There is no such thing as a "broken family." Family is family, and is not determined by marriage certificates, divorce papers, and adoption documents. Families are made in the heart. The only time family becomes null is when those ties in the heart are cut. If you cut those ties, those people are not your family. If you make those ties, those people are your family. And if you hate those ties, those people will still be your family because whatever you hate will always be with you." ~ C. JoyBell C.
If you haven't found a way to be at peace with yourself, and if you haven't found a way to be happy on your own, chances are that you won't be happy next to the person you love either.


text:
Last updated: 04:02 PM ET, Thu June 17 2021
PONANT Resumes Sailings This Summer
Cruise Line & Cruise Ship	Ponant June 17, 2021
PONANT's Le Bougainville sailing the waters off the Greek island of Mykonos. (photo courtesy of PONANT/Julie Gourio)
WHY IT RATES: PONANT's style of small-ship luxury cruising enables guests to dock in less frequented and more remote corners of some of the world's most renowned cultural and historical regions. This summer, the cruise line will head to new ports-of-call and rollout fresh itineraries, as well as debut exclusive onboard programming developed in partnership with top experts. — Laurie Baratti, TravelPulse Associate Writer
PONANT, the leader in luxury expeditions, resumed operations on June 16, 2021, with more than 50 departures setting sail to Iceland, the Mediterranean and France this summer. Highlights include a new partnership with the Louvre, new itineraries and ports of call, and a stop at the brand's namesake islands, Ponant Islands. With a fleet of smaller-sized ships, PONANT can reach remote sites where other vessels are not permitted.
UK Reportedly Lifting Testing Requirements for Vaccinated...

redpajama_set_name: RedPajamaCommonCrawl


text:
Location of Korea in East Asia
The Korean peninsula at night contrasting the brightly lit South Korea and mostly dark North Korea
Korea is a peninsula in northeast Asia. It covers a peninsula called the Korean Peninsula. Korea became a country (or state) in 918. In 1948, it split into two countries: North Korea and South Korea. North and South Korea and their allies fought against each other in the Korean War.
People have lived in Korea for about 15,000 years. In the past, some of modern Manchuria and Siberia was governed by Korea. Korea is known for its fine silk. In the 7th century, the people of China sought after gold-workers from Korea. Europeans had little knowledge about Korea until the modern era.
Korea is famous for its traditional food kimchi. The Korean people usually eat sticky white rice. Traditionally, Koreans eat seaweed soup on their birthdays. People believe the soup is also good for pregnant women.
South Korea has over 50 million people, and North Korea has more than 23 million. South Korea's biggest city is Seoul, the capital of South Korea. The city has more than 10 million people and the region of Seoul has more than 15 million people. North Korea's biggest city is Pyongyang, the capital of North Korea. It has fewer than 4 million people.
Korean people speak Korean. Many people in South Korea study English and other languages(Chinese, Japanese, ...) in school.
South Korea is an advanced country with large cities, high-speed rail trains, high-speed internet, and many television and radio networks. Many Korean television dramas are popular around the world. But there are still poor areas, even in South Korea. The Korean farmers are not rich and struggle to compete with cheap food from other countries.
1.1 Three Kingdoms
1.2 The northern and southern kingdoms
1.3 Goryeo (Korea)
1.4 Joseon
1.6 Colony of Japan to today
Gojoseon is the first state in Korean history. It was established in 2333 BCE. Its real name is Joseon, but it is called Gochosun to make it different from other Joseon in Korean history. Go is a Korean prefix meaning 'old'. The founder of Gojoseon is said to be Dangun. The Korean people believe that Dangun established the country on October 3rd, and still celebrate that day. In Korea, October 3rd is a national holiday, which is named Gaecheonjeol (The day heaven opened). It is said to be the day that Dangun's father whose name is Hwan-ung came from the sky on October 3rd 2457 BCE. Gochosun was destroyed by the Chinese Han Dynasty in 108 BCE.
After Gojoseon had been destroyed, there were many confederations in the Korean Peninsula and Manchuria: Mahan, Byeonhan, Jinhan, Buyeo, Dongye, Okjeo, Goguryeo, and so on. The ancient confederation countries later merged into three more powerful kingdoms and an advanced confederation country.
Main page: Three Kingdoms of Korea
Between 57 BC and the year 668 there were three kingdoms in the Korean Peninsula and Manchuria. The names of the kingdoms were: Silla, Goguryeo and Baekje. In the year 372, the religion Buddhism came from China to Korea. Buddhism was very important in Korea.
In the year 660, the kingdom of Silla invaded the kingdom of Baekje. In the year 668 the kingdom of Silla invaded the kingdom of Goguryeo. The people of Goguryeo ran away and made a new kingdom with the name Barhae. After a little time, the kingdom of Balhae was invaded by Liao Dynasty.
When Silla was the only country, it had the name Unified Silla. In the Silla kingdom Buddhism was very important.
57 BCE Silla was established. The first leader is Hyeokgeose.
37 BCE Goguryeo was established as a kingdom. The first leader is King Dongmyeong.
18 BCE Baekje was established. The first leader is Onjo. The age of Three Kingdoms of Korea began.
1st century Gaya was established by some states around Gimhae.
562 CE Gaya was destroyed by and merged into Silla.
660 CE Baekje was destroyed by Tang Dynasty and merged into Silla.
668 CE Goguryeo was destroyed by Silla-Tang Alliance. The age of Three Kingdoms of Korea was finished.
935 CE Silla was destroyed by and merged to Goryeo.
The northern and southern kingdoms
In the year 698, Balhae was founded by allies of Goguryeo. We call the time when united Silla and Balhae were existing together (698∼926) The northern and southern kingdoms period.
Goryeo (Korea)
In the year 918 the kingdom of Goryeo began. The name Korea comes from Goryeo. The kingdom of Goryeo had power until the year 1392.
The kingdom of Goryeo wrote the law in books, and had a big government. Buddhism was very important in the kingdom of Goryeo. Bronze-type printing technology was invented in Goryeo Dynasty. This is known as the world's oldest bronze-type printing technology.
Joseon
In the year 1392 a man from the military of Korea went to China. His name was Yi Seonggye. Yi's job was to attack China. But Yi returned without doing it. When Yi came back to Korea, he changed the kingdom. Yi became king.
The name of the kingdom was Joseon. In the year 1394, the people of Joseon moved the capital to Seoul. The religion of Buddhism was not important. A new religion, Confucianism was important. Confucianism came from China.
In the year 1443 the king Sejong ruled. He invented the Korean alphabet Hangeul.
In the year 1592 and the year 1598 the people from Japan fought Korea. A man from the military made very strong ships, including the famous turtle ship. The name of the man was Yi Sun-sin. With the strong ships, the people of Korea won.
The people of Joseon were friends with the people of China.
Today, North Koreans use the name Joseon (officially Chosŏn) to mean Korea.
In the 19th century the people of Korea did not want to trade with other people. People called Korea Hermit Kingdom.
The people of the United States and Japan wanted to trade with Korea. Before 1876, people failed when they tried to use force to trade with Korea. In the year 1876 the military of Japan fought Korea. Korea and Japan made a contract to trade.
In 1895 Japan won the First Sino-Japanese War in the Korean peninsula. This ended Chinese influence in Korea. Empress Myeongseong, also called Queen Min, wanted the Russian Empire as a friend, to help Korea against Japan. Agents of the Ambassador of Japan killed her in October 1895.
In 1905 Japan won the Russo-Japanese War. In the year 1910, the emperor of Japan made Korea a colony of Japan.
Colony of Japan to today
Main page: Korea under Japanese rule
Korea was occupied by Japan from 1910 to 1945.
When World War II started, the policy of the Japanese government changed. The government made the religion of Japan (Shinto) the religion of Korea.
In 1945 Japan lost World War II. The United States and Soviet Union made a contract. United States occupied the south of Korea and Soviet Union occupied the north of Korea.
The people of Korea wanted to be independent. The United States and the Soviet Union agreed the people of Korea would be free and independent. But soon the United States and Soviet Union were not friends and the Cold War started. United States and Soviet Union refused to settle a deal. In 1948 the people in the south made an independent country called South Korea (also called the Republic of Korea). The United States helped them. In 1948 the people in the north also made a country North Korea (also called the DPRK or Democratic People's Republic of Korea). The Soviet Union helped North Korea.
In 1950 a war started in Korea. The name of the war was the Korean War. The war ended in 1953, but no peace treaty was signed. The border line between North and South was almost the same in the end as it was before the war.
Media related to Korea at Wikimedia Commons
"Korea.net : The official website of the Republic of Korea". korea.net. http://www.korea.net/. Retrieved 22 April 2010.
Retrieved from "https://wiki.kidzsearch.com/w/index.php?title=Korea&oldid=4989536"
Divided regions
1948 disestablishments in Asia
10th century establishments in Asia


What would we do without brothers, they look after us, annoy us, they cheer us up and laugh at our jokes even if they are not that funny and this page has fantastic gifts for your brother to let him know how important he is and how much we appreciate and care about him. The gifts for brothers below range from meaningful to practical to down right cheeky and will suit almost any occasion. We hope the following ideas make finding your brother a gift easy.


The following rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster's listing and its location in the stat block. Some mythic abilities from Pathfinder Roleplaying Game: Mythic Adventures are presented here for your convenience, although they are not universal monster rules; these are indicated with a superscript "MA."
Ability Damage and Drain (Ex or Su) Some attacks or special abilities cause ability damage or drain, reducing the designated ability score by the listed amount. Ability damage can be healed naturally. Ability drain is permanent and can only be restored through magic.
Format: 1d4 Str drain; Location: Special Attacks or individual attacks.
All-Around Vision (Ex) The creature sees in all directions at once. It cannot be flanked.
Format: all-around vision; Location: Defensive Abilities.
Amazing InitiativeMA (Ex) The creature has a bonus on initiative checks equal to its mythic rank. As a free action on its turn, it can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. It can't gain an extra action in this way more than once per round.
Format: amazing initiative; Location: Special Attacks.
Amorphous (Ex) The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.
Format: amorphous; Location: Defensive Abilities.
Amphibious (Ex) Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Attach (Ex) The creature automatically latches onto its target when it successfully makes the listed attack. The creature is considered grappling, but the target is not. The target can attack or grapple the creature as normal, or break the attach with a successful grapple or Escape Artist check. Most creatures with this ability have a racial bonus to maintain a grapple (listed in its CMB entry).
Format: attach; Location: individual attacks.
Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Format: bleed (2d6); Location: Special Attacks and individual attacks.
Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Format: blindsense 60 ft.; Location: Senses.
Blindsight (Ex) This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Format: blindsight 60 ft.; Location: Senses.
Blood Drain (Ex) The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Format: blood drain (1d2 Constitution); Location: Special Attacks.
Blood Rage (Ex) When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Format: blood rage; Location: Special Attacks.
Breath Weapon (Su) Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature's racial HD + breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Format: breath weapon (60-ft. cone, 8d6 fire damage, Reflex DC 20 for half, usable every 1d4 rounds); Location: Special Attacks; if the breath is more complicated than damage, it also appears under Special Abilities with its own entry.
Format: burn (2d6, DC 15); Location: Special Attacks and individual attacks.
Capsize (Ex) A creature with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.
Format: capsize; Location: special attacks.
Change Shape (Su) A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature 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, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their description.
Format: change shape (wolf, beast form I); Location: SQ, and in special abilities for creatures with a unique listing.
Channel Resistance (Ex) A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. A creature with channel resistance adds the bonus listed for that creature to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).
Format: channel resistance +4; Location: Defensive Abilities.
Compression (Ex) The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
Format: compression; Location: Special Qualities.
Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Format: constrict (1d8+6); Location: Special Attacks.
Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Format: construct traits; Location: Immune.
Curse (Su) A creature with this ability bestows a curse upon its enemies. The effects of the curse, including its save, frequency, and cure, are included in the creature's description. If a curse allows a saving throw, it is usually a Will save (DC 10 + 1/2 cursing creature's racial HD + creature's Cha modifier; the exact DC is given in the creature's descriptive text). Curses can be removed through remove curse and similar effects.
Format: Curse Name (Su) Slam—contact; save Will DC 14, frequency 1 day, effect 1d4 Str drain; Location: Special Attacks and individual attacks.
Curse of Lycanthropy (Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope's size, this ability has no effect.
Format: curse of lycanthropy; Location: individual attacks.
Damage Reduction (Ex or Su) A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.
Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some monsters are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature.
A few creatures are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other creatures require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction.
Format: DR 5/silver; Location: Defensive Abilities.
Demon Lord Traits (Ex, Sp, or Su) A demon lord is a powerful, unique demon that rules a layer of the Abyss. All demon lords are chaotic evil outsiders that are, at a minimum, CR 26. Demon lords have a particular suite of traits (unless otherwise noted in a creature's entry) as summarized here.
A demon lord can grant spells to its worshipers as if it were a deity. A demon lord's domains are Chaos, Evil, and two other domains relevant to its theme and interests. Like a deity, a demon lord has a favored weapon.
A demon lord's natural weapons, as well as any weapons it wields, are treated as chaotic, epic, and evil for the purpose of overcoming damage reduction.
Abyssal Resurrection (Ex) A demon lord rules an Abyssal realm, a vast world that not only serves as its home but provides it with power. If a demon lord is slain, its body rapidly melts into corruption (leaving behind any gear it held or carried), its soul returns to a hidden location within its realm, and it is immediately restored to life (as true resurrection) at that location. Once this occurs, a demon lord can't use this ability again until a full year has passed. A demon lord realizes it is vulnerable during this time and usually doesn't risk further battles for the remainder of that year, relying on the defenses of its realm and its legions of minions to protect it. A demon lord that is slain again during this year or is killed by unusual methods (such as by a true deity or an artifact created for this purpose) is slain forever—its remains appearing somewhere deep in the Abyss among other dead demon lords from the ages. A demon lord who does not control a domain does not gain this ability.
Frightful Presence (Su) A demon lord can activate its frightful presence as a free action as part of any attack, spell-like ability, special attack, or by speaking aloud.
Immunity to ability damage, ability drain, charm effects, compulsion effects, death effects, energy drain, and petrification.
Regeneration (Ex) Only epic and good damage, or damage from a creature of equal or greater power (such as an archdevil, deity, demon lord, or protean lord) interrupts a demon lord's regeneration.
Summon Demons (Sp) Three times per day as a swift action, a demon lord can summon any demon or combination of demons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and counts as a 9th-level spell effect.
Disease (Ex or Su) A creature with this ability causes disease in those it contacts. The effects of the disease, including its save, frequency, and cure, are included in the creature's description. The saving throw to negate the disease is usually a Fort save (DC 10 + 1/2 infecting creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Disease can be removed through remove disease and similar effects.
Format: Disease Name (Ex) Bite—injury; save Fort DC 15, onset 1d3 days, frequency 1 day, effect 1 Con damage, cure 2 consecutive saves; Location: Special Attacks and individual attacks.
Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.
Format: distraction (DC 14); Location: Special Attacks.
Dual InitiativeMA (Ex) The creature gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster's initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature's round or the start of its turn (such as saving throws against ongoing effects or taking bleed damage), only the creature's first turn each round counts toward such durations.
Earth Glide (Ex) When the creature burrows, it 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 the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.
Format: earth glide; Location: Speed.
Emotion Aura (Su) A creature with this ability surrounds itself with an area of swirling, chaotic emotions. These emotions make it difficult for spellcasters to cast spells with the emotion component. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with an emotion aura + that creature's Charisma modifier) to cast a spell with an emotion component. Failing this check causes the spell to be lost with no effect. In addition, any spellcaster casting spells with the emotion or fear descriptor on targets inside this aura must succeed at this check or the spell fails to affect targets within the aura (although others outside the area are affected as normal). Creatures with this ability are immune to its effects and can cast spells normally.
Empyreal Lord Traits (Ex, Sp, or Su) Empyreal lords are the greatest members of the agathion, angel, archon, and azata races, and are sometimes worshiped as if they were deities. All empyreal lords are good outsiders that are, at a minimum, CR 21. In addition to having agathion, angel, archon, or azata traits, empyreal lords have a particular suite of traits (unless otherwise noted in a creature's entry) as summarized here.
An empyreal lord's natural weapons, as well as any weapons he or she wields, are treated as epic and good for the purpose of overcoming damage reduction. If the empyreal lord is chaotic or lawful, these attacks also count as that alignment for the purpose of overcoming damage reduction.
Agathion, angel, archon, or azata energy resistances are increased to 30.
An empyreal lord can grant spells to its worshipers as if it were a deity. An empyreal lord's domains are Chaos (if chaotic), Good, Law (if lawful), and two other domains relevant to its theme and interests (or three if it is neither chaotic nor lawful). Like a deity, an empyreal lord has a favored weapon.
Greater Teleport (Sp) An empyreal lord can use greater teleport at will (caster level 20th).
Primal Aura (Su) An aura of primeval power surrounds every empyreal lord. The effects of this aura are unique to each empyreal lord.
Seed of Life (Sp) An empyreal lord can touch a willing creature and imbue it with magical healing power. The target radiates an aura of good as if it were an outsider and gains a +2 insight bonus on all saving throws against negative energy and death effects. As a standard action, the target can release this energy, turning it inward as a heal spell upon itself or outward as a mass cure serious wounds spell on allies within 30 feet (caster level 15th). If not released, the energy dissipates harmlessly after 24 hours. The empyreal lord can use this ability 5 times per day, but only on other creatures.
Energy Drain (Su) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
Format: energy drain (2 levels, DC 18); Location: Special Attacks and individual attacks.
Engulf (Ex) The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target's choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature's body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.
Format: engulf (DC 12, 1d6 acid and paralysis); Location: Special Attacks.
Entrap (Ex or Su) The creature has an ability that restricts another creature's movement, usually with a physical attack such as ice, mud, lava, or webs. The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 greater than the saving throw DC. Destroying the entrapping material frees the creature.
Format: entrap (DC 13, 1d10 minutes, hardness 5, hp 10); Location: special attacks and individual attacks.
Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. 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.
Format: fast healing 5; Location: hp.
Fast Swallow (Ex) The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn.
Format: fast swallow; Location: Special Attacks.
Fear (Su or Sp) Fear attacks can have various effects.
Fear Aura (Su) The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy's despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of the area.
Fear Cone (Sp) and Ray (Su) These effects usually work like the fear spell.
Format: fear aura (30 ft., DC 17); Location: Aura.
Format: fear cone (50 ft., DC 19); Location: Special Attacks.
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Format: ferocity; Location: Defensive Abilities.
Flight (Ex or Su) A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.
Format: fly 30 ft. (average); Location: Speed.
Formian Traits (Ex or Su) Formians are a spacefaring race of insectlike creatures from a forest world that aggressively colonize other worlds. A formian possesses the following traits (unless otherwise noted in a creature� entry).
Hive Mind (Ex) Formians share a telepathic bond with ther members of their hive that enhances their hive mates' perception. As long as a formian is within telepathic range of at least one hive mate, it gains a +4 racial bonus on initiative checks and Perception checks. If at least one formian disbelieves an illusion, all formians within its telepathic range are also considered to disbelieve that illusion. If one formian is aware of combatants, all other hive mates within the range of its telepathy are also aware of those combatants.
Fortification (Ex) The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.
Freeze (Ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.
Format: freeze; Location: Special Qualities.
Frightful Presence (Ex) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature's racial HD + frightful creature's Cha modifier; the exact DC is given in the creature's descriptive text). An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. Frightful presence is a mind-affecting fear effect.
Format: frightful presence (60 ft., DC 21); Location: Aura.
Gaze (Su) A gaze special attack takes effect when foes look at the attacking creature's eyes. The attack can have any sort of effect: petrification, death, and charm are common. The typical range is 30 feet, but check the creature's entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature's racial HD + gazing creature's Cha modifier; the exact DC is given in the creature's text). A successful saving throw negates the effect. A monster's gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the creature's face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.
Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.
Format: gaze; Location: Special Attacks.
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Format: grab; Location: individual attacks.
Greensight (Su) The monster can see through thick plant matter as though it were transparent, usually with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the monster's sight, though solid wood still blocks its line of sight.
Heat (Ex) The creature generates so much heat that its mere touch deals additional fire damage. The creature's metallic melee weapons also conduct this heat.
Format: heat (1d6 fire); Location: Special Attacks.
Hold Breath (Ex) The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Format: hold breath; Location: Special Qualities.
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.
Format: Immune acid, fire, paralysis; Location: Defensive Abilities.
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Format: incorporeal; Location: Defensive Abilities.
Format: jet (200 ft.); Location: Speed.
Format: keen scent; Location: Senses.
Lifesense (Su) The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Light Blindness (Ex) Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
Format: light blindness; Location: Weaknesses.
Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Format: Weakness light sensitivity; Location: Weaknesses.
Lingering BreathMA (Su) The creature can expend one use of mythic power as a free action when it uses its breath weapon to make the area radiate energy damage (of the same type as the breath weapon) for 1 round per mythic rank. Any creature in, entering, or passing through the breath weapon's area during this duration takes damage according to the creature's size. This ability has no effect on breath weapons that do not deal energy damage.
Format: low-light vision; Location: Senses.
Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Format: lycanthropic empathy (bears and dire bears); Location: Special Qualities.
Mental Static Aura (Su) A creature with this ability creates a field around it that makes concentrating difficult for those without this ability. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with a mental static aura + that creature's Charisma modifier) to cast a spell with a thought component. Failing this check causes the spell to be lost with no effect. In addition, all spellcasters must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Failing it means that they cease concentrating on the spell or effect. Creatures with this ability are immune to its effects and can cast spells normally.
Multiweapon Mastery (Ex) The creature never takes penalties on its attack rolls when fighting with multiple weapons.
Format: multiweapon mastery; Location: Special Attacks.
Mythic PowerMA (Su) The mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of mythic power equal to its mythic rank. This amount is its maximum amount of mythic power. If an ability allows it to regain mythic power, it can never gain more than this amount. The monster automatically has the surge ability, and can use this mythic power to activate it. It may have other abilities that rely on mythic power.
Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Table: Natural Attacks by Size lists some of the most common types of natural attacks and their classifications.
Some creatures treat one or more of their attacks differently, such as dragons, which always receive 1-1/2 times their Strength bonus on damage rolls with their bite attack. These exceptions are noted in the creature's description.
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type.
The Damage Type column refers to the sort of damage that the natural attack typically deals: bludgeoning (B), slashing (S), or piercing (P). Some attacks deal damage of more than one type, depending on the creature. In such cases all the damage is considered to be of all listed types for the purpose of overcoming damage reduction.
Some fey, humanoids, monstrous humanoids, and outsiders do not possess natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands. See Table: Natural Attacks by Size for typical damage values for natural attacks by creature size.
Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged.
Natural Invisibility (Ex or Su) This ability is constant—the creature remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.
Format: natural invisibility; Location: Defensive Abilities.
No Breath (Ex) The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
Format: no breath; Location: Special Qualities.
Paralysis (Ex or Su) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 paralyzing creature's racial HD + paralyzing creature's Con modifier; the DC is given in the creature's description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. The duration of the paralysis varies and is included in the creature's description.
Format: paralysis (1d4 rounds, DC 18); Location: Special Attacks and individual attacks.
Plant Traits (Ex) Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.
Format: plant traits; Location: Immune.
PlantbringerMA (Su) All plants within a 1-mile radius of the creature grow at double their normal rate and don't suffer from any diseases or maladies. Allied plant creatures within 30 feet of the creature gain fast healing equal to the creature's mythic rank. If the creature uses plant shape or wild shape to take the form of a plant, it gains this fast healing in plant form.
Poison (Ex or Su) A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 poisoning creature's racial HD + creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Format: Poison Name (Ex) Sting—injury; save Fort DC 22, frequency 1/round for 6 rounds, effect 1d4 Con, cure 2 consecutive saves; Location: Special Attacks and individual attacks.
Poisonous Blood (Ex) Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with poison. (Melee weapons with reach don't endanger their users in this way.) The type of poison depends on the monster. Unless otherwise stated, this poison uses the poison's normal DC, though some monsters might have a poison DC that's Constitution-based.
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Format: pounce; Location: Special Attacks.
Powerful Blows (Ex) The specified attack adds 1-1/2 times the creature's Strength bonus to damage instead of its normal Strength bonus or half its Strength bonus.
Powerful Charge (Ex) When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature's description.
Format: powerful charge (gore, 4d8+24); Location: Special Attacks.
Psychic Magic (Sp) A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night's rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell's PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature's Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
Format: Psychic Magic (Sp) (CL 10th; concentration +14) 12 PE—charm person (1 PE, DC 14), disguise self (2 PE), mind thrust III (3 PE, DC 16), tower of iron will I (5 PE); Location: Before Spell-Like Abilities.
Pull (Ex) A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
Format: pull (tentacle, 5 feet); Location: Special Attacks and individual attacks.
Push (Ex) A creature with the push ability can choose to make a free combat maneuver check with a certain successful attack (often a slam attack). If successful, this check pushes a creature directly away as with a bull rush, but the distance moved is set by this ability. The type of attack that causes the push and the distance pushed are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.
Format: push (slam, 10 feet); Location: Special Attacks and individual attacks.
Rake (Ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Format: rake (2 claws +8, 1d4+2); Location: Special Attacks.
RecuperationMA (Ex) The creature is restored to full hit points after 8 hours of rest so long as it isn't dead. In addition, by expending one use of mythic power and resting for 1 hour, it regains a number of hit points equal to half its full hit points (up to a maximum of its full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.
Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
Format: regeneration 5 (fire, acid); Location: hp.
Rend (Ex) If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 the creature's Strength bonus.
Format: rend (2 claws, 1d8+9); Location: Special Attacks.
Resistance (Ex) A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, electricity, or fire). The entry indicates the amount and type of damage ignored.
Format: Resist acid 10; Location: Defensive Abilities.
Rock Catching (Ex) The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to make a rock catching attempt.
Format: rock catching; Location: Defensive Abilities.
Rock Throwing (Ex) This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is generally twice the creature's base slam damage plus 1-1/2 its Strength bonus.
Format: rock throwing (120 ft.); Location: Special Attacks (damage is listed in Ranged attack).
Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
See in Darkness (Su) The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Format: see in darkness; Location: Senses.
Smother (Ex) If the creature's opponent is holding its breath, the creature can reduce the time until the target has to attempt suffocation checks. As a free action, the creature can attempt a grapple combat maneuver against the opponent. If it succeeds, the opponent reduces the remaining duration it can hold its breath by 1d6 rounds.
Sound Mimicry (Ex) The creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener's Sense Motive check to recognize the mimicry, although if the listener isn't familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy's captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn't know.
Format: sound mimicry (voices); Location: Special Qualities.
For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature's caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature's Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Charisma modifier.
Format: At will—burning hands (DC 13); Location: Spell-Like Abilities.
Spell Resistance (Ex) A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature's spell resistance, the spell works normally, although the creature is still allowed a saving throw.
Format: SR 18; Location: Defensive Abilities.
Split (Ex) The creature splits into two identical copies of itself if subject to certain attacks or effects. Each copy has half the original's current hit points (rounded down). A creature reduced below the listed hit points cannot be further split and can be killed normally.
Format: split (piercing and slashing, 10 hp); Location: Defensive Abilities.
Steal (Ex) The creature can attempt a steal combat maneuver check against its opponent as a free action without provoking attacks of opportunity if it hits with the specified attack.
Stench (Ex) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 stench creature's racial HD + stench creature's Con modifier; the exact DC is given in the creature's descriptive text) or be sickened. The duration of the sickened condition is given in the creature's descriptive text. Creatures that successfully save cannot be affected by the same creature's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Format: stench (DC 15, 10 rounds); Location: Aura.
Strangle (Ex) An opponent grappled by the creature cannot speak or cast spells with verbal components.
Format: strangle; Location: Special Attacks.
Summon (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters.
Format: 1/day—summon (level 4, 1 hezrou 35%); Location: Spell-Like Abilities.
Sunlight Powerlessness (Ex) If the creature is in sunlight (but not in an area of daylight or similar spells), it cannot attack and is staggered.
Format: sunlight powerlessness; Location: Weaknesses.
SurgeMA (Su) The creature can call upon its mythic power to overcome difficult challenges. It can expend one use of mythic power to increase any d20 roll it just made by rolling a die and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed. The bonus die depends on the creature's mythic rank. The monster can use this ability even if it's mindless or of animal-level intelligence.
Surge doesn't have a separate entry in the monster stat block—the surge die is listed in the mythic power ability.
Swallow Whole (Ex) If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Format: swallow whole (5d6 acid damage, AC 15, 18 hp); Location: Special Attacks.
Telepathy (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Format: telepathy 100 ft.; Location: Languages.
Thoughtsense (Su) Creatures with this ability automatically detect and locate conscious creatures within the specified range (usually 60 feet). This ability functions similarly to blindsight. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and nonsentient (Intelligence 1-2) creatures, but otherwise provides no information about the creatures it detects.
Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Format: trample (2d6+9, DC 20); Location: Special Attacks.
Tremorsense (Ex) A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.
Format: tremorsense 60 ft.; Location: Senses.
Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Format: trip (bite); Location: individual attacks.
Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Format: undead traits; Location: Immune.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Format: undersized weapons; Location: Special Qualities.
Unnatural Aura (Su) Animals do not willingly approach the creature unless the animal's master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Format: unnatural aura (30 ft.); Location: Aura.
UnstoppableMA (Ex) The creature can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting it: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. It can use this ability at the start of its turn even if a condition would prevent it from acting.
Format: unstoppable; Location Defensive Abilities.
Vulnerabilties (Ex or Su) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.
Format: vulnerability to fire; Location: Weaknesses.
Water Breathing (Ex) A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged. Format: water breathing; Location: SQ.
Water Dependency (Ex) A creature with this special ability can survive out of water for 1 minute per point of Constitution. Beyond this limit, this creature runs the risk of suffocation, as if it were drowning. Format: water dependency; Location: SQ.
Web (Ex) Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.
Format: web (+8 ranged, DC 16, 5 hp); Location: Special Attacks.
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. 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 whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind'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 whirlwind'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.
Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.


text:
SIMMONS: 2019 — the year sports changed forever in Toronto
Search the Clinton News Record
More from Steve Simmons
Published on: September 9, 2019 | Last Updated: September 9, 2019 5:30 PM EDT
Mississauga native Bianca Andreescu shows off her trophy after winning the U.S. Open. GETTY IMAGES
We The North and She The North: There has never been a sporting year quite like this one before.
Not in this city or this country — and not in this manner.
Of champions who came from almost nowhere. Of a historically disregarded basketball team and a tennis player whose name wasn't known to most of us 12 months ago. Of Canadians captivated by sports we don't normally call our own.
If I heard anything on a regular basis on the Raptors' run to the NBA championship and the amazing two-week U.S. Open run of Bianca Andreescu it was this: I've never watched so much basketball in my life. I've never watched so much tennis.
This is what sports at its best can do. It pulls in the uninitiated. It makes those who don't care, care. Along the way, it creates community.
Every sport has a following of sorts, some more rabid than others, but when there are viewing parties across the country, and parades and keys to the city being presented, the daily conversation switches from the weather or Mitch Marner to something else, and that changes the landscape and creates that impossible-to-define rare element called buzz.
Andreescu was asked numerous times over the past weeks about her ascension to Grand Slam champion. Would she have believed it a year ago, she was asked in different ways and in different interviews?
She always smiled and said she wouldn't have believed. It was all a dream come true.
Only it wasn't a dream. She didn't win in Indian Wells because of any dream. She didn't win at Rogers Cup because of any dream. And you don't beat Serena Williams twice, even this older-mom version of Serena Williams, because of any dream. She did it because she has that much talent, that much composure.
If Andreescu was a hockey player she would be somewhere between Gary Roberts and Cam Neely. She plays with power. She plays with immense skill. She has soft hands. She plays with emotion. She knows how to finish. She never, ever quits.
Two different broadcasters said what they're not supposed to say during the ESPN coverage: She's the only woman on the tour who plays a man's game.
And that's not sexist — that's a compliment, the kind of thing that has been said about the best of all time, Serena, over the years.
Who picked the Raptors to win the NBA championship a year ago? Try nobody.
Even after the deal was made for Kawhi Leonard, they were going to be just fine, and with a new coach, we didn't know just how fine they would be. And that was if Kawhi bothered to show up.
The Raptors had been the team that was almost good enough until it ran into the wall that was LeBron James and the Cleveland Cavaliers. They became known for being playoff failures rather than for all the regular-season success they had. They were the team ignored at Christmas. They were a prototype pseudo-contender. They looked good from far, but far from good.
Kawhi Leonard holds up his MVP trophy during the Raptors' celebration parade in Toronto in June. GETTY IMAGES
Then Leonard bounced a Game 7 fall-away jumper off the rim and it bounced and bounced and bounced — seemingly forever — until it changed history. Kawhi was watching from a squat position already off the court when the game-winner against the Philadelphia 76ers fell. The Raptors were a bad bounce and an overtime away from elimination in Round 2. I happened to watch Game 7 recently and had forgotten how close they really were to being out.
That seems more of a hockey story than a basketball one: The story of the champion who almost lost early. It's happened in so many Stanley Cup seasons. It doesn't happen nearly as often in the NBA.
And then more of that. They lost the first two games to the Milwaukee Bucks, the best team in the East, with the best player, it was thought, in the league. But then the incredible and the improbable and almost-the-impossible happened. They beat Milwaukee four straight to win the East. They went 6-2 against the Bucks and what was left of the Golden State Warriors in the Finals. They shocked America. Kawhi won the MVP award for the NBA Finals, but the truth was he was the MVP of the playoffs, start to finish.
He came, he won, he left for Los Angeles. And now the Raptors return to being what they once were — good, just not good enough. And we won't know for a while what they are or who they are.
This is where the roads vary for We The North and She The North. You don't win in the NBA without a mega-star. The Raptors don't have one any more. Will we ever recapture that playoff excitement again? In this case, once was enough, once was amazing, yet you still want more.
And, really, this is just a beginning for Andreescu. We haven't seen her at Wimbledon, at the French Open. Suddenly, Australia holds a certain fascination it didn't before. But understand this: She's the sixth different U.S. Open women's champion of the past six years. Serena Williams has dominated; few of the others have.
Andreescu has the talent, but there is still so much to learn about her sustainability. She's only 19. This is her amazing beginning.
But I have this feeling: We're going to be watching a lot of tennis in the coming years. The way we watch basketball now.
Championships and champions do that: They pull us in, change our habits. For now. Maybe forever.
© 2020 Clinton News Record. All rights reserved.


text:
Sheffield Take Over the Wardrobe!
by Anne Garage in Dance, Festivals, Friendship, Inspiring women, Music, Outside Inside, Wildlife, Writing Tags: Afrobeat, Funk, Hot Diamond Aces, Leeds, Live Musc, Sheffield, Soul, The Wardrobe, Tough Crowd
On Saturday, I followed my friends Hot Diamond Aces up to Leeds, to play a gig at the funky Wardrobe venue – where I've previously seen Seun Kuti, so they were definitely amongst good company. The Wardrobe is a great venue – with a large bar/restaurant at street level, very close to Leeds Playhouse (in fact, The Wardrobe used to be its costume department), and a spacious basement venue downstairs. The whole ethos is around great music, so everyone there is going to be a big music fan, or a musician themselves.
Apart from the first band on, who were from Leeds, it was a night where Sheffield got to show its big neighbour up the road what it's made of!
Apparently, this was only Tough Crowd's second time playing live together. They were great – two suited and booted MCs rapping about being polite and considerate, with an accomplished jazz/funk backing from seasoned musicians. The lyrics were funny and engaging and the music was an antidote to hip hop with backing tracks. I think we'll definitely be hearing more from them in the future.
Tough Crowd – playing to quite a nice crowd in Leeds!
By the time I'd bought myself another drink, there was no room to get onto the dance floor for Hot Diamond Aces. Luckily, there was lots of space at the side of the stage, raised up well so that I got a good view. I was glad to be there, as I could see the crowd dancing, throwing jazz shapes (yes, really!) and enjoying themselves as they heard the funky tunes of Hot Diamond Aces for the first time. Combining funk, jazz, afrobeat, and big beefy tunes, they really made a big first impression on the people of Leeds.
Hot Diamond Aces wow the Wardrobe!
For the last song, my friend Angelina came on to dance. Her energy and passion totally blew everyone away. This photo didn't quite come out as planned, but I think it's brilliant – very psychedelic! As you can see, Angelina was moving so fast that there are two of her – and two of Dan's guitar!
Woah! Far out, man!
Finally, The Renegade Brass Band showcased their 8-horn hip hop sound. Featuring James from Hot Diamond Aces on trumpet (he was exhausted, doing two gigs on the trot, but didn't show it!), the Renegade Brass band deliver tunes in a way that's as bold and brassy as their name suggests, with a great MC who really knows how to work a crowd! Craig Charles has recently called them "probably the best brass band working out of Britain", and they're, quite rightly, one of Sheffield's most hotly tipped bands at the moment.
They've come a long way in the five years since I first saw them, at Bearded Theory festival in 2010, playing mid-afternoon on the Baar stage!
The Renegade Brass Band – a wall of brass!
Seeing a night of first-class home-grown live music at the Wardrobe was a great way to start celebrating my birthday, and well worth a trip up the M1! I've got plenty of live music treats to come, so I'll keep you updated with lots of short posts!
November: a Levellers double-whammy!
by Anne Garage in Art, Career change, Dance, Festivals, Friendship, Inspiring women, Music, Outside Inside, Oxfam, Peak District, Poetry, Self Esteem, Sheffield, Subcultures, Uncategorized, Urban Nature, Vegan, Volunteering, Wildlife, Writing Tags: Croft Farm Water Park, Hagglers Corner, Hot Diamond Aces, Make Good Art, Nature's Home, Neil Gaiman, O2 Birmingham, Oxfam Stewarding, RSPB, Spotify, Tewkesbury, Tewkesbury Abbey, the Levellers, The Selector
On the first of November, I belatedly got my "spooky" on, and went to a brilliant Halloween party at Hagglers Corner, a wonderful arts venue set around a courtyard. My friends' band The Hot Diamond Aces were playing. The band combine funk with Afro-beat and jazz and are, as they describe themselves "the ultimate party band". They are amazingly talented musicians with a gift for getting the audience's feet moving. If you like infectious grooves and hot horns, then they're your thing. This sounds like an advert, but they really are that good! We had a fantastic time, dancing and drinking real ale in our costumes. Angelina had particularly scary latex zombie make-up, but it all peeled off when she started dancing!
Scary pumpkin
Scary make-up
As the weather got colder, and the nights got darker, I managed to fulfil one of my artistic aims for the year and completed my triptych of three canvasses for my dining room wall. They are all collages, and all Neil Gaiman quotes, to inspire me as I live and work. Now the pictures are up on the wall, they look great and really make the room vibrant and arty.
The first collage is from the Sandman graphic novel Brief Lives , and it's all about change. The quote, cut out of newspaper letters, ransom-note style (which took blooming ages!) is positioned around concentric circles made of gold wrapping paper and a green collage, made out of cut-out pictures from the RSBP's magazine, Nature's Home, including an otter (the otter isn't green!), and a green lighter which was found in the stomach of an albatross! The other smaller canvas has the quote: "Writing is like flying in dreams", from the front page of Neil Gaiman's short story anthology Smoke and Mirrors. This canvas has pictures of birds, from Nature's Home magazine, and also real feathers, gathered over the year.
Finally, the huge canvas has the slogan "Make good art", which was the theme of Neil Gaiman's speech to Philadelphia's University of the Arts graduates when receiving his honorary doctorate in 2012. Since giving the speech, the video has become viral on the internet, and has also inspired a lot of beautiful artwork. Mine is just one example! Before I left my sensible 9-5 job and ever since, I have listened to the speech at regular intervals, and I'm listening to it right now. His advice and experience is priceless and reflects everything that I've been through as a creative person. I wanted to create a piece of art that would inspire me and cheer me up when I lost faith in my way of life, so I cut up festival programmes for images to remind me of the times when art and creativity have created the most thrilling experiences and memories. Life would not be worth living without the creativity of others – or your own creativity. And I've been lucky enough to build a new career out of creativity, which is truly amazing.
Make Good Art
This November was also about seeing the Levellers twice as well! The first time was in Birmingham, en route to another gathering of Oxfam stewards in Tewksbury. Louise and I did battle with rush-hour traffic and the one-way system of Birmingham, and we only missed a few songs by support band, the legendary two-tone band, the Selector. Singer Pauline Black is full of attitude and sharply dressed, and the other singer, Arthur 'Gaps' Hendrickson was also very energetic – so much so that his suit was dripping wet by the end of the show! I enjoyed having a good skank, dancing around until Louise managed to find Fraser. Oxfam friend Alexa was also there, and it was a great mini-reunion.
The Levellers were on great form, blasting through their "Greatest Hits" set. The O2 in Birmingham was packed, and people were crowd-surfing to the front – mostly middle aged men, re-living their youth! We had a great view of everything from the side, right near the front, and we danced around being silly. I didn't even mind that all I could drink was a couple of shandies.
Dancing around and being silly!
The Levellers
After dropping Alexa safely off home, I drove Louise and Fraser to our log cabin weekend in Tewksbury! We got there safely, to find the others enjoying the end of their party, which for some reason involved Hawaiian shirts and grass skirts. I was exhausted though, after all that driving!
On Saturday morning, some of the others were busy having a watersports session on the lake, which involved a giant swan-shaped pedallo, canoes and a wind-surfer! I love doing things like that, but for once, I was pleased that I hadn't signed up for watersports. Even though the participants were wearing wetsuits, it looked very cold. So Clare, Jez and I went for a short walk, and we were rewarded by finding a £10 note on the grass verge, which we took straight to the pub!
After a leisurely lunch, a group of us went for a wander around Tewkesbury and the Abbey. Tewkesbury Abbey was really special and spiritual – I don't think anyone could help but to be moved by such an ancient, beautiful building. The atmosphere of the golden stone and soaring arches was enhanced by a rehearsal of the Elgar concert, A Dream of Gerontius. Wandering around with the sound of the instruments and voices reverberating around the Abbey was very moving, and as we sat in the pews to listen to the singing, I even wrote a couple of haiku poems. Susie Morley has the only copies of those, as I wrote them in her notebook!
Walking down the medieval streets in the twilight afterwards, I started to feel Christmassy, and the decorations were already up in the half-timbered pub where we stopped for a couple of ales, before heading back to our log cabins at Croft Farm. The staff there served us up a lovely meal, and then we had a brilliant disco, fighting it out using Spotify to choose the songs we wanted. We had a particularly stupid time dancing to "Ra Ra Rasputin", pretending to do Russian dancing on chairs! Towards the end of the night, I even managed to put on some old goth songs!
On Sunday, we drove into Tewksbury again, and I bought an awesome Russian army greatcoat from an antique shop (I must have been subliminally influenced by "Ra Ra Rasputin"!) We had a lovely lunch at a big Wetherspoons pub, all the Oxfam volunteers sitting along a really long table we cobbled together from several little ones. Eventually, it was time to head for home.
French horns in the Abbey
The nave of Tewkesbury Abbey
A crocodile, dancing!
The week afterwards, it was time to do the whole Levellers thing again, for Kirsty's birthday! This time, we caught the whole thing, really enjoying The Selector. We got much closer to the front for the Levellers, and the Sheffield O2 seemed very busy but much less packed than the Birmingham gig, so we got a great view from the front, while still being able to comfortably dance around. The Levellers are a band that have a very close relationship with their fans – I think I've had conversations with all of them, and certainly camped in the same field with them at Beautiful Days. Being at a Levellers gig feels like being part of a big tribe – it felt like that when we were sixteen, and it still feels like being truly with kindred spirits, even twenty one years later.
I can't take credit for these pictures – Kirsty took them, because she's taller and has a steadier hand! I think she did a fine job.
The Selector again – this time in focus!
The Levellers with Stephen Boakes on didgeridoo!
I wonder if they've read my book yet?


AB2000 has several Sandvik QJ241/340/341 tracked jaw crushers, The Sandvik mobile crusher is the mobile crushing solution in quarrying applications such as granite and limestone and is equally effective on concrete and asphalt in a demolition or recycling environment.
Our crushers can produce up to 230 t/h some are fitted with "Belt Way" measuring systems to accurately measure output and production. We also have dust suppression features on each crusher.
We also have in our fleet Finlay C1540s cone crusher and Supertrak 694+ & 693 screeners.
AB2000 offers mobile crusher hire in Scotland. We also do overburden strips and contract earth moving by request.
We also offer a contract crushing option supplying fully operated plant call Chris for further information 07765 242433.


Linksys Wireless Router :: WRT160N Requires Regular Reboots?
The update "failed," due to an "unexpected error." Wireless connection is disabled, although, as you have probably noticed, I can still connect to the internet (using an ethernet cable from my router to my laptop OSX 10.6.8). Error Code 3018 is unknown to Cisco's website. Or should I just start over with the installation disk for my E4200 router?
After a storm in my neighborhood my wireless router was reset. It is a wrt54g purchased in 2007. I had to reinstall the Easy Link Advisor from the net because the disk I had did not work with Windows 7. Everything went OK, however, I am not able to add a password. I keep getting the following error message: Error Updating Devise The Method or Operation is not Implemented. How do I get around this issue and install some sort of security for my home network?My wireless network was named genesis50 now it went back to linksys. How do I change the name back? The hard wired system still shows as genesis50.
I have tried to upgrade the firmware to the latest greatest but keep getting the "Incorrect image file" error. I bought two of the V1 units and had no trouble with one of them but the other is frustrating me. I have reset it and even tried a tftp upgrade of the firmware but still get "Incorrect image file" even in tftp.
I have recently purchased a Wireless-N repeater which is now up and running and connects with both Ipad, iPhone and other laptops with ease. The problem is that I can't connect using my own PC. I'm using Windows Vista and the connection to the repeater seems fine, it just can't connect to the Internet. Every time I try and open a web page I receive the following message.Error 105 (net:ERR_NAME_NOT_RESOLVED) Unable to resolve the servers DNS address.
I can't connect my DirecTV DVR to my WRT54GS router. I am using a new cat6 ethernet cable to the router.
I just updated my RV042 to the firmware RV0XX-v4.0.4.02-tm-20110704-code.bin and now im having this error every time that i try to logon in the router? 404 Not FoundThe requested server-side-includes filename, /usr/local/EasyAccess/www/htdocs/default.htm, does not seem to exist.
So I have a WRT160N firmware v3.0 wired connection to my PC, and at least once a day my connection speed drops from 2mbs down to almost dial up speeds at 60kps. Just unplugging the router then plugging it back in seems to fix it every time. I've contacted my service provider and they say there's no issue on their end, and since I don't get this problem when I plug the modem directly to the PC I agree with them. I've done a factory reset and that didn't work. I've gone through the FAQ and can't find anything useful in there.


Carpet Plastic Self-Adhesive polyethylene is the sticky plastic sheeting that protects carpeting during remodeling or workman activities. Click here for details.
Countertop Plastic is a 3 mil self-adhesive film designed to protect glass and windows from scratches during construction or related work activities. Click here for details.Countertop Plastic is a 3 mil self-adhesive film that protects counter tops. Click here for details.
Floor Plastic is a 3 mil self-adhesive (sticky) film that is recommended for hard surfaces such as factory finished hardwood floors, tile, ceramic and many more. Click here for details.
C & A (visqueen type film) 3 mil plastic sheeting. Click here for information.
Got Plastic Sheeting Questions? We Have Plastic Sheeting Answers!