/BB in that span. I suppose I'm not overly concerned about the results for him at the moment though; that he's managing to hold ground in a league where he should be way over his head signals something good to me. If we had a Cal League affiliate that was in any way reasonable, I'd suggest that he skip over the Midwest League to start next season. Given how they handled Medina, they might try that anyway. Medina and Grube were both inactive, and a lot of others only managed a little bit of time. Nava got a frame in, and gave up a couple of runs. Raga pitched a third of an inning. Patterson, who might head elsewhere before this is all through, got an inning and a third in and gave up a run on a couple of hits. Felix's brother pitched a little and was less awful in purely relative terms. As for the Jimenezes, Jose is still doing his thing and maintaining that extra-low ERA, though I'd think that with his hit and walk totals he'd have a few more runs score against him, but Cesar just had a bad week, no two ways about it. In 4.0 innings, six runs scored on five hits and five walks. Recognizing that we need someone to be alive and in the bullpen and that we aren't immediately hitting up against the 40-man cap, I would still say that Jimenez' spot on the roster seems more vulnerable than some of the others might be.
Hitting didn't have many exciting developments. Chavez went 2-for-2 in his only at-bats this week. So why didn't they start him more? THIS IS AN OUTRAGE. Hitting Jimenez pretty much stayed the course this week. Rodriguez, I already sort of touched on above, but the basics of it are that he's still walking a lot. Limonta had a rough week, going 3-for-20 with a double and a walk. Mike Wilson was in a similar sea-faring vessel, going 1-for-15 with a double, though he managed to walk five times. Francisco Martinez didn't play, but you now know, because I am now telling you, that he has grounded into five double plays which is more than anyone else in our system so far. We'd better start signing more dudes or doing something (Rule 5 picks?) because this is getting a little boring.
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text:
Catch basins - variously known as "storm sewer grates", "drains", or "storm drains" - are scattered throughout the area. They drain stormwater to area streams and to the Huron River, without any further water treatment except for the settling of sediment in the basin.
A map of Ann Arbor storm drains is also available in KML and shape file formats.
Cleared storm drains are important to prevent flooding of roads and streets.


text:
Zarca sees no boundaries to growth in the region
DubaI: One industry which has benefited from the global economic slowdown is the online feedback management business, said a top official at Zarca.
"[The] customer is very demanding today. Everybody is having expectations. Online is the only technology which can reach any customer in any part of the world to get collective feedback. It has no boundaries. Middle East customers are proactive when compared to other regional customers," Javed Farooqui, executive director of Zarca Interactive, a US-based company with regional headquarters in Dubai, told Gulf News in an interview.
Cost savings
When Zaraca started operations in 2002, they were the only company to do online surveys in the region, he said. Organisations in the region did not know what an online feedback management was. The first few years were spent imparting training and making organisations aware they had a better way of managing feedback, he said. "The online feedback management is here to stay and 30 to 40 per cent of the current surveys are done online. It is easy and at a fraction of a cost," Farooqui said.
Quoting an Esomar research report, he said Latin America had come to be the biggest market for online feedback management globally. In terms of absolute growth, the Latin American market grew 13.4 per cent while the Middle East and African market grew 12 per cent in 2008. It is quite evident that the Middle East is a growing market and provides vast growth opportunities, he said.
Zarca has around 80 customers, of which more than 60 per cent are government organisations.
Farooqui said the positives going for online surveys are that it avoids biases and is 100 per cent accurate. "For example, in a face-to-face survey, the third party can influence you. In online survey it is your personal decision and nobody can influence you. For the same reason Zarca is discouraging a panel feedback," he said.
Real-time results
"In times of crisis, business owners need feedback from their consumers, their target audience and even their employees. The feedback of consumers and their consumption patterns are of prime concern for marketing experts. This exercise enables them to measure the impact of their efforts and capital invested. This is enhanced when you do this exercise digitally as it generates instant, real time results," said Farooqui.
"The cost of doing a online feedback survey is 80-90 per cent less than traditional survey and it is 90 per cent less workload than traditional surveys. As the internet penetration grows, I would not be surprised to see the cost becoming very marginal.
"Recession gave time to organisations to sit back and study where they can trim costs and how to improve quality. So, the recession has really fuelled online businesses globally and regionally and Zarca expects [to tap] more than 35 per cent of this growth," he said.
He said we will focusing more on the education sector in the coming days, which is the untapped sector, and hopes this [education] sector will contribute more growth for us.
With a turnover of more than Dh3 million and a market share of around 25 per cent last year, he sees scope for further expansion of Zarca in the Gulf.
The company is in advanced talks with partners in Oman, Kuwait, Lebanon and Saudi Arabia, he said.
When asked about social networking's growing hold on consumers, he said there is no clear-cut strategy when it comes to social networking sites like facebook and twitter. Being an online technology that enabled people to interact, it offered no organised segment where they could sit down and analyse the trend, he said. Gleaning the right information from people and devising methods of studying information remained a challenge and such tools in no way posed any threat to online feedback management companies, he said.