I can now orgasm everytime we make love


I came across this recently and I just HAD
to show it you...
The men's health coach, Jack Grave, has
just posted a free video on his website that
explains exactly how ANY man can last longer
(over 35 minutes!) in bed.
Obviously I don't normally share every video
I come across on the net, but this blew my
He breaks down step-by-step how someone who
can last even for only a couple seconds in
bed can go on to last over 35 minutes in bed.
Now these are some pretty big claims so I
checked Jack Grave out and turns out he's
100% legit.
His strategies for lasting longer make
perfect sense and are based on the simple
fact that if you just make a few small
changes to what you do during sex, then you
can DRAMATICALLY increase how much longer you
Anyway, you can check it out for yourself for
free. It's up on his site at the moment at

Make yourself climax 4 times

Just like with most things online I don't
know how much longer this video will be up for
so if you are interested in lasting longer in
bed then it's probably best to go check it out

All the best,

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The PnP l7qj concepts of darkvision, low-light vision, and ol7qj portable light sources are gone. In DDO, al ol7qj l characters can see equally well in all areas, and lighting is sufficient for most purposes in most places. However, areas do have varying amounts of light, which affects the difficulty of hiding. In DDO, l7qj Rest shrines are scattered throughout ol7qj dungeons. T ol7qj hese shrines can be u ol7qj sed to heal hit points and spell points once per shrine during an ol7qj adventure, with the exception of adventures on "casual" mode, where the shrines can be used once every five minutes, and on "normal" mode in quests and in wilderness adventure areas, where the shrines can be used every fifteen minutes. Most rest shrines are adjacent to resurrection shrines, which can be used to resurrect a dead character an infinite number of times. Using a rest shrine restores hit points based on the highest heal skill of a player character near the rest shrine and full spell points. In DDO, l7qj Wizards, Clerics, Rangers, Paladins, ol7qj and Druids can change their memorized spells while resting at a rest shrine; spell swapping does not add to the length of time required to use the shrine. The l7qj number of monsters encountered ol7qj during an adventure in DDO is significantly higher than PnP. It is easily possible to encounter sever ol7qj ol7qj al dozen monsters over the course of one mission, and some missions have over a hundred monsters. The number of daily spells allotted to a caster at lower levels has been increased to help compensate. The l7qj penalty for dying is significantly lower in DDO. In PnP the penalty for dy ol7qj ing ranges from being ol7qj forced into a new body with different physical abilities (Reincarnation), loss of one level or two constitution points (for Raise Dead or Resurrection), or expenditure of an enormous sum of money (True Resurrection, Miracle, Wish). In DDO, death results in temporary negative level(s) that will disappear after a set period of time or after resting at a rest shrine. Multiple deaths in relatively rapid succession increase the number of negative levels and, therefore, the length of time needed for the negative levels to wear off. An indirect cost of dying in DDO is the increased cost of repairing gear after the quest; however, damage from death is immune to potential permanent damage. The rate of advancement is significan ol7qj tly lower in DDO. While in PnP, every 13-14 ol7qj encounters results in a level advancement, in DDO there are more encounters than that in one quest and each quest gives only 5-15% of the experience necessary to advance a level. In l7qj PnP, casters must be careful to avoid damaging themselves and their parties with spells such as Fireball. In DDO, characters cannot damage party mem ol7qj bers with most spell and combat items unless they are in a PvP area. Occasional spells, such as Grease or Sleet Storm, can impair party member PCs, although they do little to no real damage to hit points. P l7qj ortcullises, cages, gat ol7qj es, and other barriers with spaces in their construction, although see-through, are impervious to spells, arrows, and other forms of ol7qj attack in most areas of DDO. Th l7qj e typical dungeon trap in DDO is a device-based automaton that is local to the effect: once the control box is located, a character w ol7qj ith at least one level of rogue or artificer can attempt to disable these traps. D l7qj DO dungeons frequently feature doors that can be opened only after some certain ol7qj monster (or set of monsters) dies. If a party member charms one of the key monsters, the party will be stuck until the caster uses the dismiss charm feat, the spell wears off, or the monster makes a save. In DDO, there is no movement penalty for being of the dwarven or halfling races, or for wearing heavy armor; ho ol7qj wever, carr ol7qj ying heavy loads that cause a player to be encumbered does cause a movement penalty. Be encumbered or wearing heavy armor can cause penalties to dodge, jumping, and swimming.Instead of animal companion and tracking, rangers get both Two Weapon Fighting and archery combat styles, without their limitation of having to wear light or no armor P l7qj Cs receive +20 hp at fi ol7qj rst level, and full hit-dice thereafter. There are many more monsters than in PnP D&D and those monsters deal more damage and have more hitpoints, so this is simply there to balance that fact out. A good amount of HP is critical in DDO to help you survive a pack of monsters in one piece. S l7qj orcerers and Bards can change known spells. By visiting a trainer and paying a fee based on spell level, a single spell is unlearned and replaced with a ol7qj new spell. After changing a spell, you must wait three days before you may change another. l7qj Clerics have no domain or identified deity. l7qj Wizards have no familiar nor opportunity for specialization. l7qj Rogues get sneak attack ol7qj bonus on any enemy not attacking them. They also can Hide without cover, although this becomes di ol7qj ffic ol7qj ult in brightly lit areas and if no distraction exists. l7qj Barbarians get Damage Reduction abilities 5 levels sooner than normal. (This ol7qj compensates ol7qj them for ol7qj monsters making a smaller number of more damaging attacks). The l7qj Paladin's Lay on Hands ability has been significantly boosted to compensate for the higher levels of hit points. ol7qj ol7qj l7qj Paladins may not split up healing between multiple uses of Lay on Hands: they ol7qj may use it ol7qj once per day and it heals for the full allotment. (However, certain enhancements can allow them to use Lay on Hands additional times, increasing the amount of damage they can heal.) The l7qj Paladin's Aura of Good ability provides a bonus of +1 on AC and saves to all all ol7qj ies within its radius of effect which can be further enhanced as ranks (not just levels) are gained. l7qj Paladin Lay on Hands produces Divine Cure or Repair, as appropriate. ol7qj l7qj Multiclass characters never have an XP penalty. However, no character can have leve ol7qj ls in more than three classes. l7qj Characters can reac ol7qj h a maximu ol7qj m of level 30. (This level cap may be increased i ol7qj n later updates.) l7qj Enhancements provide a new method of character advancement, which bears little resemblance to Action Point usage in Eberron, the ol7qj Campaign Setting of the world where this game is taking place. P l7qj restige Classes appear in the form of Enhancements typi ol7qj ally available at ol7qj levels 6, 12, and 18. New l7qj attacks gained from higher BAB gives bonus to attack rolls 5 points higher than the previous a ol7qj ttack instead of 5 points lower.


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