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11-05-2021»»[DATE-dddd]



GOLCOMMUNICATIONS





TOUCH OF THE GRAVE AVG DMG

11-05-2021
 |  [RAND-100] - Comments


|Background|

This is first for me in this game. What the hell do you do to a Grave Hag with a
level '??' I'm level 10, one touch from her and that's it, I'm dead. The boss
fights aren't even that hard!! I got a few strikes in on her (with necrophage
oiled 197 damage sword) and it didn't even make a single big of damage on her.

●Haunted One

 1. Thirty years ago, in the summer of 1987, the Grateful Dead released “Touch
    of Grey,” from the album In the Dark. Peaking at #9, the song was– and
    remains to this day– the only Grateful Dead song to reach the Billboard Top
    Ten. Or even the Top 40. Or even the Top 50. (“Truckin’”— the.
 2. 15 Touch Of The Grave Our system could not find the tooltip for this
    ability. Contact us and we'll fix this! 0.641% ⇣ more Max Crit 10,008 Avg.
    Crit 9,179 Max Hit 5,004 Avg. Hit 4,591 Touch Of The Grave Our system could
    not find the tooltip for this ability.
 3. Touch of the Grave. Touch of the Grave is an undead racial trait that grants
    the player's attacks and damaging spells a chance to deal additional damage
    and heal the player for the same amount. It also allows them to breathe
    underwater indefinitely. The ability's damage is equal to 50% of the
    character's Attack Power or Spell Power, whichever is greater.
 4. 17 Touch Of The Grave Our system could not find the tooltip for this
    ability. Contact us and we'll fix this! 1.162% ⇣ more Max Crit 11,473 Avg.
    Crit 9,118 Max Hit 5,736 Avg. Hit 4,562 Touch Of The Grave Our system could
    not find the tooltip for this ability.
 5. This is the PDF version. If you are looking for the module for the Fantasy
    Grounds VTT - click here. An original Ravenloft domain for 5th edition,
    containing: A 13 chapter adventure of lovecraftian sleuthing, unknowable
    truths and eldritch mystery for levels 15-20.The City of Eyes is a memorable
    Tier 4 adventure designed to challenge the mightiest of mortal characters.

|Background Feature|

● Heart of Darkness

[Those who look into your eyes can see that you have faced unimaginable horror
and that you are no stranger to darkness. Though they might fear you, commoners
will extend you every courtesy and do their utmost to help you. Unless you have
shown yourself to be a danger to them, they will even take up arms to fight
alongside you, should you find yourself facing an enemy alone.]

|Crafting Skills|

●Tailoring lvl 14

●Leatherworking lvl 12

|Profession|

● Co-Owner of The Tailored Holly

●Guild Master: Assassin's Guild

|Personality|

●Self-Reliant

● Suspicious [not too quick to make friends, trust]

● Seeker of Knowledge

● Socially Awkward [Lack of social interaction]

● Creepy

● Somewhat kind when neutral

● 'Rude' when Chaotic

|Personality Quotes|

●I don’t talk about the thing that torments me. I’d rather not burden others
with my curse.

●I refuse to become a victim, and I will not allow others to be victimized.

|Ideals|

●I have a dark calling that puts me above the law. (Chaotic)

|Bonds|

●There’s evil in me, I can feel it. It must never be set free.

|Flaws|

●I feel no compassion for the dead. They’re the lucky ones.

|Likes|

● Small creatures

● Sarcasm

● Cinnamon Rolls

|Dislikes|

● Cheap shots

● People against Teiflings

● Cold

|Characteristics|

● Alignment: Chaotic Neutral

● Gender: Female

● Eyes: Black

● Height: 5'6'

● Skin: Pale White with red tints

● Hair: Charcoal Mohawk

● Age: 25

● Weight: 115

|Bio|

● Oni-Demon Teifling that was summoned from the demon gates itself. She has no
memory of why she was summoned back to the mortal realm so she begins her
journey discovering herself and her passions until the day comes she gains her
memory back.

●Her first memory has returned to her: On a dark, cold night, nothing but black.
Cries slowly fades in from the darkness, she begins to smell smoke, coughing
from how much has blasted into her, the cries grows louder. hears cackling of
fire as a small light begins to emerge. She walks closer to the light, a cottage
house slowly emerging from the darkness realizing she's in the deepest of the
woods where the light cannot touch, engulfed in flames. The smell of cooked
blood and flesh within the red first flames dancing with the oranges and yellow,
as if dancing with one another, dancing amongst the flame and soot for her. She
turns her head to the right, a little girl covered in dirt and soot, blood on
her arms, her shirt splattered with blood. Shes covering her face, why is she
crying? The little girl quietly says 'Why...' she begins to grow louder 'Why did
you do this? I thought we were friends! Why did you kill them? Why did you kill
me?!' She looks back to the burning home then back to the girl in
confusion...until she looks down. She sees her hands covered in blood, her
fingers black, dripping. She looks back up and the girl is standing there with
two other people unrecognizable staring at her. 'You killed us holly. you grew
up just to be like your father.' The little girls skin begins to become
blackened, her skin boiled, as if she was burned alive. 'A monster. A demon.'
Holly can see her reflection in the girl's eyes. She looked... Different. Not
the kind of different like if you make a mistake you can wipe it away with a
loincloth so easily. The kind of different where once you fall in a oozing tar
pit, you come out not looking like yourself. Never the same. Her once happy
personality, gone. She could see the hate and chaos within herself, and it
decided to finally come out. The Real Holly. The not so nice holly that would
help a helping hand. Oh no.... The real holly doesn't help the weak. The real
holly trusts only herself. She begins to laugh maniacally as the three, what
presumed to be the dead, standing there begin to turn to dust as the wind goes
by taking them with it. She sees herself unable to control this feeling. Quite a
nice feeling though, it felt so good. She begins to light the trees on fire
causing more destruction in her way, destroying everything in her path. It
begins to fade to black as if watching herself walk away, as a fire ball appears
from her black tainted hands, you can hear others screaming to get away from
her. It goes fades to black. This painful memory hurt her head, causing blood to
run down her nose. She becomes irritable, angry at everything. She keeps to
herself until she can control herself once more. To be the 'happy' Holly.

|Equipment| [3 Attunements • ]

●Adamanite HalfPlate [AC 15]

●Sheild [+3]

● • Cloak of Elvenkind [2D20 for sneak]

● • Cloak of Changing [+2 Dex, any color]

●Rapier [5ft, 1D8+2 Dmg, Slashing]

●Assassin's Hollow Wooden Dagger [Flute with Empty Storage Unit in Hilt]

●Bag of Holding [500 lbs]

●Tailors Tools

●Leatherworking Tools

●Blanket

●Mess Kit (cup, cutlery)

●Explorers Kit (Bedroll, Tinderbox, 10 torches, 10 days of rations, waterskin.
50ft hempen rope)

● Deck of Passive Aggressive Playing Cards

|Potions/Vials/Bottles|

●Potion of Lightning Resistance [Dur: 1 Hr]

●Potion of Poison Resistance [Dur: 1 Hr]

●Potion of Invulnerability [Dur: 1 min]

●Potion of Greater Healing [4D4 +4]

●Potion of

●Potion of

●Potion of

●Potion of

●Bottle of Genomish [Alcohol]

●Vial of Poison x1 (2D6 1 min, 10 rounds, con save 13)

●Vial of Truth Serum x2 (10 doses per vial)

●Keoghtom Ointment x 3 (This glass jar, 3 inches in diameter, contains 1d4 + 1
doses of a thick mixture that smells faintly of aloe. The jar and its contents
weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or
applied to the skin. The creature that receives it regains 2d8 + 2 hit points,
ceases to be poisoned, and is cured of any disease.)

|Food/Herbs|

●Cinnamon Rolls (12:Regular)

●Fruity Cinnamon Rolls (12: Sweet Berries)

●Deadly Cinnamon Rolls

(+2 Poison: From afar, it looks like a normal cinnamon roll. It has an odd smell
to it. If eaten, the player is poisoned.

Roll for a Constitution Save of 18 or Suffer 1D4 Poison Damage. Repeat this save
Every turn until succeeded on.)

●Meat Pies (Con Save for Cannibalism sickness after 3 pies)

●

●

|Creatures|

●Piece of Micmic Tongue

●Black Goldfish Scales

●Head of Albino Hydra

●

●

|Magic Items|

●Lover's bracelets

●Quiver of Alora

●

●

|Collection|

●Vial of Vampire Blood x1

●Vial of Demon Blood x1

●Vial of Hunter Blood x10

●Vial of Rainbow Wyrm Blood x1


TOUCH OF THE GRAVE AVG DMG 2017

●Vial of Fire Snake Blood x2

●Vial of Vine Plant Blood x1

●Vial of Cactus Blood x1

●Vial of Centipede Blood x1

●Vial of Hobgoblin Blood x1

●Vial of Griffon Blood x1

●Vial of Ghoul Blood x1

●Vial of Displacer Beast Blood x1

●Vial of Nothic Blood x1

●Vial of Hill Giant Blood x1

●Vial of Panther Tabaxi Blood x1

●Vial of Wood Elf Blood x1

●Vial of Cannibal Elf Blood x1

●Vial of

|Knights Member Vials|

●Dellisar x1

●Rose x1

●Jacques x1

●Ká x1

●Nocturne x1

●Iluuna x1

●Blake x1

●Spring x1

●Silver x1

●Destinee x1

●Atlun x1

●Brutus x1

●

●

|Treasure|

● Money-

● CP 30

● SP 81

● GP 1,132

●Gems

•Pearl

•

•

•

●Piece of Glyph Metal Plate

●Cosmetic Khopesh

•Made of blood glass, in a stain glass design using steel plating making up the
crest of the militant family the lord served under of the fallen empire. A hilt
of simple steel that wraps form fitting to the hand and a tassel of the crest
made of a silver chain

●Silky Pants

●

●

|Quests Completed|

●The Rare Root • 2/25/19 2xp DM: Carnith. w/ Raejiisa

●Hobgoblins • 2/24/19 2xp DM: Holly. w/ Faerin, Raejiisa, Dellisar, Hollys Imp

●The Rat King • 2/27/19 3xp DM: - w/ Roselind, Dellisar, Kosmenos, Akira, Jenmar

●Adamantium Mines • 3/30 1xp DM: Holly. w/ Syn, Adahy, Day

•Adamanite Scythe w/ Dwarven Blessing

●Carnival of Myst • 3/30 5xp DM: Vor'xan. w/ Daisy, Dell, Nada, Arkaynis

●Tapestry of the World 3/30 3xp DM: Holly w/ Ká, Aydra

●Training Ground 3/31 1xp DM: Syn w/ Ka

●Go Fish 4/23 2xp DM: Holly w/ Vortimer, Mey and Nore

●Fey amount of trouble 4/25 2xp DM: Holly w/ D, Hakias, Char

●

|Guild Contracts|

●Acceptance Quest- ( 3 rep)DM: Holly w/ Rose, Dell

●Acceptance Quest- (3 rep) DM: Holly w/ Jacques, Ká

●First Blood- (3 rep) DM:Holly w/ Rose, Dell

●First Blood- (3 rep) DM: Holly w/ Ká

● Special Event: Deaths Grasp 4/29(2xp, 3 rep)DM: Holly w/ Iluuna, Silver

●

●

●

|Arenas Completed|

●Sanctuary Lux Arena [Tier 6 Holly&Dell]

●

●

|Special Traits|

●Dark Vision [Dim Light 60ft]

●Hellish Resistance [Fire Resistance]

●Phlegethos Legacy

[You know the Friends cantrip. [3rd] You can cast Charm Person (2nd) once per
long rest. [5th] You can cast Suggestion once per long rest. CHA is your
spellcasting ability]

|Beliefs|

●Bhaal

[God of Murder]

|Senses|

● Perception +12

● Investigation +12

● Insight +14

|Feats|

●WarCaster

•Prerequisite: Able to cast at least one spell

You have advantage one Constitution saves that you make to maintain
concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a
shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you
can use your reaction to cast a spell at the creature, instead of making an
opportunity attack. The spell must have a casting time of only 1 action and must
target only that creature.

|Proficiencies| [+3]

● Armor: Light armor, Medium Armor, Shields

●Weapons: Simple Weapons, Martial Weapons

●Tools: Tailors Tools, Leatherworking Tools

●Saving Throws: STR-1, DEX+2, INT+0, (WIS+4), CON+2, (CHA +3)

●Skills:

|Major|

:black_small_square: Insight +4 (WIS)

:black_small_square: Investigation +2 (INT)

:black_small_square: Persuasion +2 (CHA)

:black_small_square: Survival +4 (WIS)

|Minor|

Acrobatics +2 (DEX)

Animal handling +2 (WIS)

Athletics -1 (STR)

Insight +2 (WIS)

Medicine +2 (WIS)

Perception +2 (WIS)

Sleight of Hand +2 (DEX)

Stealth +2 (DEX)

|Spell Mods|

●Mod: +3

●Spell Attk: +5

●Save DC: 13

|Attacks|

●Unarmed Attack [5ft, 1 Dmg +2 Hit/DC ]

[You can punch, kick, head-butt, or use a similar forceful blow and deal
bludgeoning damage equal to 1 + STR MOD]

●Rapier [5ft, 1D8+2 Piercing, Finesse]

|Special Attack|

●Channel Divinity (Special)

You can channel divine energy to fuel magical effects a number of times per
short rest based on your level: [2nd] 1, [6th] 2, [18th] 3

|Class Abilities|

●Channel Divinity: Touch of Death [2nd lvl]

●Inescapable Destruction [6th lvl]

[Starting at 6th level, your ability to channel negative energy becomes more
potent. Necrotic damage dealt by your cleric spells and Channel Divinity options
ignores resistance to necrotic damage]

●Divine Strike [8th lvl]

[At 8th level, you gain the ability to infuse your weapon strikes with necrotic
energy. Once on each of your turns when you hit a creature with a weapon attack,
you can cause the attack to deal an a 1d8 necrotic damage to the target. When
you reach 14th level, the extra damage increases to 2d8.]

●Improved Reaper [17th lvl]

[Starting at 17th level, when you cast a necromancy spell of 1st through 5th
level that targets only one creature, the spell can instead target two creatures
within range and within 5 feet of each other. If the spell consumes its material
components, you must provide them for each target.]

|Opportunity Attacks|

Opportunity attack when a hostile creature that you can see moves out of your
reach. To make the opportunity attack, you use your reaction to make one melee
attack against the provoking creature. The attack occurs right before the
creature leaves your reach

●Chill Touch

●Toll of the Dead

●Any Action Spell [WarCaster]

|Cantrips| [4 Slots]

●Guidance [Action, 1 Min, Touch]

[You touch one willing creature. Once before the spell ends, the target can roll
a d4 and add the number rolled to one ability check of its choice. It can roll
the die before or after making the ability check. The spell then ends.]

●Chill Touch [Action, 1 Round, 120ft, 1D8, At Will]

[You create a ghostly, skeletal hand in the space of a creature within range.
Make a ranged spell attack against the creature to assail it with the chill of
the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain
hit points until the start of your next turn. Until then, the hand clings to the
target.

If you hit an undead target, it also has disadvantage on attack rolls against
you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8)]

●Toll of The Dead [Action, Instant, 60ft, 1D8]

[You point at one creature you can see within range, and the sound of a dolorous
bell fills the air around it for a moment. The target must succeed on a Wisdom
saving throw or take 1d8 necrotic damage. If the target is missing any of its
hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12),
11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).]

●Friendship [Action, 1 Min, Self, At Will]

[For the duration, you have advantage on all Charisma checks directed at one
creature of your choice that isn’t hostile toward you. When the spell ends, the
creature realizes that you used magic to influence its mood and becomes hostile
toward you. A creature prone to violence might attack you. Another creature
might seek retribution in other ways (at the DM’s discretion), depending on the
nature of your interaction with it.]

|Death Cleric Spells| [4 Spell Slots • ]

1st Level

|Death Domain|

●False Life [Action, 1 Hr, Self, 1D4+4] •

[Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 Temp
HP for the Duration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or
higher, you gain 5 additional Temp. HP for each slot level above 1st

●Ray of Sickness [Action, Instant, 60ft, 2D8] •

A ray of sickening greenish energy lashes out toward a creature within range.

Make a ranged spell attack against the target. On a hit, the target takes 2d8
poison damage and must make a Constitution saving throw. On a failed save, it is
also poisoned until the end of your next turn.

When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.

●Inflict Wounds [Action, Instant, Touch, 3d10] •

[Make a melee spell attack against a creature you can reach. On a hit, the
target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d10 for each slot level above 1st]

|Cleric|

●Healing Word [Action, Instant, 60ft, 1d4+2] •

[A creature of your choice that you can see within range regains hit points
equal to 1d4 + your spellcasting ability modifier. This spell has no effect on
undead or constructs.

At Higher Levels.When you cast this spell using a spell slot of 2nd level or
higher, the healing increases by 1d4 for each slot level above 1st.]

|Extra Cleric|

●Detect Magic [Action, 10 Min, Self]

[For the duration, you sense the presence of magic within 30 feet of you. If you
sense magic in this way, you can use your action to see a faint aura around any
visible creature or object in the area that bears magic, and you learn its
school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt]

●Guiding Bolt [Action, Round, 120ft, 4d6]

[A flash of light streaks toward a creature of your choice within range. Make a
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
damage, and the next attack roll made against this target before the end of your
next turn has advantage, thanks to the mystical dim light glittering on the
target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d6 for each slot level above 1st.]

●Shield of Faith[10 Min, Action, 60ft]

[A shimmering field appears and surrounds a creature of your choice within
range, granting it a +2 bonus to AC for the duration.]

2nd Level [3 Spell Slots •]

|Racial|

●Charm Person [Action, 1 Hr, 30ft, At Will]

[You attempt to charm a humanoid you can see within range. It must make a WIS
saving throw, and does so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is Charmed by you until the spell ends or
until you or your companions do anything harmful to it. The Charmed creature
regards you as a friendly acquaintance. When the spell ends, the creature knows
it was Charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot level above 1st.
The creatures must be within 30 feet of each other when you target them.]

|Divinity|

●Touch of Death [Action, Instant, 5+8 dmg] •

[Starting at 2nd level, you can use Channel Divinity to destroy another
creature's life force by touch. When you hit a creature with a melee attack, you
can use Channel Divinity to deal extra necrotic damage to the target. The damage
equals 5 + twice your cleric level]

|Death Domain|

●Ray of Enfeeblement [Action, 1 Min, 60ft] •

[A black beam of enervating energy springs from your finger toward a creature
within range. Make a ranged spell Attack against the target. On a hit, the
target deals only half damage with weapon attacks that use Strength until the
spell ends.

At the end of each of the target's turns, it can make a Con saving throw against
the spell. On a success, the spell ends.]

●Blindness/Deafness [Action, 1 Min, 30ft]

[You can blind or deafen a foe. Choose one creature that you can see within
range to make a Constitution saving throw. If it fails, the target is either
blinded or deafened (your choice) for the duration. At the end of each of its
turns, the target can make a Constitution saving throw. On a success, the spell
ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, you can target one additional creature for each slot level above 2nd.

|Cleric|

●Spiritual Weapon [Action, 1 Min, 60ft 1d8+2] •

[You create a floating, spectral weapon within range that lasts for the duration
or until you cast this spell again. When you cast the spell, you can make a
melee spell attack against a creature within 5 feet of the weapon. On a hit, the
target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat
the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are
associated with a particular weapon (as St. Cuthbert is known for his mace and
Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for every two slot levels above 2nd.]

|Extra Cleric|

●Find Traps [Action, Instant, 120ft]

[You sense the presence of any trap within range that is within line of sight. A
trap, for the purpose of this spell, includes anything that would inflict a
sudden or unexpected effect you consider harmful or undesirable, which was
specifically intended as such by its creator. Thus, the spell would sense an
area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
but it would not reveal a natural weakness in the floor, an unstable ceiling, or
a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location
of each trap, but you do learn the general nature of the danger posed by a trap
you sense.]

●Silence [Action, 10 Min, 120ft]

[For the duration, no sound can be created within or pass through a
20-foot-radius sphere centered on a point you choose within range. Any creature
or object entirely inside the sphere is immune to thunder damage, and creatures
are deafened while entirely inside it.

●Locate Object [Action, 10 Min, Self]

[Describe or name an object that is familiar to you. You sense the direction to
the object’s location, as long as that object is within 1,000 feet of you. If
the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it
up close – within 30 feet – at least once. Alternatively, the spell can locate
the nearest object of a particular kind, such as a certain kind of apparel,
jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet,
blocks a direct path between you and the object.]

●Lesser Resoration [Action, Instant, Touch]

[You touch a creature and can end either one disease or one condition afflicting
it. The condition can be blinded, deafened, paralyzed, or poisoned]

●Zone of Truth [Action, 10 Min, 60ft]

[You create a magical zone that guards against deception in a 15-foot-radius
sphere centered on a point of your choice within range. Until the spell ends, a
creature that enters the spell’s area for the first time on turn or starts its
turn there must make a Charisma saving throw. On a failed save, a creature can’t
speak a deliberate lie while in the radius. you know whether each creature
succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering
questions to which it would normally respond with a lie. Such a creature can be
evasive in its answers as long as it remains within the boundaries of the
truth.]

|3rd Level| [ 2 Spell Slots •]

|Death Domain|

●Animate Dead [1 Min, Action, 1] [Lvl 5] •

[This spell creates an undead servant. Choose a pile of bones or a corpse of a
Medium or Small humanoid within range. Your spell imbues the target with a foul
mimicry of life, raising it as an undead creature. The target becomes a skeleton
if you chose bones or a zombie if you chose a corpse (the GM has the creature's
game statistics).

On each of your turns, you can use a bonus action to mentally command any
creature you made with this spell if the creature is within 60 feet of you (if
you control multiple creatures, you can command any or all of them at the same
time, issuing the same command to each one). You decide what action the creature
will take and where it will move during its next turn, or you can issue a
general command, such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile creatures. Once
given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying
any command you've given it. To maintain control of the creature for another 24
hours, you must cast this spell on the creature again before the current 24-hour
period ends. This use of the spell reasserts your control over up to four
creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or
higher, you animate or reassert control over two additional undead creatures for
each slot level above 3rd. Each of the creatures must come from a different
corpse or pile of bones.]

●Vampiric Touch [Action, 1 Min, Self, 3d6] [Lvl5]

[The touch of your shadow-wreathed hand can siphon force from others to heal
your wounds. Make a melee spell attack against a creature within your reach. On
a hit, the target takes 3d6 necrotic damage, and you regain HP equal to half the
amount of necrotic damage dealt. Until the spell ends, you can make the attack
again on each of your turns as an action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d6 for each slot level above 3rd.]

|Cleric|

●Spirit Guardians [Action, 10 Min, Self][Lvl5] •

[You call forth spirits to protect you. They flit around you to a distance of 15
feet for the duration. If you are good or neutral, their spectral form appears
angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see
to be unaffected by it. An affected creature's speed is halved in the area, and
when the creature enters the area for the first time on a turn or starts its
turn there, it must make a Wisdom saving throw. On a failed save, the creature
takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if
you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d8 for each slot level above 3rd.]

|Extra Cleric|

●Bestow Curse [Action, 1 Min, Touch, 1d8][Lvl 5]

[You touch a creature, and that creature must succeed on a Wisdom saving throw
or become cursed for the duration of the spell. When you cast this spell, choose
the nature of the curse from the following options:

Choose one ability score. While cursed, the target has disadvantage on ability
checks and saving throws made with that ability score.

While cursed, the target has disadvantage on attack rolls against you.

While cursed, the target must make a Wisdom saving throw at the start of each of
its turns. If it fails, it wastes its action that turn doing nothing.

While the target is cursed, your attacks and spells deal an extra 1d8 necrotic
damage to the target.

A remove curse spell ends this effect. At the GM's option, you may choose an
alternative curse effect, but it should be no more powerful than those described
above. The GM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or
higher, the duration is concentration, up to 10 minutes. If you use a spell slot
of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th
level or higher, the duration is 24 hours. If you use a 9th level spell slot,
the spell lasts until it is dispelled. Using a spell slot of 5th level or higher
grants a duration that doesn't require concentration.]

●Dispel Magic [Action, Instant, 120ft][Lvl 5]

[Choose one creature, object, or magical effect within range. Any spell of 3rd
level or lower on the target ends. For each spell of 4th level or higher on the
target, make an ability check using your spellcasting ability. The DC equals 10
+ the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or
higher, you automatically end the effects of a spell on the target if the
spell's level is equal to or less than the level of the spell slot you used]

●Revivify [Action, Instant, Touch] [Lvl5]

[You touch a creature that has died within the last minute. That creature
returns to life with 1 hit point. This spell can't return to life a creature
that has died of old age, nor can it restore any missing body parts.]

●Tongues [Action, 1 Hr, Touch][Lvl5]

[This spell grants the creature you touch the ability to understand any spoken
language it hears. Moreover, when the target speaks, any creature that knows at
least one language and can hear the target understands what it says.]

●Water Walk [Action, 1 Hr, 30ft][Lvl5]

[This spell grants the ability to move across any liquid surface--such as water,
acid, mud, snow, quicksand, or lava--as if it were harmless solid ground
(creatures crossing molten lava can still take damage from the heat). Up to ten
willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to
the surface of the liquid at a rate of 60 feet per round.]

(Redirected from Dim Mak)

Chinese nameTraditional Chinese點脈 / 點穴Simplified Chinese点脉 / 点穴

TranscriptionsStandard MandarinHanyu Pinyindiǎnmài / diǎnxuéYue:
CantoneseJyutpingdim2 mak6 / dim2 jyut6

Japanese nameKanji急所術Hiraganaきゅうしょじゅつ

TranscriptionsRevised HepburnkyūshojutsuKunrei-shikikyûsyozyutu

The touch of death (or death-point striking) refers to any martial arts
technique reputed to kill using seemingly less than lethal force targeted at
specific areas of the body.

The concept known as dim mak (simplified Chinese: 点脉; traditional Chinese: 點脈;
pinyin: diǎnmài; Jyutping: dim2 mak6; literally: 'press artery'), alternatively
diǎnxué (simplified Chinese: 点穴; traditional Chinese: 點穴) traces its history to
traditional Chinese medicineacupuncture. Tales of its use are often found in the
Wuxia genre of Chinese martial arts fiction. Dim mak is depicted as a secret
body of knowledge with techniques that attack pressure points and meridians,
said to incapacitate or sometimes cause immediate or even delayed death to an
opponent. Little scientific or historical evidence exists for a martial arts
'touch of death', although it has been confirmed that trauma may cause
disproportionately catastrophic consequences when applied to known pressure
points under specific circumstances.[1]Commotio cordis, for example, is an often
lethal disruption of heart rhythm that occurs as a result of a blow to the area
directly over the heart (the precordial region), at a critical time during the
cycle of a heart beat causing cardiac arrest.

The concept known as vibrating palm originates with the Chinese martial arts
Neijing ('internal') energy techniques that deal with the qienergy and the type
of force (jin) used. It is depicted as 'a technique that is part psychic and
part vibratory, this energy is then focused into a wave'.[2]


CLAIMS OF PRACTICABILITY[EDIT]

Numerous martial artists claim to practice the technique in reality, beginning
in the 1960s, when the term was advertised alongside the English translation
'The Death Touch' by American eccentric Count Dante.

In 1985, an article in Black Belt magazine speculated that the death of Bruce
Lee in 1973 might have been caused by 'a delayed reaction to a Dim-Mak strike he
received several weeks prior to his collapse'. Other authors have also said
Lee's death may have been due to a 'quivering palm technique'[3] (alongside an
article about Cai li fo instructor Wong Doc-Fai) to the effect that 'dim mak
does actually exist and is still taught to a few select kung fu
practitioners.'[4]A 1986 book on qi identifies dim mak as 'one of the secret
specialities' of wing chun.[5] However, this matter is not identified in the
ving tsun kin kut and traditional practitioners of ving tsun (wing chun) take no
stance in the matter.

Around 1990, Taika Seiyu Oyata founded the style of Ryū-te which involves
'pressure point fighting' (Kyūshojutsu). In the 1990s, karate instructor George
Dillman developed a style that involves kyūshojutsu, a term that he identifies
with dim mak. Dillman eventually went as far as claiming to have developed
qi-based attacks that work without physical contact ('no-touch knockout'
techniques), a claim that did not stand up to third-party investigation and was
consequently denounced as fraudulent.[6]

Also, during the late 1980s, Erle Montaigue (1949–2011[7]) published a number of
books and instruction videos on dim mak with Paladin Press. Montaigue claims to
be 'the first Westerner to be granted the degree of 'Master' in taijiquan',
awarded by Master Wang Xin-Wu in 1985. According to Montaigue's own account, dim
mak is an aspect of traditional old Yang style taji quan which he claims he
began learning in 1978 from a master called Chiang Yiu-chun who died in the
month of May. Montaigue stated this man was an illegal immigrant, making his
existence difficult to verify. Erle subsequently learned the remaining
'qi-disruptive' forms of wudang shan from Liang Shih-kan in 1995.[8] Paladin
Press has other titles on the topic of dim mak, including Kelly (2001) and
Walker and Bauer (2002), both with a foreword by Montaigue.


IN EAST ASIAN POPULAR CULTURE[EDIT]

A 'Five Point Palm Exploding Heart Technique' appears in both the Shaw Brothers
films Clan of the White Lotus (1980) and Executioners of Shaolin (1977). It also
appears in Kill Bill: Volume 2. The 'delayed action' of dim mak is depicted in
Executioners of Shaolin (1977), where a '100-step Soul Catching' move allows the
victim to take a certain number of steps before dying. A dim mak attack is used
to paralyze a character in Crouching Tiger, Hidden Dragon (2000).

The mangaFist of the North Star centers around the fictional martial art school
called Hokuto Shinken, whose practitioners are trained to kill or incapacitate
opponents by striking the specific pressure points on an opponent's body. The
protagonist of the story, Kenshiro, is the successor of this style and will
often end a battle stating how much time the opponent has left to live after
delivering a finishing move, or follow up with his famous catchphrase, 'You are
already dead', before his opponent dies, usually from violently exploding.

In the Naruto series, and its sequel Boruto: Naruto Next Generations, Dim Mak is
a basis for the fictional Gentle Fist fighting style used by the Hyuga Clan.


IN CONTEMPORARY WESTERN POP CULTURE[EDIT]

Dim mak has become a kind of camp pop culture item which is recognized also
outside the genre of martial arts films. In Thomas Pynchon's novel Vineland, one
of the protagonists uses the 'Quivering Palm Death Touch', which kills the
opponent one year after it is used. In the TV series Quincy, M.E., a 1977
episode entitled 'Touch of Death' features a martial-arts movie star whose
mysterious death is found to be a result of a dim mak attack against him ten
days earlier.[9] The lead character of the British TV series Gangsters (1978) is
murdered by a hired assassin 'The White Devil' using a similar attack, with
death occurring four days after he is touched.[10]Dan Brown's novel Inferno
depicts a character incapacitating a guard by putting pressure on his wrist,
explaining the technique as 'Dim Mak'. In the comedy film The Men Who Stare at
Goats, George Clooney's character claims to have been hit with the Touch of
Death, a 'light tap' that causes death at an unknown point in the future, in one
case 'about eighteen years later'.

In the Star Trek universe, the Vulcan nerve pinch is frequently used as a
non-lethal method of applying pressure to a pressure point in order to render
the target unconscious.

In Doctor Who, the Third Doctor describes himself as a master of Venusian aikido
on various occasions, accounting for his unique form of hand-to-hand combat,
which allows him to immobilize opponents in a manner similar to the Vulcan nerve
pinch. Later incarnations of the Doctor have shown varying degrees of expertise
in hand-to-hand combat, although only some spin-off material explicitly
identifies the later Doctors' combat skills as originating from Venusian aikido.

In the Kung Fu Panda movie series, the Wuxi Finger Hold technique used by Po is
a form of Dim Mak. Likewise, the villain Tai Lung and the mentor Oogway both use
a nerve-strike attack to paralyze the opponent.

In the Avatar series, Ty Lee used a form of Dim Mak called Chi-Blocking in
Avatar: The Last Airbender. The fighting style is reintroduced in The Legend of
Korra as the primary fighting style of the Equalists.

In The Simpsons episode 'When Flanders Failed', Bart Simpson claims to have
learned the touch of death in his karate classes— having actually stolen the
concept from an arcade game— and uses the threat of using it on Lisa to make her
perform tasks.

In the Batman: The Animated Series episode 'Day of the Samurai', Kyodai Ken,
Bruce Wayne's rival from his days training in Japan, forces Master Yoru to
reveal his secret death touch. Wayne survives the technique by wearing a
protective pad to absorb the force of the blow.

In the Robert Rankin stories Hugo Rune, and others, are credited as
practitioners of Dimac, described as the deadliest martial art known to man,
described as being capable of disfiguring and dismembering the opponent with the
slightest touch, or condemning the victim 'to forever walk sideways in the
manner of a crab'. Rune himself claims to have been taught by Count Dante, and
the character of Archroy later becomes a Dimac master himself, although he is
initially prevented from taking revenge on Omalley as he was not provided with
the book on defensive strategy.

Although not mentioned as dim mak, the ability to kill with a mere touch is
attributed to Chiun, the mentor of Remo Williams, who is the protagonist in the
series of fiction novels known as The Destroyer. The style of martial art
practiced by Chiun is called Sinanju, which incorporates the idea of acupuncture
meridians.

In the 1985 film Remo Williams: The Adventure Begins, Chiun uses this knowledge
to render a female Army major helpless, bringing her to over-heightened levels
of sexual arousal and pleasure by simply tapping her wrist.

In the 2012 Square Enix video game, Sleeping Dogs, Dim Mak is a
counter-attacking move that can be learned from the protagonist's Sifu (master).

Dim mak is referenced in Bloodsport (1988), a film allegedly 'based on true
events in the life of Frank Dux', the founder of the first Neo-ninja school of
'American Style Ninjutsu'. In the film, Dux (Jean-Claude Van Damme) proves that
he has been trained by Master Tanaka by demonstrating a move described as a dim
mak or 'death touch' attack to the judges as a means to gain entry into a full
contact Kumite by striking a stack of five bricks with his hand and breaking
only the bottom brick.

The monk class in Dungeons & Dragons has a high-level 'Quivering Palm' ability
that can mark an opponent for death and be activated later to kill them with
lethal vibrations.


SEE ALSO[EDIT]


SIMILAR[EDIT]

 * Varma Kalai - A South Indian martial art style, the body's pressure points
   (Varmam/Marmam) are manipulated to heal or cause harm.


TOUCH OF THE GRAVE AVG DMG 2016


REFERENCES[EDIT]


TOUCH OF THE GRAVE AVG DMG 2

 1.  ^Adams, Cecil (May 21, 2004). 'The Straight Dope: Is the 'commando death
     touch' real?'. Retrieved 2009-07-14.
 2.  ^Pickens, Ricky (1991), 'the Mysterious Vibration Palm', Inside Kung Fu
 3.  ^Bruce, Thomas (1998). Bruce Lee: Fighting Spirit : A Biography (first
     ed.). Frog Ltd. ISBN978-1-883319-11-3.
 4.  ^Jane Hallander, 'The Death Touch' in Black BeltISSN0277-3066, Vol. 23, No.
     6 June 1985, pp. 43ff.
 5.  ^William Cheung, Mike Lee, How to Develop Chi Power, Black Belt
     Communications, 1986, p. 23. ISBN978-0-89750-110-1
 6.  ^Polidoro, M. Just like Jedi knightsSkeptical Inquirer, May/June 2008, p.
     21; see also George Dillman explains Chi K.O. nullification. URL accessed
     on June 13, 2009.
 7.  ^'Erle Montaigue'. Taijiworld.com. Retrieved 2012-11-06.
 8.  ^taijiworld.comArchived 2009-05-31 at the Wayback Machine 'Erle stated he
     travelled back to Australia upon the death of his father in 1978 and [...]
     supposedly met Chiang Yiu-chun who became Erle's main internal arts teacher
     from whom he learnt Tai Chi, Wudang Arts and Dim-Mak. In 1981, Erle
     travelled to Hong Kong where he met and trained with both Yang Sau-chung
     (the son of Yang Cheng-fu) and also Ho Ho-choy, a Bagua master.'
 9.  ^IMDb.com episode list[unreliable source?]
 10. ^Interview with series writer Philip Martin, who also played The White
     Devil (2003)


TOUCH OF THE GRAVE AVG DMG FULL


FURTHER READING[EDIT]


TOUCH OF THE GRAVE AVG DMG ONLINE

 * Beissner, Florian (2009). Mu and Shu points vs. HEAD's maximum points: The
   Phenomenon of Dian Xue from the Viewpoints of Chinese Medicine and Modern
   Neuroscience.


TOUCH OF THE GRAVE AVG DMG FILE

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