FIGHTER - Joseph Keen

2y ago
3 Views
3 Downloads
2.21 MB
6 Pages
Last View : 1m ago
Last Download : 3m ago
Upload by : Wade Mabry
Transcription

FIGHTERquick reference— D &D 5 E —

LevelProf.Bonus1st 2Fighting Style, Second Wind2nd 2Action Surge (one use)3rd 2Martial Archetype4th 3Ability Score Increase5th 3Extra AttackFeatures6th 3Ability Score Increase7th 3Martial Archetype feature8th 3Ability Score Increase9th 4Indomitable (one use)10th 4Martial Archetype Feature11th 4Extra Attack (2)12th 4Ability Score Increase13th 5Indomitable (two uses)14th 5Ability Score Increase15th 5Martial Archetype feature16th 5Ability Score Increase17th 6Action Surge (two uses),Indomitable (three uses)18th 6Martial Archetype feature19th 6Ability Score Increase20th 6Extra Attack (3)FighterHit pointsHit Dice. 1d10 per fighter levelHit points at 1st Level. 10 your Constitution modifierHit Points at Higher Level. 1d10 (or 6) yourConstitution modifier per fighter level after 1stProficienciesArmor. All armor, shieldsWeapons. Simple weapons, Martial weaponsTools. NoneSaving Throws. Strength, ConstitutionSkills. Choose two from Acrobatics, Animal Handling,Athletics, History, Insight, Intimidation, Perception, andSurvivalEquipmentYou start with the following equipment: (a) chain mail or (b) leather, longbow, and 20 arrows (a) a martial weapon and a shield or,(b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorers packFighting StyleChoose one of the following. You cannot take a FightingStyle option more than once.ArcheryYou can 2 bonus to attack rolls with ranged weaponsDefenseWhile wearing armor, you gain 1 bonus to ACDuelingWhen wielding a melee weapon in one hand and noother weapons, gain 2 bonus to attack damage rollswith that weaponGreat Weapon FightingWhen you roll a 1 or 2 on a damage die for attacksmade with two handed weapons, you can reroll that die,and must use the new roll.ProtectionWhen a creature you can see attacks a target other thanyou who is within 5ft of you, you can use your reactionto impose disadvantage on the attack. You must bewielding a shield.Two-Weapon FightingWhile dual-wielding weapons, you can add your abilitymodifier to the damage of the second attackClose Quarters ShooterWhen making a ranged attack while withing 5ft of ahostile creature, you don’t have disadvantage. Rangedattacks ignore half cover and three quarters coveragainst targets within 30ft. You also gain 1 bonus toattack rolls on ranged attacks.Tunnel FighterAs a bonus action, you can enter a defensive stancethat lasts until the start of your next turn. While in thisstance, you can make opportunity attacks without usingyour reaction, and can use your reaction to make amelee attack against a creature that moves more than5ft while within your reach.MarinerAs long as you are not wearing heavy armor or using ashield, you have a swimming and climbing speed equalto your normal speed, and gain 1 bonus to ACSecond WindOn your turn, you can use a bonus action to regain1d10 your fighter level. You must finish a short or longrest before using this feature again.Action SurgeAt 2nd level, on your turn, you can take one additionalaction on top of your regular action and a possiblebonus action.You must finish a short or long rest before using thisfeature again. Starting at 17th level, you can use ittwice before a rest, but only once on the same turn.Ability Score IncreaseYou can increase one ability score by 2, or two scores by1, at 4th, 6th, 8th, 12th, 14th, 16th, and 19th level. Youcan’t increase an ability score above 20 using this feature.Extra AttackAt 5th level, you can attack twice, instead of once,whenever you take the Attack action on your turn. Thisincreases to three attacks at 11th level, and four attacksat 20th level.IndomitableAt 9th level, you can reroll a saving throw that you fail.If you do, you must use the new roll, and cannot usethis feature again until you finish a long rest.You can use this feature twice between long rests at13th level, and three times at 17th level.PAGE 1

Martial ArchetypesAt 3rd level, you choose an archetype of combat. Itgrants bonuses at 3rd, 7th, 10th, 15th, and 18th levels.Battle MasterCombat SuperiorityAt 3rd level, you gain maneuvers that are fueled bysuperiority dice.Maneuvers. You learn three maneuvers of yourchoice, from the list below. You can only use onemaneuver per attack.You learn two additional maneuvers of your choiceat 7th, 10th, and 15th level. Each time you learn newmaneuvers, you may replace one you already know.Superiority Dice. You have four superiority dice,which are d8s. They are expended if you use them. Youregain all superiority dice when you finish a short orlong rest. You gain another superiority die at 7th and15th level.Saving Throws. The saving throw DC is 8 Proficiency Bonus Strength or Dexterity modifier(your choice)ManeuversCommander’s Strike. When you take the Attackaction on your turn, you can forgo one of yourattacks and use a bonus action to direct one of yourcompanions to strike. When you do so, choose afriendly creature who can see or hear you and expenda superiority die. That creature can immediately useits reaction to make one weapon attack, adding thesuperiority die to the attack’s damage roll.Disarming Attack. When you hit a creature with aweapon attack, you can expend a superiority die toattempt to disarm it, forcing it to drop an item of yourchoice that it’s holding. You add the superiority die tothe attack’s damage roll, and the target must make aStrength saving throw. On a failed save, it drops theobject you choose. The object lands at its feet.Distracting Strike. When you hit a creature witha weapon attack, you can expend a superiority die todistract the creature. You add the superiority die to theattack’s damage roll. The next attack roll against thetarget by another has advantage if the attack is madebefore the start of your next turn,Evasive Footwork. When you move, you can expenda superiority die, rolling the die and adding the numberrolled to your AC until you stop moving,Feinting Attack. You can expend a superiority dieand use a bonus action on your turn to feint, choosingone creature within 5ft of you as your target. You haveadvantage on your next attack roll against that creatureduring this turn. If that attack hits, add the superioritydie to the attack’s damage roll.Goading Attack. When you hit a creature with aweapon attack, you can expend a superiority die toattempt to goad the target into attacking you. You addthe superiority die to the attack’s damage roll, and thetarget makes a Wisdom saving throw. On a failed save,the target has disadvantage on all attack rolls againsttargets other than you until the end of your next turn.Lunging Attack. When you make a melee weaponattack on your turn, you can expend a superiority die toincrease your reach for that attack by 5ft. If you hit, youadd the superiority die to the attack’s damage roll.Maneuvering Attack. When you hit a creaturewith a weapon attack, you can expend a superioritydie to maneuver one of your comrades into a moreadvantageous position. Add the superiority die to theattack’s damage roll, and you choose a friendly creaturewho can see or hear you. That creature can use itsreaction to move up to half its speed without provokingopportunity attacks from the target of your attack.Menacing Attack. When you hit a creature with aweapon attack, you can expend a superiority die toattempt to frighten the target. You add the superioritydie to the attack’s damage roll, and the target mustmake a Wisdom saving throw. On a failed save, it isfrightened of you until the end of your next turn.Parry. When another creature damages you with amelee attack, you can use your reaction and expend asuperiority die to reduce the damage by the number youroll on your superiority die your Dexterity modifier,Precision Attack. When you make a weapon attackroll against a creature, you can expend a superiority dieto add it to the roll. You can use this maneuver before orafter making the attack roll, but before any effects of theattack are applied.Pushing Attack. When you hit a creature with aweapon attack, you can expend a superiority die toattempt to drive the target back. Add the superiority dieto the attack’s damage roll, and if the target is Largeor smaller, it must make a Strength saving throw. On afailed save, you push the target up to 15ft away.Rally. On your turn, you can use a bonus action andexpend a superiority die to bolster the resolve of oneof your companions. When you do so, choose a friendlycreature who can see or hear you. They gain temporaryhit points equal to the superiority die roll yourCharisma modifier.Riposte. When a creature misses you with a meleeattack, you can use your reaction and expend asuperiority die to make a melee weapon attack againstthe creature. If you hit, you add the superiority die tothe attack’s damage roll.Sweeping Attack. When you hit a creature with amelee weapon attack, you can expend a superioritydie to attempt to damage another creature with thesame attack. Choose another creature within 5ftof the original target and within your reach. If theoriginal attack roll would hit the second creature, ittakes damage equal to the number you roll on yoursuperiority die. The damage is of the same type dealt bythe original attack,Trip Attack. When you hit a creature with a weaponattack, you can expend a superiority die to attempt toknock the target down. You add the superiority die tothe attack’s damage roll, and if the target is Large orsmaller, it must make a Strength saving throw. On afailed save, you knock the target prone.Student of WarAt 3rd level, you gain proficiency with one type ofartisan’s tools of your choiceKnow Your EnemyAt 7th level, if you spend at least 1 minute observingor interacting with another creature outside combat,you learn certain information about its capabilitiescompared to your own. The DM tells you if the creatureis your equal, superior, or inferior in regard to two ofthe following characteristics of your choice:Strength score, Dexterity score, Constitution score,Armor Class, Current Hit points, total class levels (ifany), or Fighter class levels (if any).PAGE 2

ChampionImproved CriticalYour weapon attacks score a critical on a 19 or 20.Remarkable AthleteAt 7th level, you can add half your proficiency bonus(round up) to any Strength, Dexterity, or Constitutioncheck you make that you aren’t proficient in.In addition, when you make a running long jump, thedistance you can cover increases by a number of feetequal to your Strength modifier.Additional Fighting StyleAt 10th level, you can choose a second option from theFighting Style class feature.Superior CriticalAt 15th level, your weapon attacks score a critical on anattack roll of 18-20.SurvivorAt 18th level, at the start of each of your turns, youregain hit points equal to 5 your Constitution modifierif you have no more than half your hit points. You don’tgain this benefit if you have 0 hit points.Eldritch KnightSpellcastingAt 3rd level, you gain the ability to cast spells.Cantrips. You learn two cantrips of your choice fromthe wizard spell list. You learn an additional wizardcantrip of your choice at 10th level.Spell Slots. The Eldritch Knight Spellcasting tableshows how many spell slots you have to cast yourspells of 1st level and higher. To cast one of these spells,you expend a slot of the spell’s level or higher. Youregain all spell slots when you finish a long rest.Spells Known of 1st-Level and Higher. You knowthree 1st level wizard spells of your choice, two ofwhich you must choose from the abjuration andevocation spells on the wizard spell list.The following table shows when you learn morespells of 1st level or higher. Each of these spells mustbe an abjuration or evocation spell of your choice, andmust be of a level for which you have spell slots.The spells you learn at 8th, 14th, and 20th level cancome from any school of magic.Whenever you gain a level in this class, you canreplace one of the spells you know with another spellof your choice from the wizard spell list. The new spellmust be of a level for which you have spell slots, and itmust be an abjuration or evocation spell, unless you’rereplacing the spell you gained at 8th, 14th, or 20th level.Spellcasting Ability. Intelligence is your spellcastingability for your wizard spells. You use your Intelligencewhenever a spell refers to your spellcasting ability. Inaddition, you use your Intelligence modifier whensetting the saving throw DC for a wizard spell you castand when making an attack roll with —Weapon BondAt 3rd level, your learn a ritual to create a bond betweenyou and a weapon. You perform this ritual over thecourse of 1 hour, which can be done during a short rest.The weapon must be within your reach throughout theritual, at the conclusion of which you forge the bond.Once you have bonded with a weapon, you can’t bedisarmed of that weapon unless incapacitated. If it’s onthe same plane of existence, you can summon it to yourhand as a bonus action.You can have up to two bonded weapons, but can onlysummon one at a time with your bonus action. If youattempt to bond with a third weapon, you must breakthe bond with one of the other two.War MagicAt 7th level, when you use your action to cast a cantrip,you can make one weapon attack as a bonus action.Eldritch StrikeAt 10th level, when you hit a creature with a weaponattack, it has disadvantage on the next saving throw itmakes against a spell you cast before the end of yournext turn.Arcane ChargeAt 15th level, you can the ability to teleport up to 30ftto an unoccupied space you can see when you useyour Action Surge. You can teleport before or after theadditional action.Improved War MagicAt 18th level, when you use your action to cast a spell,you can make one weapon attack as a bonus action.Spell save DC 8 your proficiency bonus yourIntelligence modifierSpell attack modifier your proficiency bonus yourIntelligence modifierPAGE 3

Purple Dragon KnightRestriction: KnighthoodPurple Dragon Knights are tied to a specific order ofCormyrean knighthood.Banneret serves as the generic term for thisarchetype if you use it in other campaign settings, or tomodel warlords other than Purple Dragon Knights.Rallying CryAt 3rd level, when you use your Second Wind feature,you can choose up to three creature within 60ft of youthat are allied with you. Each gains hit points equal toyour fighter level, providing they can see or hear you.Royal EnvoyAt 7th level, you gain proficiency in Persuasion. If youare already proficient in it, you gain proficiency inone of the following of your choice: Animal Handling,Eldritch Knight SpellsInsight, Intimidation, or Performance.Your proficiency bonus is doubled for any checks youmake that uses Persuasion.Inspiring SurgeAt 10th level, when you use your Action Surge, you canchoose one creature with 60ft that is allied with you.That creature can make one melee or ranged weaponattack with its reaction, provided that it can see or hearyou. At 17th level, you can choose two allies, ratherthan one.BulwarkAt 15th level, when you use Indomitable Will to rerollan Intelligence, Wisdom, or Charisma saving throw andyou aren’t incapacitated, you can choose one ally within60ft of you that also failed its saving throw against thesame effect. If that creature can see or hear you, it canreroll its saving throw and must use the new roll.Cantrips (0 Level)Acid Splash ( Conjuration)Blade Ward ( Abjuration) Booming Blade ( Evocation) Chill Touch ( Necromancy) Control flames ( Transmutation) Create bonfire ( Conjuration) Dancing Lights ( Evocation) Fire Bolt ( Evocation) Friends ( Enchantment) Frostbite ( Evocation) Green-Flame Blade ( Evocation) Gust ( Transmutation) Light ( Evocation) Lightning Lure ( Evocation) Mage Hand ( Conjuration) Mending ( Transmutation) Message ( Transmutation) Minor Illusion ( Illusion) Mold earth ( Transmutation) Poison Spray ( Conjuration) Prestidigitation ( Transmutation) Ray of Frost ( Evocation) Shape water ( Transmutation) Shocking Grasp ( Evocation) Sword Burst ( Conjuration) Thunderclap ( Evocation) True Strike ( Divination) Illusory Script ( Illusion) Phantasmal Force ( Illusion) Jump ( Transmutation) Pyrotechnics ( Transmutation) Longstrider ( Transmutation) Ray of Enfeeblement ( Necromancy) Mage Armor ( Abjuration) Rope Trick ( Transmutation) Magic Missile ( Evocation) Scorching Ray ( Evocation) Protection from Evil and GoodSee Invisibility ( Divination) (Abjuration) Shatter ( Evocation) Ray of Sickness ( Necromancy) Skywrite ( Transmutation) Shield (Abjuration) Snilloc’s snowball swarm ( Evocation) Silent Image ( Illusion) Spider Climb ( Transmutation) Sleep ( Enchantment) Suggestion ( Enchantment) Tasha’s Hideous LaughterWeb ( Conjuration) (Enchantment) Tenser’s Floating Disk ( Conjuration) 3rd LevelAnimate Dead ( Necromancy) Thunderwave ( Evocation) Bestow Curse ( Necromancy) Unseen Servant ( Conjuration) Blink ( Transmutation) Witch Bolt ( Evocation) Clairvoyance ( Divination) 2nd LevelCounterspell ( Abjuration) Aganazzar’s scorcher ( Evocation) Dispel Magic ( Abjuration) Alter Self ( Transmutation) Erupting earth ( Transmutation) Arcane Lock ( Abjuration) Fear ( Illusion) Blindness/Deafness ( Necromancy) Feign Death ( Necromancy) Blur ( Illusion) Fireball (Evocation) Cloud of Daggers ( Conjuration) Flame arrows ( Transmutation) Continual Flame ( Evocation) Fly ( Transmutation) Crown of Madness ( Enchantment) Gaseous Form ( Transmutation) Darkness ( Evocation) Glyph of Warding ( Abjuration) Darkvision ( Transmutation) Haste ( Transmutation) 1st LevelDetect Thoughts ( Divination) Hypnotic Pattern ( Illusion) Absorb elements ( Abjuration) Dust devil ( Conjuration) Leomund’s Tiny Hut ( Evocation) Alarm ( Abjuration) Earthbind ( Transmutation) Lightning Bolt ( Evocation) Burning Hands ( Evocation) Enlarge/Reduce ( Transmutation) Magic Circle ( Abjuration) Catapult ( Transmutation) Flaming Sphere ( Conjuration) Major Image ( Illusion) Charm Person ( Enchantment) Gentle Repose ( Necromancy) Melf’s minute meteors ( Evocation) Chromatic Orb ( Evocation) Gust of Wind ( Evocation) Nondetection ( Abjuration) Color Spray ( Illusion) Hold Person ( Enchantment) Phantom Steed ( Illusion) Comprehend Languages ( Divination) Invisibility ( Illusion) Protection from Energy ( Abjuration) Detect Magic ( Divination) Knock ( Transmutation) Remove Curse ( Abjuration) Disguise Self ( Illusion) Levitate ( Transmutation) Sending ( Evocation) Earth tremor ( Evocation) Locate Object ( Divination) Sleet Storm ( Conjuration) Expeditious Retreat ( Transmutation) Magic Mouth ( Illusion) Slow ( Transmutation) False Life ( Necromancy) Magic Weapon ( Transmutation) Stinking Cloud ( Conjuration) Feather Fall ( Transmutation) Maximilian’s earthen graspTidal wave ( Conjuration) Find Familiar ( Conjuration) (Transmutation) Tongues ( Divination) Fog Cloud ( Conjuration) Melf’s Acid Arrow ( Evocation) Vampiric Touch ( Necromancy) Grease ( Conjuration) Mirror Image ( Illusion) Wall of sand ( Evocation) Ice knife ( Conjuration) Misty Step ( Conjuration) Wall of water ( Evocation) Identify ( Divination) Nystul’s Magic Aura ( Illusion) Water Breathing ( Transmutation) PAGE 4

4th LevelArcane Eye ( Divination) Banishment ( Abjuration) Blight (Necromancy) Confusion ( Enchantment) Conjure Minor Elementals (Conjuration) Control Water ( Transmutation) Dimension Door ( Conjuration) Elemental bane ( Transmutation) Evard’s Black Tentacles (Conjuration) Fabricate ( Evocation) Fire Shield ( Evocation) Greater Invisibility ( Illusion) Hallucinatory Terrain ( Illusion) Ice Storm ( Evocation) Leomund’s Secret Chest (Conjuration) Locate Creature ( Divination) Mordenkainen’s Faithful Hound (Conjuration) Mordenkainen’s Private Sanctum (Abjuration) Otiluke’s Resilient Sphere (Evocation) Phantasmal Killer ( Illusion) Polymorph ( Transmutation) Stone Shape ( Transmutation) Stoneskin ( Abjuration) Storm sphere ( Evocation) Vitriolic sphere ( Evocation) Wall of Fire ( Evocation) Watery sphere ( Conjuration) 5th LevelAnimate Objects ( Transmutation) Bigby’s Hand ( Evocation) Cloudkill ( Conjuration) Cone of Cold ( Evocation) Conjure Elemental ( Conjuration) Contact Other Plane ( Divination) Control winds ( Transmutation) Creation ( Illusion) Dominate Person ( Enchantment) Dream ( Illusion) Geas ( Enchantment) Hold Monster ( Enchantment) Immolation ( Evocation) Legend Lore ( Divination) Mislead ( Illusion) Modify Memory ( Enchantment) Passwall ( Transmutation) Planar Binding ( Abjuration) Rary’s Telepathic Bond ( Divination) Scrying ( Divination) Seeming ( Illusion) Telekinesis ( Transmutation) Teleportation Circle ( Conjuration) Transmute rock ( Transmutation) Wall of Force ( Evocation) Wall of Stone ( Evocation) Etherealness ( Transmutation) Finger of Death ( Necromancy) Forcecage ( Evocation) Mirage Arcane ( Illusion) Mordenkainen’s MagnificentMansion ( Conjuration) Mordenkainen’s Sword ( Evocation) Plane Shift ( Conjuration) Prismatic Spray ( Evocation) Project Image ( Illusion) Reverse Gravity ( Transmutation) Sequester ( Transmutation) Simulacrum ( Illusion) Symbol ( Abjuration) Teleport ( Conjuration) Whirlwind ( Evocation) 6th LevelArcane Gate ( Conjuration) 8th LevelChain Lightning ( Evocation) Abi-Dalzim’s horrid wiltingCircle of Death ( Necromancy) ( Necromancy) Contingency ( Evocation) Antimagic Field ( Abjuration) Create Undead ( Necromancy) Antipathy/Sympathy ( Enchantment) Disintegrate ( Transmutation) Clone ( Necromancy) Drawmij’s Instant SummonsControl Weather ( Transmutation) (Conjuration) Demiplane ( Conjuration) Eyebite ( Necromancy) Dominate Monster ( Enchantment) Flesh to Stone ( Transmutation) Feeblemind ( Enchantment) Globe of Invulnerability ( Abjuration) Incendiary Cloud ( Conjuration) Guards and Wards ( Abjuration) Maze ( Conjuration) Investiture of flame ( Transmutation) Mind Blank ( Abjuration) Investiture of ice ( Transmutation) Power Word Stun ( Enchantment) Investiture of stone ( Transmutation) Sunburst ( Evocation) Investiture of wind ( Transmutation) Telepathy ( Evocation) Magic Jar ( Necromancy) 9th LevelMass Suggestion ( Enchantment) Astral Projection ( Necromancy) Move Earth ( Transmutation) Foresight ( Divination) Otiluke’s Freezing SphereGate ( Conjuration) (Evocation) Imprisonment( Abjuration) Otto’s Irresistible DanceMeteor Swarm ( Evocation) (Enchantment) Power Word Kill ( Enchantment) Programmed Illusion ( Illusion) Prismatic Wall ( Abjuration) Sunbeam ( Evocation) Shapechange ( Transmutation) True Seeing ( Divination) Time Stop ( Transmutation) Wall of Ice ( Evocation) True Polymorph ( Transmutation) 7th LevelWeird ( Illusion) Delayed Blast Fireball ( Evocation) Wish ( Conjuration) PAGE 5

13th 5 Indomitable (two uses) 14th 5 Ability Score Increase 15th 5 Martial Archetype feature 16th 5 Ability Score Increase 17th 6 Action Surge (two uses), Indomitable (three uses) 18th 6 Martial Archetype feature 19th 6 Ability Score Increase 20th 6 Extra Attack (3) Fighter Hit points Hit Dice. 1d10 per fighter level

Related Documents:

Lockheed Martin Joint Strike Fighter (Military aircraft) X-35 (Jet fighter plane) [Former heading] BTAirplanes, Military Lockheed Martin aircraft F-51 (Fighter plane) USEMustang (Fighter plane) F-53 motor home USEFord F53 motor home F-82 (Fighter plane) USETwin Mustang (Fighter plane)

Fire Fighter 1A Revised March 2020 Page 1 of 76 . Structure (2019) Course Plan . Course Details Certification: Fire Fighter 1 CTS Guide: Fire Fighter Certification Training Standards Guide (2019) Description: This course provides the skills and knowledge needed for the entry-level fire fighter to perform structural suppression activities.

No fire fighter shall attain higher fire fighter state certification without first completing an approved Fire Fighter I course at a minimum. Applicants seeking certification as a Fire Fighter II must first show documentation of having met the requirements for Fire Fighter I certification according to NFPA Standard 1001 latest standard.

register here. homework login here. instructor: office: office hours: phone: email: Lecturer, sec.2-5 Dr. Anthony Frawley 210 Keen Tues 3:00-5:00pm 644-4034 afrawley@fsu.edu Lecturer,sec.6-11 Dr. David M. Lind 405 Keen Mon 3 :0-5 0pm 644-1576 dlind@fsu.edu Recit. sec.4,5,8,9 Dr. Todd Adams 515 Keen Tues 1:00-3:00pm 644-7159 tadams@hep.fsu.edu Recit. sec.2,4,5 Dr. Christianne Beekman 418 Keen .

Fire Fighter I Practical Skill Book – (08/19) Page 1 M ISSOURI D IVISION OF F IRE S AFETY FIRE FIGHTER I (NFPA 1001-2019) PRACTICAL SKILL BOOK The Fire Fighter I course is predominantly a "hands-on" program, the training of the skills learned during the course is as important as the

Home » Sharper Image » Shadow Fighter Ninja Shadow Game User Manual 207100 Shadow Fighter Ninja Shadow Game User Manual 207100 Shadow fighter is a skill and action game where you need to train to become faster than the Ninja shadow. The player must execute different actions to attack and defend against the Ninja shadow. To

Volunteer Fire Fighter Dies After Running Out of Air and Becoming Disoriented in Retail Store in Strip Mall Fire—North Carolina Executive Summary . On April 30, 2016, a 20-year-old male volunteer fire fighter died after he ran out of air and became disoriented while fighting a fire in a commercial strip mall. The fire fighter was a member of the

such fundamental and basic aspects such as self-understanding and self-actualization. These help provide the counselee with self-direction and self-motivation. Counseling in its spirit and essence is generative. It aims at assisting the individual to develop such that he becomes psychologically mature and is capable of realizing his potentialities optimally. Counseling has no magical solutions .