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add whitespaces between </i></strong>s and next characters
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seungmkim committed Feb 16, 2024
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20 changes: 10 additions & 10 deletions basic-rules-and-legal/special-abilities-and-conditions.html
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Expand Up @@ -1542,16 +1542,16 @@ <h2 id="conditions">Conditions</h2>
the effect.
</p>
<p>
<strong><i>Confused:</i></strong
>A <i>confused</i> character’s actions are determined by rolling d% at the beginning of his turn: 01–10, attack
caster with melee or ranged weapons (or close with caster if attacking is not possible); 11–20, act normally;
21–50, do nothing but babble incoherently; 51–70, flee away from caster at top possible speed; 71–100, attack
nearest creature (for this purpose, a familiar counts as part of the subject’s self ). A <i>confused</i> character
who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special
advantage when attacking a <i>confused</i> character. Any <i>confused</i> character who is attacked automatically
attacks its attackers on its next turn, as long as it is still <i>confused</i> when its turn comes. A
<i>confused</i> character does not make attacks of opportunity against any creature that it is not already devoted
to attacking (either because of its most recent action or because it has just been attacked).
<strong><i>Confused:</i></strong> A <i>confused</i> character’s actions are determined by rolling d% at the
beginning of his turn: 01–10, attack caster with melee or ranged weapons (or close with caster if attacking is not
possible); 11–20, act normally; 21–50, do nothing but babble incoherently; 51–70, flee away from caster at top
possible speed; 71–100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self
). A <i>confused</i> character who can’t carry out the indicated action does nothing but babble incoherently.
Attackers are not at any special advantage when attacking a <i>confused</i> character. Any
<i>confused</i> character who is attacked automatically attacks its attackers on its next turn, as long as it is
still <i>confused</i> when its turn comes. A <i>confused</i> character does not make attacks of opportunity
against any creature that it is not already devoted to attacking (either because of its most recent action or
because it has just been attacked).
</p>
<p>
<strong>Cowering:</strong> The character is frozen in fear and can take no actions. A cowering character takes a
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8 changes: 4 additions & 4 deletions basic-rules-and-legal/traps.html
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Expand Up @@ -530,9 +530,9 @@ <h3 id="cr-3-traps">Cr 3 Traps</h3>
greataxe); Search DC 15; Disable Device DC 27. <i>Market Price:</i> 14,100 gp.
</p>
<p>
<strong><i>Fire Trap:</i></strong
>CR 3; spell; spell trigger; no reset; spell effect (<i>fire trap,</i> 3rd-level druid, 1d4+3 fire, DC 13 Reflex
save half damage); Search DC 27; Disable Device DC 27. <i>Cost:</i> 85 gp to hire NPC spellcaster.
<strong><i>Fire Trap:</i></strong> CR 3; spell; spell trigger; no reset; spell effect (<i>fire trap,</i> 3rd-level
druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device DC 27. <i>Cost:</i> 85 gp to hire
NPC spellcaster.
</p>
<p>
<strong>Extended <i>Bane</i> Trap:</strong> CR 3; magic device; proximity trigger <i>(detect good);</i> automatic
Expand Down Expand Up @@ -654,7 +654,7 @@ <h3 id="cr-5-traps">Cr 5 Traps</h3>
25. <i>Market Price:</i> 15,000 gp.
</p>
<p>
<strong><i>Fire Trap:</i> </strong>CR 5; spell; spell trigger; no reset; spell effect (<i>fire trap,</i> 7th-level
<strong><i>Fire Trap:</i></strong> CR 5; spell; spell trigger; no reset; spell effect (<i>fire trap,</i> 7th-level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device DC 29. <i>Cost:</i> 305 gp to
hire NPC spellcaster.
</p>
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Expand Up @@ -2495,7 +2495,7 @@ <h3 id="weather">Weather</h3>
<p><strong>Hot:</strong> Between 85° and 110° Fahrenheit during the day, 10 to 20 degrees colder at night.</p>
<p><strong>Moderate:</strong> Between 40° and 60° Fahrenheit during the day, 10 to 20 degrees colder at night.</p>
<p>
<strong>Powerful Storm <i>(Windstorm / Blizzard / Hurricane / Tornado):</i> </strong>Wind speeds are over 50 mph
<strong>Powerful Storm <i>(Windstorm / Blizzard / Hurricane / Tornado):</i></strong> Wind speeds are over 50 mph
(see Table: Wind Effects). In addition, blizzards are accompanied by heavy snow (1d3 feet), and hurricanes are
accompanied by downpours (see above). Windstorms last for 1d6 hours. Blizzards last for 1d3 days. Hurricanes can
last for up to a week, but their major impact on characters will come in a 24-to-48-hour period when the center of
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8 changes: 4 additions & 4 deletions epic/epic-classes.html
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Expand Up @@ -70,7 +70,7 @@ <h2 id="epic-barbarian">Epic Barbarian</h2>
bonus feats) every four levels higher than 20th.
</p>
<p>
<strong><i>Epic Barbarian Bonus Feat List:</i> </strong>Armor Skin, Chaotic Rage, Damage Reduction, Devastating
<strong><i>Epic Barbarian Bonus Feat List:</i></strong> Armor Skin, Chaotic Rage, Damage Reduction, Devastating
Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing,
Incite Rage, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Mighty
Rage, Overwhelming Critical, Ruinous Rage, Terrifying Rage, Thundering Rage.
Expand Down Expand Up @@ -295,9 +295,9 @@ <h2 id="epic-druid">Epic Druid</h2>
additional trick.
</p>
<p>
<strong><i>Wild Shape:</i></strong
>The epic druid can use this ability to take the form of an animal one additional time per day every four levels
higher than 18th. The druid’s ability to wild shape into an elemental does not improve.
<strong><i>Wild Shape:</i></strong> The epic druid can use this ability to take the form of an animal one
additional time per day every four levels higher than 18th. The druid’s ability to wild shape into an elemental
does not improve.
</p>
<p>
<strong>Bonus Feats:</strong> The epic druid gains a bonus feat (selected from the list of epic druid bonus feats)
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79 changes: 38 additions & 41 deletions epic/epic-monsters-a-e.html
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Expand Up @@ -2497,29 +2497,29 @@ <h3 id="creating-a-demilich">Creating a Demilich</h3>
described below.
</p>
<p>
<strong><i>Trap the Soul (Su):</i></strong
>A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target
it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s Cha
modifier). If the target makes its saving throw, it gains four negative levels (this does not count as a use of
trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped
within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the
captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to
dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the
soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten,
crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body
by the use of either <i>resurrection,</i> <i>true resurrection, clone,</i> or <i>miracle.</i> If the demilich is
overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the
<strong><i>Trap the Soul (Su):</i></strong> A demilich can trap the souls of up to eight living creatures per day.
To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC
10 + demilich’s HD + demilich’s Cha modifier). If the target makes its saving throw, it gains four negative levels
(this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly
drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams
wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and
molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over
24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich
is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the
afterlife or be returned to its body by the use of either <i>resurrection,</i> <i>true resurrection, clone,</i> or
<i>miracle.</i> A potential victim protected by a <i>death ward</i> spell is not immune to trap the soul, but
receives a +5 bonus on its Fortitude saving throw andis effective against the level loss on a successful save.
<i>miracle.</i> If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after
which time it is free to seek the afterlife or be returned to its body by the use of either <i>resurrection,</i>
<i>true resurrection, clone,</i> or <i>miracle.</i> A potential victim protected by a <i>death ward</i> spell is
not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw andis effective against the
level loss on a successful save.
</p>
<p>
<strong><i>Fear Aura (Su):</i> </strong>Demiliches are shrouded in a dreadful aura of death and evil. Creatures of
<strong><i>Fear Aura (Su):</i></strong> Demiliches are shrouded in a dreadful aura of death and evil. Creatures of
less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 14 + demilich’s Cha
modifier) or be affected as though by <i>fear</i> as cast by a 21st-level caster.
</p>
<p>
<strong><i>Paralyzing Touch (Su):</i> </strong>Any living creature a demilich touches must succeed at a Fortitude
<strong><i>Paralyzing Touch (Su):</i></strong> Any living creature a demilich touches must succeed at a Fortitude
save (DC 10 + demilich’s HD + demilich’s Cha modifier) or be permanently paralyzed. <i>Remove paralysis</i> or any
spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich
seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Expand All @@ -2541,43 +2541,40 @@ <h3 id="creating-a-demilich">Creating a Demilich</h3>
described below.
</p>
<p>
<strong><i>Magic Immunity (Ex):</i></strong
>Demiliches are immune to all magical and supernatural effects, except as follows. A <i>shatter</i> spell affects
a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A
<i>dispel evil</i> spell deals 3d6 points of damage (Fort save for half damage). <i>Holy smite</i> spells affect
demiliches normally.
<strong><i>Magic Immunity (Ex):</i></strong> Demiliches are immune to all magical and supernatural effects, except
as follows. A <i>shatter</i> spell affects a demilich as if it were a crystalline creature, but deals half the
damage normally indicated. A <i>dispel evil</i> spell deals 3d6 points of damage (Fort save for half damage).
<i>Holy smite</i> spells affect demiliches normally.
</p>
<p>
<strong><i>Phylactery Transference (Su):</i></strong
>Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s
phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are
located. The standard limits on types of items utilized simultaneously still apply.
<strong><i>Phylactery Transference (Su):</i></strong> Headbands, belts, rings, cloaks, and other wearable items
kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how
far apart the demilich and the phylactery are located. The standard limits on types of items utilized
simultaneously still apply.
</p>
<p>
<strong><i>Undead Traits:</i></strong
>Immune to poison, <i>sleep,</i> paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting
effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits,
subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from
massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only
if creature is willing.
<strong><i>Undead Traits:</i></strong> Immune to poison, <i>sleep,</i> paralysis, stunning, disease, death,
effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also
works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain.
Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision
60 ft. Cannot be raised; resurrection works only if creature is willing.
</p>
<p>
<strong><i>Immunities (Ex):</i></strong
>Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
<strong><i>Immunities (Ex):</i></strong> Demiliches are immune to cold, electricity, polymorph, and mind-affecting
attacks.
</p>
<p>
<strong><i>Turn Resistance (Ex):</i> </strong>A demilich has turn resistance +20.
<strong><i>Turn Resistance (Ex):</i></strong> A demilich has turn resistance +20.
</p>
<p>
<strong><i>Damage Reduction (Su):</i></strong
>A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15
points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning
weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage
to a demilich (demiliches cannot be beheaded).
<strong><i>Damage Reduction (Su):</i></strong> A demilich loses any previous damage reduction and instead has
damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the
weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore
this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
</p>
<p>
<strong><i>Resistances (Ex):</i></strong
>Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
<strong><i>Resistances (Ex):</i></strong> Demiliches have acid resistance 20, fire resistance 20, and sonic
resistance 20.
</p>
<p><strong>Saves:</strong> Same as the lich.</p>
<p><strong>Abilities:</strong> A demilich gains +10 to Intelligence, Wisdom, and Charisma.</p>
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