Subject: Climax hard every single time by doing this

From: "Jay A. Doherty" <[email-masked]>
Date: Thu, 28 Jul 2016 15:16:55 -0400

Dear [email-masked],
    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
mind.

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
last.

Anyway, you can check it out for yourself for
free.  It's up on his site at the moment at

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
now.

All the best,
 Jack 

The PnP  0zo1 concepts of darkvision, low-light vision, and y0zo1  portable light sources are gone. In DDO, al y0zo1 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, 0zo1  Rest shrines are scattered throughout y0zo1  dungeons. T y0zo1 hese shrines can be u y0zo1 sed to heal hit points and spell points once per shrine during an  y0zo1 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, 0zo1  Wizards, Clerics, Rangers, Paladins,  y0zo1 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 0zo1  number of monsters encountered  y0zo1 during an adventure in DDO is significantly higher than PnP. It is easily possible to encounter sever y0zo1  y0zo1 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 0zo1  penalty for dying is significantly lower in DDO. In PnP the penalty for dy y0zo1 ing ranges from being  y0zo1 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 y0zo1 tly lower in DDO. While in PnP, every 13-14  y0zo1 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  0zo1 PnP, casters must be careful to avoid damaging themselves and their parties with spells such as Fireball. In DDO, characters cannot damage party mem y0zo1 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 0zo1 ortcullises, cages, gat y0zo1 es, and other barriers with spaces in their construction, although see-through, are impervious to spells, arrows, and other forms of y0zo1  attack in most areas of DDO.
Th 0zo1 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 y0zo1 ith at least one level of rogue or artificer can attempt to disable these traps.
D 0zo1 DO dungeons frequently feature doors that can be opened only after some certain  y0zo1 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 y0zo1 wever, carr y0zo1 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 0zo1 Cs receive +20 hp at fi y0zo1 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 0zo1 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 y0zo1  new spell. After changing a spell, you must wait three days before you may change another.
 0zo1 Clerics have no domain or identified deity.
 0zo1 Wizards have no familiar nor opportunity for specialization.
 0zo1 Rogues get sneak attack  y0zo1 bonus on any enemy not attacking them. They also can Hide without cover, although this becomes di y0zo1 ffic y0zo1 ult in brightly lit areas and if no distraction exists.
 0zo1 Barbarians get Damage Reduction abilities 5 levels sooner than normal. (This y0zo1  compensates  y0zo1 them for y0zo1  monsters making a smaller number of more damaging attacks).
The  0zo1 Paladin's Lay on Hands ability has been significantly boosted to compensate for the higher levels of hit points. y0zo1  y0zo1 
 0zo1 Paladins may not split up healing between multiple uses of Lay on Hands: they y0zo1  may use it  y0zo1 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  0zo1 Paladin's Aura of Good ability provides a bonus of +1 on AC and saves to all all y0zo1 ies within its radius of effect which can be further enhanced as ranks (not just levels) are gained.
 0zo1 Paladin Lay on Hands produces Divine Cure or Repair, as appropriate. y0zo1 
 0zo1 Multiclass characters never have an XP penalty. However, no character can have leve y0zo1 ls in more than three classes.
 0zo1 Characters can reac y0zo1 h a maximu y0zo1 m of level 30. (This level cap may be increased i y0zo1 n later updates.)
 0zo1 Enhancements provide a new method of character advancement, which bears little resemblance to Action Point usage in Eberron, the y0zo1  Campaign Setting of the world where this game is taking place.
P 0zo1 restige Classes appear in the form of Enhancements typi y0zo1 ally available at  y0zo1 levels 6, 12, and 18.
New  0zo1 attacks gained from higher BAB gives bonus to attack rolls 5 points higher than the previous a y0zo1 ttack instead of 5 points lower.