diff --git a/CEP1/_tlk/prc8_cep1_merge.xml b/CEP1/_tlk/prc8_cep1_merge.xml
index ac62b7f..3ee9989 100644
--- a/CEP1/_tlk/prc8_cep1_merge.xml
+++ b/CEP1/_tlk/prc8_cep1_merge.xml
@@ -16788,8 +16788,15 @@ Starting at 3rd level, a Scout gains a +10 feet enhancement bonus to her base la
****
****
****
- ****
- ****
+ Epic Samurai
+ Having become a master of the Daisho and achieved enlightenment, tales of your bravery and honour have spread far and wide. None dare oppose you or question your will.
+
+Hit Die: d10.
+Skill Points at Each Additional Level: 2+ Int Modifier.
+Bonus Feats: The epic samurai gains a bonus feat every three levels after 20th.
+
+Epic Samurai Bonus Feats List:
+Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical (katana), Devastating Critical (short sword), Epic Iaijutsu Focus, Epic Improved Stunning Fist, Epic Leadership, Epic Prowess, Epic Reputation, Epic Skill Focus: Intimidate, Epic Toughness, Epic Weapon Focus (katana), Epic Weapon Focus (short sword), Epic Weapon Specialization (katana), Epic Weapon Specialization (short sword), Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical (katana), Overwhelming Critical (short sword), Perfect Two-Weapon Fighting, Superior Initiative
Blindsense (Ex)
Type: Class
Prerequisite: Scout level 10
@@ -67904,6 +67911,73 @@ Feats: Low-light Vision, Knockdown, Scent, Track, Weapon Focus: Creature*
+ ****
+ Half-vampire
+ "Half-vampire" is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature's size and type do not change.
+
+A half-vampire uses all the base creature's statistics and special abilities except as noted here.
+
+Armor Class: A half-vampire's natural armor bonus improves by 2.
+
+Attack: A half-vampire retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the half-vampire retains this ability. A creature with natural weapons retains those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
+
+Special Attacks: A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of to + 1/2 half-vampire's HD + half-vampire's Cha modifier unless otherwise noted.
+
+Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.
+
+Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.
+
+Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.
+
+Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.
+
+Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
+
+The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.
+
+Only half-vampires with the blood drain special attack (see above) gain this special quality.
+
+Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.
+
+Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
+
+Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.
+
+Abilities: Increase from the base creature as follows: Str +2, Dex +2, Cha +2.
+
+Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.
+
+Feats: A half-vampire gains Improved Initiative, if the base creature doesn't already have that feat.
+
+Environment: Any, usually same as base creature.
+
+Organization: Solitary.
+
+Challenge Rating: Same as the base creature +1
+
+Level Adjustment: Same as the base creature +2
+ Blood Drain
+ Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality.
+ <CUSTOM0> attempts to drain blood!
+ Charm Gaze
+ Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.
+ <CUSTOM0> gazes charmingly.
+ Children of the Night
+ Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.
+ Summon Rat Swarm
+ Summon Bat Swarm
+ Summon Wolf Pack
+
+ <CUSTOM0> calls children of the night.
+ ****
+ Blood Dependency
+ Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
+
+The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.
+
+Only half-vampires with the blood drain special attack (see above) gain this special quality.
+ Fast Healing
+ Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Half-Dragon
Template: Half-Dragon
A half-dragon gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half.
@@ -84708,7 +84782,7 @@ A limited wish lets you create nearly any type of effect. For example, a limited
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above)
- Limited Wish (14)
+ Limited Wish (15)
Sorcerer Limited Wish
Sublime Chord Repair Critical Damage
Sublime Chord Chasing Perfection
@@ -84793,6 +84867,12 @@ Law: if a chaotic creature succeeds on a melee attack against a warded creature,
Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
****
+ Enthrall (4)
+ Enthrall (8)
+ Enthrall (16)
+ Rage (4)
+ Rage (8)
+ Rage (16)
#PRC8 RESERVED#
#START PRC8 MATERIAL RESERVE#
Botanical
@@ -87852,6 +87932,13 @@ Feats Required: Simple, Druid, or Wizard
This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of Constitution damage (Fort DC 17 half) per round of exposure.
+ ###PRC8 ALCHEMY RESERVE###
+ ****
+ ****
+ ****
+ ****
+ ****
+ ###END PRC8 ALCHEMY RESERVE###
****
Combat Form Feats
While most warriors draw on their strength, agility, and toughness in battle, a few learn to tap into the true potential of their minds. Somewhat like a monk, such a warrior supplements his physical practice with rigorous mentaltraining to hone his fighting abilities. His mind and body become one as he fights, allowing him to achieve unparalleled levels of combat mastery. Being in this state of perfect mental and physical harmony is known as maintaining a combat focus. (Taking the feat called Combat Focus is how a character learns to achieve this state; all other combat form feats have Combat Focus as a prerequisite.) The task of maintaining a combat focus is both difficult and straining. Thus, a warrior cannot remain in this state for long. While he does, however, he can use any combat form feats he possesses.
diff --git a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
index 60f06e1..5c6621d 100644
--- a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
+++ b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml
@@ -3897,7 +3897,7 @@ Holy Touch (Su): A saint's entire being is suffused with holy power, which likew
Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics.
-A Archich has all the base creature's statistics and special abilities except as noted here.
+An Archich has all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
@@ -16796,8 +16796,15 @@ Starting at 3rd level, a Scout gains a +10 feet enhancement bonus to her base la
****
****
****
- ****
- ****
+ Epic Samurai
+ Having become a master of the Daisho and achieved enlightenment, tales of your bravery and honour have spread far and wide. None dare oppose you or question your will.
+
+Hit Die: d10.
+Skill Points at Each Additional Level: 2+ Int Modifier.
+Bonus Feats: The epic samurai gains a bonus feat every three levels after 20th.
+
+Epic Samurai Bonus Feats List:
+Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical (katana), Devastating Critical (short sword), Epic Iaijutsu Focus, Epic Improved Stunning Fist, Epic Leadership, Epic Prowess, Epic Reputation, Epic Skill Focus: Intimidate, Epic Toughness, Epic Weapon Focus (katana), Epic Weapon Focus (short sword), Epic Weapon Specialization (katana), Epic Weapon Specialization (short sword), Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical (katana), Overwhelming Critical (short sword), Perfect Two-Weapon Fighting, Superior Initiative
Blindsense (Ex)
Type: Class
Prerequisite: Scout level 10
@@ -67953,6 +67960,73 @@ Feats: Low-light Vision, Knockdown, Scent, Track, Weapon Focus: Creature*
+ ****
+ Half-vampire
+ "Half-vampire" is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature's size and type do not change.
+
+A half-vampire uses all the base creature's statistics and special abilities except as noted here.
+
+Armor Class: A half-vampire's natural armor bonus improves by 2.
+
+Attack: A half-vampire retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the half-vampire retains this ability. A creature with natural weapons retains those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
+
+Special Attacks: A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of to + 1/2 half-vampire's HD + half-vampire's Cha modifier unless otherwise noted.
+
+Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.
+
+Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.
+
+Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.
+
+Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.
+
+Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
+
+The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.
+
+Only half-vampires with the blood drain special attack (see above) gain this special quality.
+
+Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.
+
+Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
+
+Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.
+
+Abilities: Increase from the base creature as follows: Str +2, Dex +2, Cha +2.
+
+Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.
+
+Feats: A half-vampire gains Improved Initiative, if the base creature doesn't already have that feat.
+
+Environment: Any, usually same as base creature.
+
+Organization: Solitary.
+
+Challenge Rating: Same as the base creature +1
+
+Level Adjustment: Same as the base creature +2
+ Blood Drain
+ Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality.
+ <CUSTOM0> attempts to drain blood!
+ Charm Gaze
+ Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.
+ <CUSTOM0> gazes charmingly.
+ Children of the Night
+ Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.
+ Summon Rat Swarm
+ Summon Bat Swarm
+ Summon Wolf Pack
+
+ <CUSTOM0> calls children of the night.
+ ****
+ Blood Dependency
+ Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
+
+The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.
+
+Only half-vampires with the blood drain special attack (see above) gain this special quality.
+ Fast Healing
+ Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Half-Dragon
Template: Half-Dragon
A half-dragon gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half.
@@ -81860,7 +81934,7 @@ Use: Selected.
(PRESTIGE CLASS)
Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
-Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, -right up until someone lights a torch and threatens living plants.
+Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, right up until someone lights a torch and threatens living plants.
- Hit Die: d8
- Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
@@ -84762,7 +84836,7 @@ A limited wish lets you create nearly any type of effect. For example, a limited
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above)
- Limited Wish (14)
+ Limited Wish (15)
Sorcerer Limited Wish
Sublime Chord Repair Critical Damage
Sublime Chord Chasing Perfection
@@ -84847,6 +84921,12 @@ Law: if a chaotic creature succeeds on a melee attack against a warded creature,
Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
****
+ Enthrall (4)
+ Enthrall (8)
+ Enthrall (16)
+ Rage (4)
+ Rage (8)
+ Rage (16)
#PRC8 RESERVED#
#START PRC8 MATERIAL RESERVE#
Botanical
@@ -85202,7 +85282,7 @@ Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of dest
Epic Knight of the Chalice Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Fortitude, Great Smiting, Improved Combat Casting, Improved Initiative, Superior Initiative, Epic Leadership, Improved Manyshot, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Planar Turning, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.
Epic Hathran
- At epic levels, your mastery of both arcane and divine magic crowns you as an exalted Hathran -a beacon of healing and leadership in Rashemen. You embody the sacred legacy of the learned sisters, extending your nurturing miracles and commanding spells that both protect your people and instill awe in your foes.
+ At epic levels, your mastery of both arcane and divine magic crowns you as an exalted Hathran, a beacon of healing and leadership in Rashemen. You embody the sacred legacy of the learned sisters, extending your nurturing miracles and commanding spells that both protect your people and instill awe in your foes.
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int Modifier
@@ -85666,7 +85746,7 @@ Visage of Terror - At 10th level you gain Visage of Terror and that increases by
Epic Ravager Bonus Feat List:
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Great Charisma, Great Dexterity, Great Strength, Improved Sneak Attack, Overwhelming Critical, Superior Initiative.
Epic Runescarred Berserker
- Epic Runescarred Berserkers are living weapons of wrath and arcane resilience. Their rune-covered flesh blazes with potent magic, their fury eclipsing mortal limits. As chosen champions of Rashemen, they channel raw pain into devastating power-each scar a rune, each scream a spell, each rage an unstoppable storm.
+ Epic Runescarred Berserkers are living weapons of wrath and arcane resilience. Their rune-covered flesh blazes with potent magic, their fury eclipsing mortal limits. As chosen champions of Rashemen, they channel raw pain into devastating power, each scar a rune, each scream a spell, each rage an unstoppable storm.
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
@@ -87906,6 +87986,13 @@ Feats Required: Simple, Druid, or Wizard
This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of Constitution damage (Fort DC 17 half) per round of exposure.
+ ###PRC8 ALCHEMY RESERVE###
+ ****
+ ****
+ ****
+ ****
+ ****
+ ###END PRC8 ALCHEMY RESERVE###
****
Combat Form Feats
While most warriors draw on their strength, agility, and toughness in battle, a few learn to tap into the true potential of their minds. Somewhat like a monk, such a warrior supplements his physical practice with rigorous mentaltraining to hone his fighting abilities. His mind and body become one as he fights, allowing him to achieve unparalleled levels of combat mastery. Being in this state of perfect mental and physical harmony is known as maintaining a combat focus. (Taking the feat called Combat Focus is how a character learns to achieve this state; all other combat form feats have Combat Focus as a prerequisite.) The task of maintaining a combat focus is both difficult and straining. Thus, a warrior cannot remain in this state for long. While he does, however, he can use any combat form feats he possesses.
diff --git a/CEP3/_hak/prc8_cep3_merge/damagetypegroups.2da b/CEP3/_hak/prc8_cep3_merge/damagetypegroups.2da
index c1a3384..f377c5b 100644
--- a/CEP3/_hak/prc8_cep3_merge/damagetypegroups.2da
+++ b/CEP3/_hak/prc8_cep3_merge/damagetypegroups.2da
@@ -18,11 +18,11 @@
14 Necrotic 16820378 0 255 106
15 Radiant 16820379 227 191 9
16 Force 16820380 15 209 183
-17 Untyped 16820354 250 250 250
-18 Vile 16820357 185 32 38
-19 Sanctified 16820336 255 215 0
-20 Holy 16820339 250 250 210
-21 Unholy 16820342 128 0 128
-22 Falling 16820345 122 0 0
-23 Ballistic 16820348 128 128 128
-24 Desiccation 16820351 139 69 19
+17 Untyped 16820356 250 250 250
+18 Vile 16820359 185 32 38
+19 Sanctified 16820338 255 215 0
+20 Holy 16820339 250 250 210
+21 Unholy 16820344 128 0 128
+22 Falling 16820345 122 0 0
+23 Ballistic 16820350 128 128 128
+24 Desiccation 16820353 139 69 19
diff --git a/CEP3/_hak/prc8_cep3_merge/damagetypes.2da b/CEP3/_hak/prc8_cep3_merge/damagetypes.2da
index 9897e84..71c7d1c 100644
--- a/CEP3/_hak/prc8_cep3_merge/damagetypes.2da
+++ b/CEP3/_hak/prc8_cep3_merge/damagetypes.2da
@@ -23,9 +23,9 @@
19 Force 16820373 16
20 Untyped 16820355 17
21 Vile 16820358 18
-22 **** **** ****
-23 Holy 16820340 20
-24 Unholy 16820343 21
-25 Falling 16820346 22
-26 Ballistic 16820349 23
+22 Sanctified 16820337 19
+23 Holy 16820340 20
+24 Unholy 16820343 21
+25 Falling 16820346 0
+26 Ballistic 16820349 0
27 Desiccation 16820352 24
diff --git a/CEP3/_tlk/prc8_cep3_merge.xml b/CEP3/_tlk/prc8_cep3_merge.xml
index ccca9d2..55ea0c9 100644
--- a/CEP3/_tlk/prc8_cep3_merge.xml
+++ b/CEP3/_tlk/prc8_cep3_merge.xml
@@ -17077,8 +17077,15 @@ Starting at 3rd level, a Scout gains a +10 feet enhancement bonus to her base la
****
****
****
- ****
- ****
+ Epic Samurai
+ Having become a master of the Daisho and achieved enlightenment, tales of your bravery and honour have spread far and wide. None dare oppose you or question your will.
+
+Hit Die: d10.
+Skill Points at Each Additional Level: 2+ Int Modifier.
+Bonus Feats: The epic samurai gains a bonus feat every three levels after 20th.
+
+Epic Samurai Bonus Feats List:
+Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical (katana), Devastating Critical (short sword), Epic Iaijutsu Focus, Epic Improved Stunning Fist, Epic Leadership, Epic Prowess, Epic Reputation, Epic Skill Focus: Intimidate, Epic Toughness, Epic Weapon Focus (katana), Epic Weapon Focus (short sword), Epic Weapon Specialization (katana), Epic Weapon Specialization (short sword), Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical (katana), Overwhelming Critical (short sword), Perfect Two-Weapon Fighting, Superior Initiative
Blindsense (Ex)
Type: Class
Prerequisite: Scout level 10
@@ -68193,6 +68200,73 @@ Feats: Low-light Vision, Knockdown, Scent, Track, Weapon Focus: Creature*
+ ****
+ Half-vampire
+ "Half-vampire" is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature's size and type do not change.
+
+A half-vampire uses all the base creature's statistics and special abilities except as noted here.
+
+Armor Class: A half-vampire's natural armor bonus improves by 2.
+
+Attack: A half-vampire retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the half-vampire retains this ability. A creature with natural weapons retains those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
+
+Special Attacks: A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of to + 1/2 half-vampire's HD + half-vampire's Cha modifier unless otherwise noted.
+
+Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.
+
+Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.
+
+Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.
+
+Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.
+
+Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
+
+The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.
+
+Only half-vampires with the blood drain special attack (see above) gain this special quality.
+
+Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.
+
+Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
+
+Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.
+
+Abilities: Increase from the base creature as follows: Str +2, Dex +2, Cha +2.
+
+Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.
+
+Feats: A half-vampire gains Improved Initiative, if the base creature doesn't already have that feat.
+
+Environment: Any, usually same as base creature.
+
+Organization: Solitary.
+
+Challenge Rating: Same as the base creature +1
+
+Level Adjustment: Same as the base creature +2
+ Blood Drain
+ Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality.
+ <CUSTOM0> attempts to drain blood!
+ Charm Gaze
+ Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.
+ <CUSTOM0> gazes charmingly.
+ Children of the Night
+ Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.
+ Summon Rat Swarm
+ Summon Bat Swarm
+ Summon Wolf Pack
+
+ <CUSTOM0> calls children of the night.
+ ****
+ Blood Dependency
+ Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
+
+The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.
+
+Only half-vampires with the blood drain special attack (see above) gain this special quality.
+ Fast Healing
+ Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Half-Dragon
Template: Half-Dragon
A half-dragon gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half.
@@ -85001,7 +85075,7 @@ A limited wish lets you create nearly any type of effect. For example, a limited
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above)
- Limited Wish (14)
+ Limited Wish (15)
Sorcerer Limited Wish
Sublime Chord Repair Critical Damage
Sublime Chord Chasing Perfection
@@ -85086,6 +85160,12 @@ Law: if a chaotic creature succeeds on a melee attack against a warded creature,
Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
****
+ Enthrall (4)
+ Enthrall (8)
+ Enthrall (16)
+ Rage (4)
+ Rage (8)
+ Rage (16)
#PRC8 RESERVED#
#START PRC8 MATERIAL RESERVE#
Botanical
@@ -88145,6 +88225,13 @@ Feats Required: Simple, Druid, or Wizard
This elegant, stoppered glass bottle holds a dark, viscous fluid.
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of Constitution damage (Fort DC 17 half) per round of exposure.
+ ###PRC8 ALCHEMY RESERVE###
+ ****
+ ****
+ ****
+ ****
+ ****
+ ###END PRC8 ALCHEMY RESERVE###
****
Combat Form Feats
While most warriors draw on their strength, agility, and toughness in battle, a few learn to tap into the true potential of their minds. Somewhat like a monk, such a warrior supplements his physical practice with rigorous mentaltraining to hone his fighting abilities. His mind and body become one as he fights, allowing him to achieve unparalleled levels of combat mastery. Being in this state of perfect mental and physical harmony is known as maintaining a combat focus. (Taking the feat called Combat Focus is how a character learns to achieve this state; all other combat form feats have Combat Focus as a prerequisite.) The task of maintaining a combat focus is both difficult and straining. Thus, a warrior cannot remain in this state for long. While he does, however, he can use any combat form feats he possesses.