By Cece Bell

Going to college and making new buddies may be tricky. yet going to varsity and making new associates whereas donning a cumbersome listening to reduction strapped for your chest? That calls for superpowers! during this humorous, poignant image novel memoir, author/illustrator Cece Bell chronicles her listening to loss at a tender age and her next reviews with the Phonic Ear, a really powerful—and very awkward—hearing relief. The Phonic Ear supplies Cece the power to hear—sometimes issues she shouldn’t—but additionally isolates her from her classmates. She relatively simply desires to slot in and discover a actual buddy, anyone who appreciates her as she is. After a few hassle, she is eventually capable of harness the ability of the Phonic Ear and turn into “El Deafo, Listener for All.” And extra importantly, claim a spot for herself on this planet and locate the good friend she’s longed for.

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Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check. Protect the Meek (Ex): At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal.

Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled. Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type. Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment.

Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

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