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Sheriff Belor Hemolock

Sauce987654321's page

508 posts. No reviews. No lists. No wishlists.


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DrDeth wrote:
K177Y C47 wrote:
Sauce987654321 wrote:
Since lord of the rings always seems to be brought up, I remember in another thread where someone was saying shelob was an epic level encounter and a cave troll was a CR 17 encounter. I was pretty curious as to how someone finds these creatures that high of a CR, but that thread was pretty dead when I discovered those posts.
I think that was quickly debunked seeing as The Leng Spider is not even an Epic creature and that thing can teleport all over the place... and Last i checked Shelob has no real supernatural powers....

It wasn't debunked at all. Shelob is a Mythic creature, almost a demi-diety. She is intelligent, and has Epic DR.

From LotR wiki:Ungoliant (Sindarin IPA: [uŋˈɡoljant]) was a primordial being in the shape of a gigantic spider. ...There, in a ravine south of the mountain Hyamentir, she established her dark abode and took the form of a monstrous spider, and here sucked up all the light she could find."

It took Morgoth (Sauron's boss and a ARMY of Balrogs to defeat her).

Even if shelob is a mythic creature (which wouldn't make sense as an ogre spider does the exact same thing as shelob) it would only grant her DR5/epic and her CR would still be around the same as an ogre spider (except with other abilities gained from mythic ranks which shelob doesn't have).


Thomas Long 175 wrote:

Good catch on the cybernetic arms, I missed those. Haven't read up on those rules yet, so that would double work with my ant haul as a x4 to bring it to

Heavy load
14,745,600 = 4 * 3686400

Drag or Push
73,728,000 = 14745600 * 5

So heavy load is just under 7400 tons.

If Ant Haul increases carrying capacity by x3 and cybernetics by x2, why is it a x4 total?


Do you mean NPC classes or NPCs in general?


I was wondering what the highest possible carrying capacity in this game could be. I don't mean just high strength, as I'm sure there are many ways of increasing only carrying capacity.
I'll post more in this topic later, as I just wanted to leave this topic here.


boring7 wrote:
UnArcaneElection wrote:

Also, in the d20pfsrd entry on Elohim I found:

"Organization solitary or horde (1 plus 5–20 animals, magical beasts, and plants of CR 8–10)" . . . but they can only create creatures of up to 4 HD, which doesn't get you CR 8, let alone 10.

Nah, it makes the creatures as children, then they grow up quickly because of time-distortion.

Oh wait, they don't get Greater Demiplane so they can't do that, can they? Nevermind.

It can wait for them to grow.


Since lord of the rings always seems to be brought up, I remember in another thread where someone was saying shelob was an epic level encounter and a cave troll was a CR 17 encounter. I was pretty curious as to how someone finds these creatures that high of a CR, but that thread was pretty dead when I discovered those posts.


Could it just recast the spell the next day to reset the timer?


2 people marked this as a favorite.

They are one handed. Like melee weapons listed under light, one handed, and two handed categories, firearms follow the same rules.


So I figure having a spinosaurus with the giant, advanced, and savage simple templates with 1 rank of mythic to grant it a breath weapon is the best way to go. Its overall CR would be 14 - 15. This build pretty much does the exact same thing as Zilla did in the movie.


Okay, I didn't really care for the movie, but I still like the monster in it.
How would you personally stat this monster and what CR you think is appropriate for it. I'll give my interpretation of it's stats later, but I just wanted to leave this thread here.


1 person marked this as a favorite.

You should check out mythic rules

Kelsey MacAilbert wrote:
I actually like the way a lot of anime martial characters have ridiculous jumping abilities. Like, 20 feet up into the air? No problem. Leap almost all the way across a chapel? Sure. Jump on top of buildings during a chase?

Aerial Assault:

You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.
Kelsey MacAilbert wrote:
Okay. I also like it when people get shoved back absurd distances

Blowback:

As a standard action, you can expend one use of mythic power to make one melee or ranged attack at your full base attack bonus. If the attack hits, your foe is also knocked directly away from you a distance equal to 10 feet per tier. If the foe strikes a solid object before reaching this distance, it takes 1d6 points of bludgeoning damage for every 10 feet it couldn't travel.

If it strikes another creature, both it and the creature it strikes take half this damage.

Kelsey MacAilbert wrote:
dropping strength checks for breaking walls and doors

Display of Strength:

As a free action, you can expend one use of mythic power to attempt a feat of Strength, gaining a +20 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, you can use this ability to apply a +20 circumstance bonus to your Strength score for a number of hours equal to your mythic tier for the purpose of determining your carrying capacity.

Juggernaut:

Little can stand in your way when you charge forth into battle—even solid doors and walls don't stand a chance. While charging, you may attempt a free Strength check to break through a single door or wall in your path. You can expend one use of mythic power while performing this charge to gain a +10 circumstance bonus on your Strength check to break the object. If you destroy the object, you can continue your charge as though it were never there. If you fail to destroy the object, your movement ends in the square before that object. Note that destroying integral parts of a structure may trigger a collapse (treat as a cave-in) at the GM's discretion. This ability can be combined with other path abilities and effects that modify charge attacks, such as the burst through path ability. You can select this ability up to three times. Each additional time you select it, you may break through one more wall or door during your charge, and the circumstance bonus on your Strength check increases by 10 (to a maximum of a +30 circumstance bonus).

Kelsey MacAilbert wrote:
Hmm. It seems somewhat common that a martial can block spells with a weapon or shield. Perhaps allow shield bonuses to AC against ray spells, and make the AC bonus from defended actions a shield bonus if it isn't already?

Parry Spell:

As an immediate action, you can expend one use of mythic power to block a spell targeting you or an ally adjacent to you. The spell must be a ray, a single-target spell, or a spell that creates an effect targeting one creature (such as acid arrow), and the level of the spell's spell slot must be equal to or lower than your tier. Make an attack roll as if making an attack of opportunity. If the result of the attack roll is greater than the spell's attack roll or save DC, the spell has no effect on the intended target (though other targets from the same spell, such as multiple targets of scorching ray, are affected normally). A spell that has neither a DC nor an attack roll (such as magic missile) can't be affected by this ability.

You must declare using spell parry after the spellcaster's target is announced, but before the target's saving throw or attack roll is made

What do you think about this? This is exactly what your talking about.

You could always look here to check all the books out.


FormerFiend wrote:

You know, a while back I was calculating the carrying capacity for my fighter/champion I carried through wrath of the righteous; at lvl 20 tier 10 he ended up with a strength of 48 after he got a permanent enlarge person spell slapped on him.

Anyway, what I ended up with was as follows;

Light Load: 6400lbs.
Medium Load: 12800lbs.
Heavy Load: 19200lbs.
Lift Over Head: 19200lbs.
Lift Off Ground: 38400lbs.
Push or Drag: 96000lbs.

While that may or may not sound impressive, what that means is that my fighter can struggle to push or drag 48 tons, where as the Hulk can lift over 100tons and toss it a considerable distance.

Add Display of Strength and you basically multiply these numbers by 16.


DrDeth wrote:
anlashok wrote:

Quote:
Also, the Fellowship was "Low-level?" I've stat'ed the characters out, and there is no way the main combatants of the group were below level 10
Not sure where you're getting that. They tend to fight mostly orcs and other low-end enemies and even completely green and inexperienced combatants can hold their own among their ranks. Probably level 5 or 6 given their general capabilities.
Sam killed Shelob, who was part Deity (sorta). Merry and Eowyn killed the Witch-king of Angmar who was pretty Epic. There were also Wargs, Trolls, Fell-beasts, etc. Pippin killed a Olog-hai, which is a advanced troll.

shelob is a CR 5 ogre spider. It does the exact same thing as shelob.

An advanced troll is CR 5 (if it was advanced to begin with).
Wargs are CR 3.

Them being around level 3 - 5 sounds about right.
With the fellowship being at 4 - 7, too.


KestrelZ wrote:


Superhero RPGs tend to need a very different rule system as such characters commonly have the strength to juggle cars, become bulletproof, and are still expected to slugfest with other super powered beings for a few rounds of combat. To simulate this, a very different rule set is usually required to simulate what happens in comics.

Stuff like this already exists. Characters can easily reach enough strength to lift cars. Being bullet proof is already covered by damage reduction.


LazarX wrote:
Sauce987654321 wrote:
LazarX wrote:
Mark Hoover wrote:

Other ways to justify floating city:

- Wish
- Miracle
- Reverse Gravity
- Floating Disk
- Telekinesis

None of those spells are powerful enough to lift a floating city, because you're talking epic level magic. Not even mythic will do it by itself.
why isn't wish powerful enough? It states that you can request more powerful effects, but it would still be up to the GM.
Wish is not a spell of infinite power. It's a 9th level spell, no more, no less. More powerful wishes come from more powerful sources.

we're talking about making a city float, that doesn't require infinite power. The spell says you can try to create more powerful effects, while doing so is dangerous, and mentions nothing about more powerful sources.


Splendor wrote:

A single colossal permanent animated flying quadruped object equipped with muleback cords and a permanent ant haul spell would have a light carrying capacity of 1,073,644lbs. Houses now-a-days weight between 80,000lbs - 160,000lbs. So for each 7 house you would need one of these.

Under the construct type it gets "Skill points equal to 2 + Int modifier (minimum 1) per Hit" so it should have 13 skill points (put 12 in FLy and one in acrobatics).

It doesn't say if they get feats or not, but if they do take Skill Focus Fly, Cut Your Losses, Hover and any other feats to increase their fly skill.

'Cut your losses' increase your STR for the purpose of carrying capacity by 2. Which would not be 1,410,048 or 9 houses.
-----
Instead of the constructs holding up the city. Have them hold up a large flat floor. That floor would be covered in reverse gravity traps that the entire city floats on.

now add 10 mythic ranks, get display of strength and mules strength 14 times to get a +90 bonus to carrying capacity. Now you're looking at a light load of 140,724,666 tons.


LazarX wrote:
Mark Hoover wrote:

Other ways to justify floating city:

- Wish
- Miracle
- Reverse Gravity
- Floating Disk
- Telekinesis

None of those spells are powerful enough to lift a floating city, because you're talking epic level magic. Not even mythic will do it by itself.

why isn't wish powerful enough? It states that you can request more powerful effects, but it would still be up to the GM.


A Tzitzimitl is an Aztec god, which is in the bestiary 3. I guess that's a start.


revaar wrote:
Judging from the video, that looks like spring attack to me.

I agree.


Well I do have the stat block for this guy, now. What I really wanted to do is see what other peoples interpretations of this description would be. Another part of it was to get people to guess the CR of this guy, based off of this description of him. Just guessing the CR alone would have been great for me because I'm interested in people's guesses and why.

I didn't really write it out the way I intended, lol.


1 person marked this as a favorite.

I wish my house was overpowered.


I'm just going to quickly explain this person's powers and abilities, and what CR do you think is about right for someone like this. If you want to suggest what class he is or give advice on how to build this, that's cool, too.

He is a warrior who wears a magical breast plate, and wields a magical short spear and shield. He's also extremely strong, being able lift as much as 25 tons over his head while still being able to run. He is able to smash down manufactured walls made out of marble, stone, concrete etc. without much effort with his hands in one blow. The warrior is capable of jumping up to 50ft. in the air, is capable of taking a direct hit from a rocket launcher for minimal damage, and can create shockwaves that destroys the ground up to 100ft. in diameter from a single powerful strike with his weapon against his foe. Firearms from trained soldiers would have little to no effect against him if he is to shot by one of them, and even has the reflexes necessary to parry firearm attacks with his shield from multiple people at once.

There's my quickly thought up warrior's abilities in a nutshell. What would you put him at?

I'll try to create this guy soon by strictly using the books and posting it here.


boring7 wrote:

At Resist 30, if he went for a swim in lava he'd be taking about 40 points of fire damage a round (average rolls) so he probably doesn't do that.

I still think he should be smart, because I like those switch-hitter Kaiju that are sometimes villain, sometimes hero like Godzilla, Gamera, and the like.

I can't think of anything else relevant. I like that he has the best protection (short of an anti-magic field) you can find against Trap the Soul.

Well it has fast healing 30, too.

If you want to give it fire immunity, go for it. Countless monsters in this game have fire immunity, so why shouldn't your monster have it?


Eric Hinkle wrote:

I just read the description, and -- extinction wave device? Let me guess, this is something that goes under the 'never ever let people who can't resist pressing the Big Red Button touch it' heading?

And just how good is the death ray? I hope this isn't like, "Death ray, bah! It doesn't even knock 'em down!"

check the PRD


Silus wrote:
Sauce987654321 wrote:
Agmazar the star Titan is a kaiju with 6 Int from the book Mythic Realms.
Figure I could boost Agranor's Int a couple of points?

It's your monster, so do as you please. Also, it's not like the game says all kaiju must have 3 int, it just says they can't speak and aren't exactly too smart.


Agmazar the star Titan is a kaiju with 6 Int from the book Mythic Realms.


I'd imagine the answer is no. Mainly because speed only works during a full attack action, and you're using a full round action just to attack with a slow firing weapon.


Tels wrote:
brad2411 wrote:

You still have to make a ranged attack to hit someone "directly."

rocket launcher wrote:
A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken.
Also the rocket launcher is not a touch attack like most of the other high tech weapons,

That makes no sense.

Armor doesn't work on bullets because bullets pierce armor.

But rocket launchers? Yeah, that chain shirt stops it.

as far as making sense goes, you're pretty late on that. Cannons and other direct siege firearms target normal AC, and has been for awhile.


Steven "Troll" O'Neal wrote:
Sauce987654321 wrote:
I can't say I like how the rocket launcher functions by dealing automatic damage to the intended target with no save, like some kind of rocket propelled magic missile.
You still have hit them for that to be true. If you miss they then get a save. It's sort of like a splash weapon mixed with a AoE spell.

What, really? It didn't mention an attack roll or anything. Maybe I missed something.


We'll considering the Vrock's fire resistance and DR, you would deal only about 22 damage a round to a single Vrock with a rocket launcher.


I can't say I like how the rocket launcher functions by dealing automatic damage to the intended target with no save, like some kind of rocket propelled magic missile.


How do automatic weapons function in this book?


I stopped caring about running high level games once I figured out that I can make and use enemies that are just as cool by applying templates. If I want a colossal dragon I can just apply the giant and half-dragon templates to a gargantuan dinosaur, for example.


Sunny D


Is the Gigatean (sp?) template around?


It depends on the outsider. Titans do not age, for example, as mentioned in their description.


Silus wrote:


Lagiacrus (Colossal (Long) aquatic lightning dragon...thing)

This monster can be represented as a Sea Serpent with the half-dragon template (CR 14)


I like applying the giant and half-dragon template to dinosaurs to make semi intelligent colossal dragons that sit in the range of CR 12 - 14, since I don't want to wait forever for players to fight colossal dragons.


You could have full spell casters, it's just they aren't high level enough to gain access to high level spells.

Gannondorf could be a wizard that has access to beast shape in Ocarina of Time.
Link could be just a fighter with some items to allow him to use some abilities.


As far as game mechanics go, what does being mortal or immortal have to do with having power? Aren't there plenty of immortal creatures in this game already that are defeatable by non-immortals?


Empyreal Lords are demigods and they start at CR21. So CR21 would be the starting point for a pathfinder demigod.


maouse wrote:

For the record: found the definition of "penalty" - Penalty: Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.

So that opens up that can of worms: Is damage a check? Or a statistical score?

If yes (to either), what is a "numerical value that are subtracted from" them? Damage REDUCTION subtracts the number from each attacks... so DR would count.

If no (to both), why mention "penalty" in the damage section at all?

There is no mention of damage reduction functioning as a penalty in the damage reduction entry. Even if it had implied it, words such as "negated" would have no place there. If it doesn't mention it, it doesn't exist. Anything else beyond that would be a house rule.


2 people marked this as a favorite.

I'll never understand why it's so taboo for a player character to battle a deity in a game of pretend.


Threeshades wrote:
Sauce987654321 wrote:
Wannabe Demon Lord wrote:
If you've seen a lot of kaiju media, you'd probably disagree with that. Their isn't much that really can bring down 90% of all fictional kaiju besides A. Other Kaiju B. Super Mechas C. Ultraman like characters or D. Legitimate doomsday devices. Kaiju are more than just big, they're usually nigh indestructible and typically have all kinds of devastating abilities. When things like conventional military weapons bring them down, it's usually a big problem for the Kaiju fandom and also complete B+*~!$!#. Just look at the 1998 American Godzilla movie compared to the original Godzilla or the new 2014 one. CR 25 to 30 would be reasonable for them. Maybe even higher, considering the fact that a significant number of kaiju could legitimately be classed as gods, but that would be unrealistic for the game. Sorry if I sound impassioned about this, I'm a huge Kaiju fan, and this is an important thing to me.

Regardless of the CR of the Kaiju, the Kaiju subtype provides all the resistances, DR, fast healing, and immunities to the monster. So even at CR 17 they still are going to be very hard to damage with most attacks. Bumping its CR to 26-30 is just inflating its numbers, really.

Not all Kaiju have many powerful abilities. The Kaiju from Pacific Rim, for example, don't have many abilities, and some of them actually have no abilities to speak of. I have a hard time seeing these particular creatures being more powerful than anything the game has to offer. That's why they can be represented as a mid to high CR monster with the Kaiju subtype. The entry about Kaiju in Bestiary 4 never even mentions that they must be CR 26 and above (unlike Empyreal Lords who must start out at 21, or Demon Lords that must start at 26).

1998 Godzilla can be represented as a colossal dinosaur, such as a colossal advanced T-rex.

But even the Pacific Rim Kaiju had energy beams or breath weapons of various descriptions and required the humans to engineer...

I haven't really seen pacific rim kaiju do anything other than the one that had an acid spit attack, or the other one that had an EMP ability. Though putting them at around CR 21 does sound much better than 26.

I don't really see the problem with putting them at lower CRs. They are still going to be able to do the same things with just the numbers toned down, and they will actually be useable for a GM to put against a high level party.


Wannabe Demon Lord wrote:
If you've seen a lot of kaiju media, you'd probably disagree with that. Their isn't much that really can bring down 90% of all fictional kaiju besides A. Other Kaiju B. Super Mechas C. Ultraman like characters or D. Legitimate doomsday devices. Kaiju are more than just big, they're usually nigh indestructible and typically have all kinds of devastating abilities. When things like conventional military weapons bring them down, it's usually a big problem for the Kaiju fandom and also complete B+*~!$!#. Just look at the 1998 American Godzilla movie compared to the original Godzilla or the new 2014 one. CR 25 to 30 would be reasonable for them. Maybe even higher, considering the fact that a significant number of kaiju could legitimately be classed as gods, but that would be unrealistic for the game. Sorry if I sound impassioned about this, I'm a huge Kaiju fan, and this is an important thing to me.

Regardless of the CR of the Kaiju, the Kaiju subtype provides all the resistances, DR, fast healing, and immunities to the monster. So even at CR 17 they still are going to be very hard to damage with most attacks. Bumping its CR to 26-30 is just inflating its numbers, really.

Not all Kaiju have many powerful abilities. The Kaiju from Pacific Rim, for example, don't have many abilities, and some of them actually have no abilities to speak of. I have a hard time seeing these particular creatures being more powerful than anything the game has to offer. That's why they can be represented as a mid to high CR monster with the Kaiju subtype. The entry about Kaiju in Bestiary 4 never even mentions that they must be CR 26 and above (unlike Empyreal Lords who must start out at 21, or Demon Lords that must start at 26).

1998 Godzilla can be represented as a colossal dinosaur, such as a colossal advanced T-rex.


I like the Pard from Bestiary 4. It has 120 move speed, and it can phase through objects (like a wall) and creatures if it moves fast enough. It can even set creatures on fire after phasing through them.


Dungeon Master Zack wrote:
Ross Byers wrote:
Dungeon Master Zack wrote:
Really the idea of gods being untouchable is not as universal as people seem to think. There are instances in mythology where the gods have been bested by mortals. Many mythological deities are certainly not able to just overpower mortals with no effort. How do you determine if a deity can defeat a particular mortal without stats? And don't say "story" because that really only applies in certain kinds of games.

If it's a mythological being that can't just overpower mortals, then it's probably a demigod, and it can have stats.

The Gods that don't have stats are the ones that are a voice in the heavens, rather than a physical being.

So Ares, Aphrodite, Athena and Poseidon, just for instance, would be demigods in the Pathfinder rules?

It would make sense. Cernunnos is a real world god and he's a demigod under pathfinder rules.


I don't really want kaiju to be at 10 but somewhere around CR17+. My issue is that kaiju shouldn't be more powerful than everything in pathfinder just because they're bigger and that's it.


Mechagamera wrote:
Sauce987654321 wrote:
Mechagamera wrote:
Sauce987654321 wrote:
Dragon78 wrote:

All Kaiju are in CR26-30 range, but if you want to apply the Kaiju subtype to a weaker creature then go ahead.

I know the ones currently statted are, and the future ones probably will be too. I was just saying that unlike other monsters in the same CR range it doesn't state that all kaiju necessarily need to be that high. I think kaiju should cover a wider range of CRs instead of the way it currently is.

I am curious why you would want lower CR kaiju, especially when there are a fair number of lower CR colossal vermin running around. Deadly Mantis is only CR 11.

Because I don't like the idea that any monster over 100-ft. tall must be CR 26+. It doesn't make much sense to me.

If I want my party to fight a colossal T-Rex, I could just apply the giant template for a CR 10 challenge. Now if I want my party to fight one that's over 100-ft. tall, I have to jump all the way to CR 26 and above?

If I read the size table correctly, colossal says average height is 64 ft. or taller, so a giant-template T Rex could be 100 ft tall without problem.

Currently kaiju are "special snowflakes" (I mean that in the best sense of the phrase), and each kaiju is distinct, so there are no "generic" kaiju running around. It is sort of like, if the only stats for demons you had were from demon lords, you would think that all demons were super epic.

While I have the impression that there aren't any plans for "generic" kaiju, Inner Sea Gods has a description of "generic" Spawn of Rovangag. While they weren't super epic, they were still pretty epic, so I would not get my hopes up for CR 10 kaiju.

I believe that the size table was from 3.5, as pathfinder size charts makes no mention on height.


I'm kinda confused when people keep referring to pathfinder characters as mortals. These are characters that could change the weather, cause natural disasters, raise the dead, fly through space, or even create their own dimensions. Not to mention that their are immortal beings that still are weaker than mortal PCs. I 'm not too sure what mortality has to do with raw power.

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