From 4d2e4201e8bae02459f1a1b1727e98a2794cf3df Mon Sep 17 00:00:00 2001 From: seungmkim Date: Fri, 16 Feb 2024 15:28:18 +0900 Subject: [PATCH] add whitespaces between s and next characters --- .../special-abilities-and-conditions.html | 20 ++--- basic-rules-and-legal/traps.html | 8 +- .../wilderness-weather-and-environment.html | 2 +- epic/epic-classes.html | 8 +- epic/epic-monsters-a-e.html | 79 +++++++++---------- epic/epic-monsters-g-w.html | 57 ++++++------- epic/epic-prestige-classes.html | 6 +- epic/epic-skills.html | 13 ++- monsters/monsters-e-f.html | 5 +- monsters/monsters-k-l.html | 34 ++++---- monsters/monsters-t-z.html | 38 ++++----- 11 files changed, 127 insertions(+), 143 deletions(-) diff --git a/basic-rules-and-legal/special-abilities-and-conditions.html b/basic-rules-and-legal/special-abilities-and-conditions.html index 2aa0d14..cb084f0 100644 --- a/basic-rules-and-legal/special-abilities-and-conditions.html +++ b/basic-rules-and-legal/special-abilities-and-conditions.html @@ -1542,16 +1542,16 @@

Conditions

the effect.

- Confused:A confused 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 confused character - who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special - advantage when attacking a confused character. Any confused character who is attacked automatically - attacks its attackers on its next turn, as long as it is still confused when its turn comes. A - confused 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). + Confused: A confused 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 confused character who can’t carry out the indicated action does nothing but babble incoherently. + Attackers are not at any special advantage when attacking a confused character. Any + confused character who is attacked automatically attacks its attackers on its next turn, as long as it is + still confused when its turn comes. A confused 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).

Cowering: The character is frozen in fear and can take no actions. A cowering character takes a diff --git a/basic-rules-and-legal/traps.html b/basic-rules-and-legal/traps.html index 926f610..7149d42 100644 --- a/basic-rules-and-legal/traps.html +++ b/basic-rules-and-legal/traps.html @@ -530,9 +530,9 @@

Cr 3 Traps

greataxe); Search DC 15; Disable Device DC 27. Market Price: 14,100 gp.

- Fire Trap:CR 3; spell; spell trigger; no reset; spell effect (fire trap, 3rd-level druid, 1d4+3 fire, DC 13 Reflex - save half damage); Search DC 27; Disable Device DC 27. Cost: 85 gp to hire NPC spellcaster. + Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (fire trap, 3rd-level + druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device DC 27. Cost: 85 gp to hire + NPC spellcaster.

Extended Bane Trap: CR 3; magic device; proximity trigger (detect good); automatic @@ -654,7 +654,7 @@

Cr 5 Traps

25. Market Price: 15,000 gp.

- Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (fire trap, 7th-level + Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device DC 29. Cost: 305 gp to hire NPC spellcaster.

diff --git a/basic-rules-and-legal/wilderness-weather-and-environment.html b/basic-rules-and-legal/wilderness-weather-and-environment.html index 62c6491..c5aea3f 100644 --- a/basic-rules-and-legal/wilderness-weather-and-environment.html +++ b/basic-rules-and-legal/wilderness-weather-and-environment.html @@ -2495,7 +2495,7 @@

Weather

Hot: Between 85° and 110° Fahrenheit during the day, 10 to 20 degrees colder at night.

Moderate: Between 40° and 60° Fahrenheit during the day, 10 to 20 degrees colder at night.

- Powerful Storm (Windstorm / Blizzard / Hurricane / Tornado): Wind speeds are over 50 mph + Powerful Storm (Windstorm / Blizzard / Hurricane / Tornado): 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 diff --git a/epic/epic-classes.html b/epic/epic-classes.html index 8b570e5..d0f38a4 100644 --- a/epic/epic-classes.html +++ b/epic/epic-classes.html @@ -70,7 +70,7 @@

Epic Barbarian

bonus feats) every four levels higher than 20th.

- Epic Barbarian Bonus Feat List: Armor Skin, Chaotic Rage, Damage Reduction, Devastating + Epic Barbarian Bonus Feat List: 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. @@ -295,9 +295,9 @@

Epic Druid

additional trick.

- Wild Shape: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. + Wild Shape: 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.

Bonus Feats: The epic druid gains a bonus feat (selected from the list of epic druid bonus feats) diff --git a/epic/epic-monsters-a-e.html b/epic/epic-monsters-a-e.html index 6efca05..4e68641 100644 --- a/epic/epic-monsters-a-e.html +++ b/epic/epic-monsters-a-e.html @@ -2497,29 +2497,29 @@

Creating a Demilich

described below.

- Trap the Soul (Su):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 resurrection, true resurrection, clone, or miracle. 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 + Trap the Soul (Su): 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 resurrection, true resurrection, clone, or - miracle. A potential victim protected by a death ward 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. + miracle. 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 resurrection, + true resurrection, clone, or miracle. A potential victim protected by a death ward 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.

- Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of + Fear Aura (Su): 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 fear as cast by a 21st-level caster.

- Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude + Paralyzing Touch (Su): 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. Remove paralysis 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. @@ -2541,43 +2541,40 @@

Creating a Demilich

described below.

- Magic Immunity (Ex):Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects - a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A - dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect - demiliches normally. + Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except + as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the + damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). + Holy smite spells affect demiliches normally.

- Phylactery Transference (Su):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. + Phylactery Transference (Su): 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.

- Undead Traits:Immune to poison, sleep, 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. + Undead Traits: Immune to poison, sleep, 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.

- Immunities (Ex):Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks. + Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting + attacks.

- Turn Resistance (Ex): A demilich has turn resistance +20. + Turn Resistance (Ex): A demilich has turn resistance +20.

- Damage Reduction (Su):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). + Damage Reduction (Su): 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).

- Resistances (Ex):Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20. + Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic + resistance 20.

Saves: Same as the lich.

Abilities: A demilich gains +10 to Intelligence, Wisdom, and Charisma.

diff --git a/epic/epic-monsters-g-w.html b/epic/epic-monsters-g-w.html index dadf7d0..2c7d6e2 100644 --- a/epic/epic-monsters-g-w.html +++ b/epic/epic-monsters-g-w.html @@ -2656,19 +2656,17 @@

Creating a Pseudonatural Creature

- Constant Insight (Su):The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that - applies to attacks against a concealed target. + Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The + creature is not affected by the miss chance that applies to attacks against a concealed target.

- Improved Grab (Ex):If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a - grapple as a free action without provoking an attack of opportunity. + Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it + deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

- Rotting Constriction (Ex):Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds - permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points. + Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful + grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, + the creature regains 10 lost hit points.

Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. @@ -2753,11 +2751,10 @@

Creating a Pseudonatural Creature

If the creature already has one or more of these special qualities, use the better value.

- Alternate Form (Su):At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately - gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard - action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this - alternate form. + Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, + tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien + appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls + against pseudonatural creatures in this alternate form.

Saves: Same as the base creature.

@@ -4651,29 +4648,27 @@

Creating a Worm That Walks

mentioned below.

- Blindsight (Ex):Worms that walk have blindsight 300 ft. + Blindsight (Ex): Worms that walk have blindsight 300 ft.

- Spell Resistance (Ex):A worm that walks has spell resistance equal to its Challenge Rating +10. + Spell Resistance (Ex): A worm that walks has spell resistance equal to its Challenge + Rating +10.

- Frightful Presence (Su):When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm’s HD + the worm’s - Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who - fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last - for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The - victim of the worm’s engulf attack has a –5 penalty on his or her saving throw. + Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a + Will save (DC 10 + 1/2 the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who + fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or + more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack + before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a –5 penalty on his or + her saving throw.

- Discorporate (Ex):If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin - that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to - house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the - vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its - equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl - away, and so provide for the worm’s continued existence. + Discorporate (Ex): If gravely threatened, a worm can discorporate as a free action, simply + falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin + survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating + is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the + worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one + maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence.

Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical diff --git a/epic/epic-prestige-classes.html b/epic/epic-prestige-classes.html index 951222d..006d74e 100644 --- a/epic/epic-prestige-classes.html +++ b/epic/epic-prestige-classes.html @@ -123,9 +123,9 @@

Epic Arcane Archer

archer increases by +1.

- Hail of Arrows:In lieu of his or her regular attacks, once per day the arcane archer can fire an arrow at each and every target - within range, with a maximum number of targets equal to his or her arcane archer class level, as normal. + Hail of Arrows: In lieu of his or her regular attacks, once per day the arcane archer can + fire an arrow at each and every target within range, with a maximum number of targets equal to his or her arcane + archer class level, as normal.

Bonus Feats: The arcane archer gains a bonus feat (selected from the list of epic arcane archer diff --git a/epic/epic-skills.html b/epic/epic-skills.html index 51a9885..8af044b 100644 --- a/epic/epic-skills.html +++ b/epic/epic-skills.html @@ -635,13 +635,12 @@

Hide

- Hide Another:By accepting a –30 penalty on his or her Hide check, a character can hide another adjacent creature whose size is - no more than one category larger than the character’s own. Modifiers to the check for the size of the creature - still apply, as do all other penalties, including those for moving faster than half speed. Likewise, a character - can only hide another creature when it is not under direct observation by a third party. The creature the - character hides remains hidden until it is spotted or it takes some other action that breaks its concealment, as - normal. + Hide Another: By accepting a –30 penalty on his or her Hide check, a character can hide + another adjacent creature whose size is no more than one category larger than the character’s own. Modifiers to + the check for the size of the creature still apply, as do all other penalties, including those for moving faster + than half speed. Likewise, a character can only hide another creature when it is not under direct observation by a + third party. The creature the character hides remains hidden until it is spotted or it takes some other action + that breaks its concealment, as normal.

Intimidate

Intimidate does not possess an epic usage.

diff --git a/monsters/monsters-e-f.html b/monsters/monsters-e-f.html index 86319d8..b292de3 100644 --- a/monsters/monsters-e-f.html +++ b/monsters/monsters-e-f.html @@ -2674,9 +2674,8 @@

Creating a Fiendish Creature

also gains the following special attack.

- Smite Good (Su):Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of - +20) against a good foe. + Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra + damage equal to its HD total (maximum of +20) against a good foe.

Special Qualities: A fiendish creature retains all the special qualities of the base creature and diff --git a/monsters/monsters-k-l.html b/monsters/monsters-k-l.html index 3293af6..2ea1521 100644 --- a/monsters/monsters-k-l.html +++ b/monsters/monsters-k-l.html @@ -2904,23 +2904,21 @@

Creating a Lycanthrope

while in hybrid form.

- Curse of Lycanthropy (Su):Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 - Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope - the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of - lycanthropy. + Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite + attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s + size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that + lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

Special Qualities: A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.

- Alternate Form (Su):A lycanthrope can shift into animal form as though using the polymorph spell on itself, though its gear is - not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the - lycanthrope can be assumed. It does not assume the ability scores of the animal, but instead adds the animal’s - physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form - with prehensile hands and animalistic features. + Alternate Form (Su): A lycanthrope can shift into animal form as though using the + polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing + form, and only the specific animal form indicated for the lycanthrope can be assumed. It does not assume the + ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability + scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action.

@@ -2932,20 +2930,20 @@

Creating a Lycanthrope

natural lycanthropes have full control over this power.

- Damage Reduction (Ex): An afflicted lycanthrope in animal or hybrid form has damage + Damage Reduction (Ex): An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.

- Lycanthropic Empathy (Ex):In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This - gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of - simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.” + Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with + normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the + animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such + as “friend,” “foe,” “flee,” and “attack.”

- Low-Light Vision (Ex): A lycanthrope has low-light vision in any form. + Low-Light Vision (Ex): A lycanthrope has low-light vision in any form.

- Scent (Ex): A lycanthrope has the scent ability in any form. + Scent (Ex): A lycanthrope has the scent ability in any form.

Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the diff --git a/monsters/monsters-t-z.html b/monsters/monsters-t-z.html index 10e2ca9..fda7578 100644 --- a/monsters/monsters-t-z.html +++ b/monsters/monsters-t-z.html @@ -1816,29 +1816,26 @@

Creating a Vampire

described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.

- Blood Drain (Ex):A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the - foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such - successful attack, the vampire gains 5 temporary hit points. + Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a + successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round + the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

- Children of the Night (Su):Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat - swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might - summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 - hour. + Children of the Night (Su): Vampires command the lesser creatures of the world and once + per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the + base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures + arrive in 2d6 rounds and serve the vampire for up to 1 hour.

- Dominate (Su):A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, - except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the - vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a - dominate person spell (caster level 12th). The ability has a range of 30 feet. + Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her + eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely + looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the + vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 + feet.

- Create Spawn (Su):A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire - Spawn entry) 1d4 days after burial. + Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain + rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.

If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 @@ -1851,10 +1848,9 @@

Creating a Vampire

cannot be enslaved again.

- Energy Drain (Su):Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two - negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its - energy drain ability once per round. + Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural + weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 + temporary hit points. A vampire can use its energy drain ability once per round.

Special Qualities: A vampire retains all the special qualities of the base creature and gains