From: <za...@us...> - 2011-11-28 14:03:17
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Revision: 15570 http://pcgen.svn.sourceforge.net/pcgen/?rev=15570&view=rev Author: zaister Date: 2011-11-28 14:03:10 +0000 (Mon, 28 Nov 2011) Log Message: ----------- Various fixes: * incorporated Core Rulebook fifth printing errata * incorporated Bestiary third printing errata * fix focus component for Augury spell * prepare rogue class weapon proficiencies for ninja archetype * add CheckLists for some class abilities Modified Paths: -------------- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_abilities_monsters_general.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_equip.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_feats_monster.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_templates.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_templates_dragons.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_templates_simple.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_afflictions.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_class.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_class_common.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_companions.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_equipment.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_racial.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_abilitycategories.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_classes_base.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_classes_prc.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_deities.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_equip_armorshields.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_equip_components.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_equip_rings.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_equip_weapons_ranged.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_equip_wondrousitems.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_equipmods_enhancing.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_feats.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_kits_companions.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_races_base.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_races_companions.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_skills_conditional.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/pfcr_spells.lst Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_abilities_monsters_general.lst =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_abilities_monsters_general.lst 2011-11-28 05:24:26 UTC (rev 15569) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/core_rulebook/bestiary_core/pfb_abilities_monsters_general.lst 2011-11-28 14:03:10 UTC (rev 15570) @@ -1,6 +1,8 @@ -# CVS $Revision$ $Author$ -- Mon Jan 17 06:06:23 2011 -- reformated by prettylst.pl v1.39 (build 11455) +# CVS $Revision$ $Author$ -- Mon Nov 28 13:37:53 2011 -- reformated by prettylst.pl v1.39 (build 11455) SOURCELONG:Bestiary SOURCESHORT:PFB SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8auu SOURCEDATE:2009-10 +# Added 3rd printing errata - SR + ###Block: Creature Type Traits # Ability Name Category of Ability Visible Automatically Gained Weapon Prof. Ability Vision Source Page Aberration Traits CATEGORY:Special Ability VISIBLE:NO ABILITY:Special Ability|AUTOMATIC|Aberration Traits Output|PRERULE:1,DISPLAYTYPETRAITS VISION:Darkvision (60') SOURCEPAGE:p.306 @@ -51,7 +53,7 @@ ###Block: Archon Subtype Abilities # Ability Name Unique Key Category of Ability Type Define Description Source Page Aspects Description of the Benefits Aura of Menace KEY:Aura of Menace ~ Archon CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Aura DEFINE:AuraOfMenaceDC|12+(HD/2)+CHA DESC:A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. SOURCEPAGE:p.311 ASPECT:Ability Benefit|(20 ft., DC %1)|AuraOfMenaceDC BENEFIT:A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a DC %1 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.|AuraOfMenaceDC -Teleport KEY:Teleport ~ Archon CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.ModifyMovement DESC:Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried objects. SOURCEPAGE:p.311 +Teleport KEY:Teleport ~ Archon CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.ModifyMovement DESC:Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried objects. SOURCEPAGE:p.311 Truespeech KEY:Truespeech ~ Archon CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Communicate DESC:All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active. SOURCEPAGE:p.311 ###Block: Azata Subtype Abilities @@ -118,7 +120,7 @@ # Set Die size with BONUS:VAR|BurnDamageDieSize|x # Default number of dice is 1, to add more use BONUS:VAR|BurnDamageDice|x -Change Shape CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. SOURCEPAGE:p.298 BENEFIT:You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). +Change Shape CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. SOURCEPAGE:p.298 BENEFIT:You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely. # Generic Channel Resistance CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Defensive DEFINE:ChannelResistance|0 DESC:You are less easily affected by clerics or paladins. SOURCEPAGE:p.298 ASPECT:Ability Benefit|+%1|ChannelResistance ASPECT:Resistance|Channel BENEFIT:You are less easily affected by clerics or paladins. You add +%1 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.|ChannelResistance @@ -168,7 +170,7 @@ Gaze CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:GazeDC|10+(HD/2)+CHA DESC:Your gaze special attack takes effect when foes look at the attacking creature's eyes. BONUS:VAR|GazeDC|2|PREFEAT:1,Ability Focus (Gaze) SOURCEPAGE:p.300 ASPECT:Ability Benefit|(DC %2)|GazeDC # Generic -Grab CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.AttackOption DESC:If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. BONUS:VAR|CMB_Grapple|4 SOURCEPAGE:p.301 BENEFIT:If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab works only against opponents at least one size category smaller than you. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. +Grab CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.AttackOption DESC:If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. BONUS:VAR|CMB_Grapple|4 SOURCEPAGE:p.301 BENEFIT:If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you. Immunity to Acid CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Immunity DESC:You never take acid damage. SOURCEPAGE:p.301 ASPECT:Immunity|Acid Immunity to Cold CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Immunity DESC:You never take cold damage. SOURCEPAGE:p.301 ASPECT:Immunity|Cold @@ -306,12 +308,12 @@ Smite Good KEY:Smite Good ~ Fiendish Creature CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:SmiteGoodTimes|0 DEFINE:SmiteGoodAttackBonus|0 DEFINE:SmiteGoodDamageBonus|0 DESC:%1/day as a swift action. Add +%2 to attack rolls and +%3 damage bonus against good foes; smite persists until target is dead or the fiendish creature rests.|SmiteGoodTimes|SmiteGoodAttackBonus|SmiteGoodDamageBonus BONUS:VAR|SmiteGoodTimes|1 BONUS:VAR|SmiteGoodAttackBonus|max(CHA,0) BONUS:VAR|SmiteGoodDamageBonus|HD SOURCEPAGE:p.294 ###Block: Additional Abilities used by multiple creatures -# Ability Name Category of Ability Type Define Description Stackable? Multiple? Choose Bonus to skill Source Page Aspects Description of the Benefits -Aligned CATEGORY:Special Ability TYPE:SpecialQuality DESC:Your natural weapons, as well as any weapons you wield, are treated as %1 for the purpose of resolving damage reduction.|%LIST STACK:NO MULT:YES CHOOSE:STRING|Lawful|Good|Chaotic|Evil SOURCEPAGE:p.312 -All-Around Vision CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Sense DESC:You can see in all directions at once. You cannot be flanked. SOURCEPAGE:p.136,153,192,201,249,284 +# Ability Name Category of Ability Type Define Description Stackable? Multiple? Choose Source Page Aspects Description of the Benefits +Aligned CATEGORY:Special Ability TYPE:SpecialQuality DESC:Your natural weapons, as well as any weapons you wield, are treated as %1 for the purpose of resolving damage reduction.|%LIST STACK:NO MULT:YES CHOOSE:STRING|Lawful|Good|Chaotic|Evil SOURCEPAGE:p.312 +All-Around Vision CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Sense DESC:You can see in all directions at once. You cannot be flanked. SOURCEPAGE:p.136,153,192,201,249,284 Can't Be Tripped CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:CantBeTripped|1 DESC:A creature with this ability cannot be tripped. Cannot Speak CATEGORY:Special Ability TYPE:Communicate DESC:A creature with this ability may understand one of more languages but cannot speak. -Stampede CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. SOURCEPAGE:p.174 ASPECT:Ability Benefit|(DC %1)|TrampleDC+2 BENEFIT:A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2. +Stampede CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. SOURCEPAGE:p.174 ASPECT:Ability Benefit|(DC %1)|TrampleDC+2 BENEFIT:A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2. ###Block: Creature with class level Ability Adjustment Abilities # Ability Name Unique Key Category of Ability Type Visible Restricted Ability Stat bonus @@ -365,66 +367,67 @@ ###Block: Improved Familiar support # Air Elemental -Air Mastery KEY:Air Mastery ~ Air Elemental CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Defensive DESC:Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. SOURCEPAGE:p.120 +# Ability Name Unique Key Category of Ability Type Define Description Multiple? Choose Modify VAR Source Page Aspects Description of the Benefits +Air Mastery KEY:Air Mastery ~ Air Elemental CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Defensive DESC:Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. SOURCEPAGE:p.120 # Earth Elemental -Earth Glide KEY:Earth Glide ~ Earth Elemental CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyMovement DESC:A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A Move Earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. SOURCEPAGE:p.122 -Earth Mastery KEY:Earth Mastery ~ Earth Elemental CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. SOURCEPAGE:p.122 +Earth Glide KEY:Earth Glide ~ Earth Elemental CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyMovement DESC:A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A Move Earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. SOURCEPAGE:p.122 +Earth Mastery KEY:Earth Mastery ~ Earth Elemental CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. SOURCEPAGE:p.122 # Water Elemental -Drench KEY:Drench ~ Water Elemental CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as Dispel Magic (caster level %1).|TL SOURCEPAGE:p.126 -Vortex KEY:Vortex ~ Water Elemental CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.AttackOption DEFINE:VortexDuration|HD/2 DEFINE:VortexHeight|0 DEFINE:VortexDC|10+(HD/2)+STR DESC:While underwater, a water elemental can create a whirlpool as a standard action, at will. BONUS:VAR|VortexDC|2|PREFEAT:1,Ability Focus (Vortex) SOURCEPAGE:p.126 ASPECT:Ability Benefit|(DC %1)|VortexDC BENEFIT:While underwater, a water elemental can create a whirlpool as a standard action, at will. The vortex is always 5 feet wide at its base. A vortex's width at its peak is always equal to half of its height. The elemental controls the exact height, but it must be at least 10 feet and at most %1 feet high. The vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the vortex moves into or through a creature's space. In vortex form the elemental cannot make its normal attacks, and does not threaten the area around it. Creatures one or more size categories smaller than the vortex might take damage when caught in the vortex (generally damage equal the elementals slam attack). An affected creature must succeed on a Reflex save (DC %2) when it comes into contact with the vortex or take damage as if it were hit by the elemental's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the vortex, automatically taking the indicated damage each round. Creatures trapped in the vortex cannot move except to go where the vortex carries them or to escape the vortex. Trapped creatures can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The vortex can have only as many creatures trapped inside at one time as will fit inside the vortex's volume. The vortex can eject any carried creatures whenever you wish as a free action, depositing them in the elementas's space. If the vortex's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the Vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a Concentration check (DC 15 + spell level) to cast a spell.|VortexHeight|VortexDC -Water Mastery KEY:Water Mastery ~ Water Elemental CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. SOURCEPAGE:p.126 +Drench KEY:Drench ~ Water Elemental CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as Dispel Magic (caster level %1).|TL SOURCEPAGE:p.126 +Vortex KEY:Vortex ~ Water Elemental CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.AttackOption DEFINE:VortexDuration|HD/2 DEFINE:VortexHeight|0 DEFINE:VortexDC|10+(HD/2)+STR DESC:While underwater, a water elemental can create a whirlpool as a standard action, at will. BONUS:VAR|VortexDC|2|PREFEAT:1,Ability Focus (Vortex) SOURCEPAGE:p.126 ASPECT:Ability Benefit|(DC %1)|VortexDC BENEFIT:While underwater, a water elemental can create a whirlpool as a standard action, at will. The vortex is always 5 feet wide at its base. A vortex's width at its peak is always equal to half of its height. The elemental controls the exact height, but it must be at least 10 feet and at most %1 feet high. The vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the vortex moves into or through a creature's space. In vortex form the elemental cannot make its normal attacks, and does not threaten the area around it. Creatures one or more size categories smaller than the vortex might take damage when caught in the vortex (generally damage equal the elementals slam attack). An affected creature must succeed on a Reflex save (DC %2) when it comes into contact with the vortex or take damage as if it were hit by the elemental's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the vortex, automatically taking the indicated damage each round. Creatures trapped in the vortex cannot move except to go where the vortex carries them or to escape the vortex. Trapped creatures can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The vortex can have only as many creatures trapped inside at one time as will fit inside the vortex's volume. The vortex can eject any carried creatures whenever you wish as a free action, depositing them in the elementas's space. If the vortex's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the Vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a Concentration check (DC 15 + spell level) to cast a spell.|VortexHeight|VortexDC +Water Mastery KEY:Water Mastery ~ Water Elemental CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. SOURCEPAGE:p.126 # Homunculus -Poison KEY:Poison ~ Homunculus CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:HomunculusPoisonDC|10+(HD/2)+CON DESC:Bite--injury; save Fort DC %1; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.|HomunculusPoisonDC BONUS:VAR|HomunculusPoisonDC|2|PREFEAT:1,Ability Focus (Poison) SOURCEPAGE:p.176 ASPECT:Ability Benefit|(DC %1)|HomunculusPoisonDC -Telepathic Link KEY:Telepathic Link ~ Homunculus CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Communicate DESC:A homunculus cannot speak, but the process of creating one links it telepathically with its creator. SOURCEPAGE:p.176 BENEFIT:A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet. +Poison KEY:Poison ~ Homunculus CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:HomunculusPoisonDC|10+(HD/2)+CON DESC:Bite--injury; save Fort DC %1; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.|HomunculusPoisonDC BONUS:VAR|HomunculusPoisonDC|2|PREFEAT:1,Ability Focus (Poison) SOURCEPAGE:p.176 ASPECT:Ability Benefit|(DC %1)|HomunculusPoisonDC +Telepathic Link KEY:Telepathic Link ~ Homunculus CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Communicate DESC:A homunculus cannot speak, but the process of creating one links it telepathically with its creator. SOURCEPAGE:p.176 BENEFIT:A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet. # Imp -Poison KEY:Poison ~ Imp CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:PoisonDC|10+(HD/2)+CON DESC:Sting--injury; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.|PoisonDC BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison) BONUS:VAR|PoisonDC|2|TYPE=Racial SOURCEPAGE:p.78 ASPECT:Ability Benefit|(DC %1)|PoisonDC -Change Shape KEY:Change Shape ~ Imp CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of your own physical qualities. SOURCEPAGE:p.78 ASPECT:Ability Benefit|(Boar, Giant Spider, Rat, or Raven, Beast Shape I) BENEFIT:An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of its own physical qualities. An Imp cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, but it does not adjust its ability scores (although it gains any other abilities of the creature it mimics). +Poison KEY:Poison ~ Imp CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:PoisonDC|10+(HD/2)+CON DESC:Sting--injury; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.|PoisonDC BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison) BONUS:VAR|PoisonDC|2|TYPE=Racial SOURCEPAGE:p.78 ASPECT:Ability Benefit|(DC %1)|PoisonDC +Change Shape KEY:Change Shape ~ Imp CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of your own physical qualities. SOURCEPAGE:p.78 ASPECT:Ability Benefit|(Boar, Giant Spider, Rat, or Raven, Beast Shape I) BENEFIT:An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of its own physical qualities. An Imp cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, but it does not adjust its ability scores (although it gains any other abilities of the creature it mimics). # Mephits # Abilities -Boiling Rain KEY:Boiling Rain ~ Steam Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. SOURCEPAGE:p.203 -Change Size KEY:Change Size ~ Earth Mephit CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:Once per day an earth mephit can enlarge one size category, as enlarge person spell, except that it only works on the earth mephit. This power acts as a 2nd level spell. SOURCEPAGE:p.202 -Dehydrate KEY:Dehydrate ~ Salt Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a -2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. SOURCEPAGE:p.203 -Magma Form KEY:Magma Form ~ Magma Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Once per hour a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes. SOURCEPAGE:p.202 -Summon KEY:Summon ~ Mephit CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:Summon 1 %1, 25%% (Level 2)|%CHOICE MULT:YES CHOOSE:USERINPUT|1|TITLE="Mephit Type" SOURCEPAGE:p.202 +Boiling Rain KEY:Boiling Rain ~ Steam Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. SOURCEPAGE:p.203 +Change Size KEY:Change Size ~ Earth Mephit CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:Once per day an earth mephit can enlarge one size category, as enlarge person spell, except that it only works on the earth mephit. This power acts as a 2nd level spell. SOURCEPAGE:p.202 +Dehydrate KEY:Dehydrate ~ Salt Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a -2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. SOURCEPAGE:p.203 +Magma Form KEY:Magma Form ~ Magma Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Once per hour a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes. SOURCEPAGE:p.202 +Summon KEY:Summon ~ Mephit CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:Summon 1 %1, 25%% (Level 2)|%CHOICE MULT:YES CHOOSE:USERINPUT|1|TITLE="Mephit Type" SOURCEPAGE:p.202 # Breath Weapons -Breath Weapon KEY:Breath Weapon ~ Air Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:An air mephit can unleash a 15' cone of sand and grit every 4 rounds as a standard action that deals 1d8 slashing damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of sand and grit, 1d8 slashing damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Dust Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A dust mephit can unleash a 15' cone of dust every 4 rounds as a standard action that deals 1d4 slashing damage. The dust also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of dust, 1d8 slashing damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Earth Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:An earth mephit can unleash a 15' cone of rocks every 4 rounds as a standard action that deals 1d8 bludgeoning damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of rocks, 1d8 bludgeoning damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Fire Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A fire mephit can unleash a 15' cone of flames every 4 rounds as a standard action that deals 1d8 fire damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of flames, 1d8 fire damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Ice Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:An ice mephit can unleash a 15' cone of ice every 4 rounds as a standard action that deals 1d4 cold damage. The cold also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of ice, 1d4 cold damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Magma Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A magma mephit can unleash a 15' cone of fire every 4 rounds as a standard action that deals 1d8 fire damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of fire, 1d8 fire damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Ooze Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:An ooze mephit can unleash a 15' cone of slime every 4 rounds as a standard action that deals 1d4 acid damage. The slime also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of slime, 1d4 acid damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Salt Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A salt mephit can unleash a 15' cone of salt crystals every 4 rounds as a standard action that deals 1d4 slashing damage. The salt also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of salt crystals, 1d4 slashing damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Steam Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A steam mephit can unleash a 15' cone of steam every 4 rounds as a standard action that deals 1d4 fire damage. The steam also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of steam, 1d4 fire damage, DC %1)|BreathWeaponDC -Breath Weapon KEY:Breath Weapon ~ Water Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A water mephit can unleash a 15' cone of acid every 4 rounds as a standard action that deals 1d8 acid damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of acid, 1d8 acid damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Air Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:An air mephit can unleash a 15' cone of sand and grit every 4 rounds as a standard action that deals 1d8 slashing damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of sand and grit, 1d8 slashing damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Dust Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A dust mephit can unleash a 15' cone of dust every 4 rounds as a standard action that deals 1d4 slashing damage. The dust also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of dust, 1d8 slashing damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Earth Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:An earth mephit can unleash a 15' cone of rocks every 4 rounds as a standard action that deals 1d8 bludgeoning damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of rocks, 1d8 bludgeoning damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Fire Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A fire mephit can unleash a 15' cone of flames every 4 rounds as a standard action that deals 1d8 fire damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of flames, 1d8 fire damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Ice Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:An ice mephit can unleash a 15' cone of ice every 4 rounds as a standard action that deals 1d4 cold damage. The cold also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of ice, 1d4 cold damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Magma Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A magma mephit can unleash a 15' cone of fire every 4 rounds as a standard action that deals 1d8 fire damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of fire, 1d8 fire damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Ooze Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:An ooze mephit can unleash a 15' cone of slime every 4 rounds as a standard action that deals 1d4 acid damage. The slime also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of slime, 1d4 acid damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Salt Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A salt mephit can unleash a 15' cone of salt crystals every 4 rounds as a standard action that deals 1d4 slashing damage. The salt also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of salt crystals, 1d4 slashing damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Steam Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A steam mephit can unleash a 15' cone of steam every 4 rounds as a standard action that deals 1d4 fire damage. The steam also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of steam, 1d4 fire damage, DC %1)|BreathWeaponDC +Breath Weapon KEY:Breath Weapon ~ Water Mephit CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:BreathWeaponDC|10+(HD/2)+CON DESC:A water mephit can unleash a 15' cone of acid every 4 rounds as a standard action that deals 1d8 acid damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon) BONUS:VAR|BreathWeaponDC|1|TYPE=Racial SOURCEPAGE:p.202 ASPECT:Ability Benefit|(15' cone of acid, 1d8 acid damage, DC %1)|BreathWeaponDC # Fast Healing -Fast Healing KEY:Fast Healing ~ Air Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in gusty and windy areas. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in gusty and windy areas. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Dust Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in dusty environments. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in dusty environments. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Earth Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only while underground. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round while underground. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Fire Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only while in contact with fire. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round while in contact with fire. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Ice Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in areas below freezing. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in areas below freezing. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Magma Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in contact with magma or lava. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in contact with magma or lava. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Ooze Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in wet or muddy environments. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in wet or muddy environments. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Salt Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in arid environments. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in arid environments. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Steam Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in boiling water or steam. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in boiling water or steam. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. -Fast Healing KEY:Fast Healing ~ Water Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only while the mephit is underwater. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round while underwater. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. +Fast Healing KEY:Fast Healing ~ Air Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in gusty and windy areas. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in gusty and windy areas. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. +Fast Healing KEY:Fast Healing ~ Dust Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in dusty environments. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in dusty environments. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. +Fast Healing KEY:Fast Healing ~ Earth Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only while underground. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round while underground. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. +Fast Healing KEY:Fast Healing ~ Fire Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only while in contact with fire. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round while in contact with fire. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. +Fast Healing KEY:Fast Healing ~ Ice Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in areas below freezing. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in areas below freezing. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. +Fast Healing KEY:Fast Healing ~ Magma Mephit CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyHP DESC:Regain 2 hp/round. Works only in contact with magma or lava. SOURCEPAGE:p.202 ASPECT:Ability Benefit|2 BENEFIT:Regain 2 hp/round when in contact with magma or lava. Except where noted here, fast healing is just like natural he... [truncated message content] |