Er, what? Temporary negative levels never become permanent in PF, unlike 3.5. You just retain the temp negative level until you make the daily save.
PRD wrote:
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.
Even permanent negative levels don't have any stronger effect, they just never go away on their own.
Looks like this is one of those places where the rules contradict themselves. This is the description of the energy drain (Su) universal monster rule (bolding mine):
PRD wrote:
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.
I'm going to be running Reign of Winter this Saturday, and I'm trying to figure out the effects of frostbite. Snows of Summer states that people can suffer from hypothermia if they take nonlethal damage from cold weather - treat as fatigued. If this condition is not remedied, they could also suffer from frostbite, and it references page 442 of the Core Rulebook.
Going to the Core Rulebook, all it says about frostbite is that taking nonlethal cold damage makes you suffer from frostbite or hypothermia - treat as fatigued.
By the rules, it seems like frostbite and hypothermia are the same thing - they just make you fatigued. However, I think frostbite should be a bit more than that.
What would you suggest for an additional effect (if any) for frostbite?
Page 10 says that PCs can suffer from hypothermia, and if it's not remedied, can additionally suffer from frostbite. It references Core Rulebook page 442. But I can find nothing in the Core Rulebook about what frostbite actually does - it just says characters can suffer from frostbite or hypothermia - treat as fatigued.
What should frostbite actually do? I know what it does in the real world, but how should it be implemented in Pathfinder?
I've converted just about everything in there, but it takes a good amount of time to format them for the messageboard. Eventually I plan to compile everything and release it, but real life time is hard to find. If there's a specific creature you need, I'd be more than happy to post it.
It's a -10 penalty in that situation because it was replaced his third iterative attack. If it was done replacing his second attack, it would be at a -5. Replacing his first attack would have no penalty.
Disarm can be done in place of a melee attack, but doesn't require that you be engaged in an Attack Action (as distinct from a Full-Round Action); the giant's best bet is to attack at +27, attack at +22, then disarm the dwarf with a +34 CMB rather than take his third attack at +17. That will provoke one AOO from the dwarf, but on the subsequent round, he must use a Move action to pick up his axe -- which provokes an AOO from the giant -- and having used that Move action can no longer Full Attack, which also negates the benefit of being hasted.
Note that if the rune giant uses his third iterative attack to attempt a disarm, he's taking a -10 to his CMB, so it'd only be +24, not +34. Also, if the rune giant were smart, he'd simply 5-foot-step away from the dwarf and the disarm wouldn't provoke, since he has plenty of reach.
I would say that your spell would have been affected by antimagic field. While you created an effect like resilient sphere, the spell in place was actually shadow evocation, which has no inherent protection from antimagic field. Further, I would argue that if you used shadow evocation to create a wall of force, it would still be vulnerable to dispel magic.
I'll be working up a Divination focused Wizard for this. Just a short bit of his backstory worked up so far: he was a member of a previous, quite successful adventuring group, until they ignored his warnings and decided it was the right time to assault that red dragon's lair. Needless to say, the dragon was quite happy to add their treasures to his multitude. Since my wizard didn't go, he's now on the look for a new adventuring group - one that will hopefully lend a little more credence to his harrow readings.
Update coming soon. Regarding Adolphus's suggestion about initiative, I like the general idea. I'll be taking the average Initiative bonus for each group.
I raise your 75gp alchemist lab with a set of 100gp masterwork thieves tools.
(has never seen a rogue start with nonmasterwork tools)
But:
1) A rogue starts with more money than an alchemist (average 140).
2) Non-masterwork thieves' tools cost 30g. It's not a requirement they be masterwork.
3) Not using thieves' tools merely gives a -2 to Disable Device.
4) Disable Device as a class feature of a rogue is in no way comparable to extracts for an alchemist.
1) He needs an alchemy lab to prepare his extracts and his mutagens and bombs. It's just that bombs are the only ones that he "prepares" when he actually uses them.
Does that mean an alchemist needs to spend 75 of his average 105 starting gold to buy a portable alchemist's lab just to be able to use his extracts? A non-portable alchemist's lab is 200, completely out of the reach of an alchemist's starting wealth. That seems pretty harsh to use a primary class feature.
Greater Force Elemental CR 13
XP 25600
N Huge Outsider (elemental, extraplanar, force)
Init +9; Senses darkvision 60 ft.; Perception +22
------------------------------------------------------------------
Defense
------------------------------------------------------------------
AC 26, touch 14, flat-footed 20 (+5 Dex, -2 size, +12 natural, +1 dodge)
hp 189 (18d10+90); fast healing 5
Fort +11, Ref +16, Will +12
DR 10/—; Immune elemental traits, force
------------------------------------------------------------------
Offense
------------------------------------------------------------------
Speed 30 ft., fly 60 ft. (average)
Melee 2 slams + 24 (2d8+8 plus forceful strike)
Space 15 ft.; Reach 15 ft.
Special Attacks forceful strike
Spell-Like Abilities (CL 10th)
At will – force punch (DC 16), mage armor, magic missile, shield
1/day - deflection
------------------------------------------------------------------
Statistics
------------------------------------------------------------------
Str 26, Dex 20, Con 20, Int 8, Wis 12, Cha 16
Base Atk +18; CMB +28; CMD 44
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Vital Strike, Mobility, Power Attack, Stand Still, Vital Strike
Skills Fly +22, Knowledge (planes) +20, Perception +22, Sense Motive +22, Stealth +18
SQ force mastery
------------------------------------------------------------------
Special Abilities
------------------------------------------------------------------
Force Mastery (Ex) A force elemental is immune to all force effects and damage. It ignores any spell, spell-like ability, or supernatural ability with the force descriptor.
Forceful Strike (Ex) A greater force elemental deals an additional 2d4 force damage on its slam attacks.
Huge Force Elemental CR 10
XP 9600
N Huge outsider (elemental, extraplanar, force)
Init +8; Senses darkvision 60 ft.; Perception +17
------------------------------------------------------------------
Defense
------------------------------------------------------------------
AC 22, touch 13, flat-footed 17 (+4 Dex, -2 size, +9 natural, +1 dodge)
hp 136 (13d10+65); fast healing 2
Fort +9, Ref +12, Will +9
DR 5/—; Immune elemental traits, force
------------------------------------------------------------------
Offense
------------------------------------------------------------------
Speed 30 ft., fly 60 ft. (average)
Melee 2 slams +19 (2d6+8 plus forceful strike)
Space 15 ft.; Reach 15 ft.
Special Attacks forceful strike
Spell-Like Abilities (CL 9th)
At will – magic missile, shield
3/day – force punch (DC 15), mage armor
------------------------------------------------------------------
Statistics
------------------------------------------------------------------
Str 26, Dex 18, Con 20, Int 6, Wis 12, Cha 14
Base Atk +13; CMB +23; CMD 38
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility, Power Attack, Vital Strike
Skills Fly +16, Perception +17, Sense Motive +17, Stealth +12
SQ force mastery
------------------------------------------------------------------
Special Abilities
------------------------------------------------------------------
Force Mastery (Ex) A force elemental is immune to all force effects and damage. It ignores any spell, spell-like ability, or supernatural ability with the force descriptor.
Forceful Strike (Ex) A huge force elemental deals an additional 2d4 force damage on its slam attacks.
Large Force Elemental CR 7
XP 3200
N Large outsider (elemental, extraplanar, force)
Init +8; Senses darkvision 60 ft.; Perception +13
------------------------------------------------------------------
Defense
------------------------------------------------------------------
AC 18, touch 14, flat-footed 13 (+4 Dex, -1 size, +4 natural, +1 dodge)
hp 85 (9d10+36); fast healing 2
Fort +7, Ref +10, Will +7
DR 5/—; Immune elemental traits, force
------------------------------------------------------------------
Offense
------------------------------------------------------------------
Speed 30 ft., fly 40 ft. (average)
Melee 2 slams +14 (1d8+6 plus forceful strike)
Space 10 ft.; Reach 10 ft.
Special Attacks forceful strike
Spell-Like Abilities (CL 7th)
At will – magic missile
3/day – shield
1/day – force punch (DC 15), mage armor
------------------------------------------------------------------
Statistics
------------------------------------------------------------------
Str 22, Dex 18, Con 18, Int 6, Wis 12, Cha 14
Base Atk +9; CMB +16; CMD 31
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Skills Fly +14, Perception +13, Sense Motive +13, Stealth +12
SQ force mastery
------------------------------------------------------------------
Special Abilities
------------------------------------------------------------------
Force Mastery (Ex) A force elemental is immune to all force effects and damage. It ignores any spell, spell-like ability, or supernatural ability with the force descriptor.
Forceful Strike (Ex) A large force elemental deals an additional 1d6 force damage on its slam attacks.
Medium Force Elemental CR 4
XP 1200
N Medium outsider (elemental, extraplanar, force)
Init +7; Senses darkvision 60 ft.; Perception +9
------------------------------------------------------------------
Defense
------------------------------------------------------------------
AC 16, touch 14, flat-footed 12 (+3 Dex, +2 natural, +1 dodge)
hp 37 (5d10+10)
Fort +3, Ref +7, Will +5
Immune elemental traits, force
------------------------------------------------------------------
Offense
------------------------------------------------------------------
Speed 30 ft., fly 30 ft. (good)
Melee Slam +8 (1d8+4 plus forceful strike)
Special Attacks forceful strike
Spell-Like Abilities (CL 3rd)
3/day – magic missile
1/day - shield
------------------------------------------------------------------
Statistics
------------------------------------------------------------------
Str 16, Dex 16, Con 14, Int 4, Wis 12, Cha 12
Base Atk +5; CMB +8; CMD 22
Feats Blind-Fight, Dodge, Improved Initiative
Skills Fly +13, Perception +9, Sense Motive +6, Stealth +11
SQ force mastery
------------------------------------------------------------------
Special Abilities
------------------------------------------------------------------
Force Mastery (Ex) A force elemental is immune to all force effects and damage. It ignores any spell, spell-like ability, or supernatural ability with the force descriptor.
Forceful Strike (Ex) A medium force elemental deals an additional 1d4 force damage on its slam attacks.
Small Force Elemental CR 1
XP 400
N Small outsider (elemental, extraplanar, force)
Init +2; Senses darkvision 60 ft.; Perception +6
------------------------------------------------------------------
Defense
------------------------------------------------------------------
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 size, +1 dodge)
hp 13 (2d10+2)
Fort +1, Ref +5, Will +4
Immune elemental traits, force
------------------------------------------------------------------
Offense
------------------------------------------------------------------
Speed 30 ft., fly (good)
Melee slam +3 (1d6 plus forceful strike)
Special Attacks forceful strike
Spell-Like Abilities (CL 1st)
3/day – magic missile
------------------------------------------------------------------
Statistics
------------------------------------------------------------------
Str 10, Dex 14, Con 12, Int 4, Wis 12, Cha 12
Base Atk +2; CMB +1; CMD 14
Feats Dodge
Skills Fly +12, Perception +6, Sense Motive +5, Stealth +11
SQ force mastery
------------------------------------------------------------------
Special Abilities
------------------------------------------------------------------
Force Mastery (Ex) A force elemental is immune to all force effects and damage. It ignores any spell, spell-like ability, or supernatural ability with the force descriptor.
Forceful Strike (Ex) A small force elemental deals an additional 1d4 force damage on its slam attacks.
I'm thinking of throwing one or two of these at my high level party. They most likely won't have much of a problem with it by itself (although the alchemist who loves his force bombs may be in for a surprise), but it could be an interesting creature to act as a called bodyguard for a powerful spellcaster.
Elder Force Elemental CR 16
XP 76800
N Huge Outsider (elemental, extraplanar, force)
Init +11; Senses darkvision 60 ft.; Perception +26
------------------------------------------------------------------
Defense
------------------------------------------------------------------
AC 28, touch 16, flat-footed 22 (+7 Dex, -2 size, +12 natural, +1 dodge)
hp 241 (21d10+126); fast healing 5
Fort +14, Ref +19, Will +14
DR 10/-; Immune elemental traits, force
------------------------------------------------------------------
Offense
------------------------------------------------------------------
Speed 30 ft., fly 60 ft. (average)
Melee 2 slams +29 (2d12+10 plus forceful strike)
Space 15 ft.; Reach 15 ft.
Special Attacks forceful strike
Spell-Like Abilities (CL 12th)
Constant – deflection
At will – force punch (DC 17), mage armor, magic missile, shield
3/day – quickened magic missile
1/day – forcecage (DC 21)
------------------------------------------------------------------
Statistics
------------------------------------------------------------------
Str 30, Dex 24, Con 22, Int 10, Wis 14, Cha 18
Base Atk +21; CMB +33; CMD 51
Feats Blind-Fight, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Mobility, Power Attack, Quicken Spell-Like Ability (magic missile), Stand Still, Vital Strike
Skills Escape Artist +31, Fly +27, Knowledge (planes) +24, Perception +26, Sense Motive +26, Stealth +23
------------------------------------------------------------------
Special Abilities
------------------------------------------------------------------
Force Mastery (Ex) A force elemental is immune to all force effects and damage. It ignores any spell, spell-like ability, or supernatural ability with the force descriptor.
Forceful Strike (Ex) An elder force elemental deals an additional 2d6 force damage on its slam attacks.
The damage on the bite seems odd. I figured double dice and up one die. So I was expecting 8d8. Also the base attack didnt go up from +20 even though str went up. Can anyone explain this?
Hero Lab went with 4d6 -> 6d6 for animal growth's size increase (which was probably taken from the Improved Natural Attack feat description), followed by strong jaw doubling the dice because it's already Gargantuan/Colossal.
As for the attack bonus (not base attack) staying the same, it's because while animal growth gives a +8 Strength (and thus a +4 bonus to hit), changing the creature's size from Gargantuan to Colossal takes its size modifier from -4 to -8.
Hero Lab's take on a Tyrannosaurus with Animal Growth and Strong Jaw:
This bipedal dinosaur's front arms seem small compared to the rest of its bulk, but its enormous head is all teeth.
------------------------------------------
Tyrannosaurus CR 9
XP 6400
N Colossal Animal
Init +4; Senses low-light vision, scent; Perception +37
------------------------------------------
Defense
------------------------------------------
AC 18, touch 2, flat-footed 18 (-8 size, +16 natural)
hp 189 (18d8+108)
Fort +17, Ref +11, Will +10
------------------------------------------
Offense
------------------------------------------
Speed 40 ft.
Melee bite +20 (12d6+30/19-20 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks swallow whole (2d8+11, ac 18, 18 hp)
------------------------------------------
Statistics
------------------------------------------
Str 40, Dex 11, Con 23, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +36 (+40 grapple); CMD 46
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (Bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37
------------------------------------------
ECOLOGY
------------------------------------------
Environment Warm forest and plains
Organization Solitary, pair, or pack (3-6)
Treasure None
------------------------------------------
Special Abilities
------------------------------------------
Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.
If two people have a creature dominated, it will follow out the orders from both of its masters as best it can. In the case of conflicting orders, the casters perform an opposed Charisma check to see who's orders the dominated character follows.
Is this clearly defined somewhere? My GM is currently ruling that if two people dominate the same person the dominator with the higher caster level wins out and the lower level caster's spell is effectively overwritten.
This is defined in the Magic section of the Core Rulebook (bolding mine). Combining Magic Effects
PRD wrote:
Multiple Mental Control Effects: Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject's ability to act. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
One interesting aspect of this distinction is that an effect that makes you incorporeal does not make you immune to crits unless it also gives you the incorporeal subtype.
Pharasma may not work that well as a substitution for Wee Jas. In Secrets of the Soul Pillars, the party fights Ike Iverson, second-in-command of the Wee Jas church, and he uses undead to defend himself - something Pharasma is absolutely against.
In the game I'm planning, I'm going to use Nethys instead of Wee Jas. Most people see Wee Jas and think goddess of death, but I'm going to focus a bit more on the magic side. And Nethys is not particularly a stable god, so it kind of fits that his followers are so screwed up in Cauldron.
As for the other gods, I'm doing this:
St. Cuthbert -> Iomedae
Kord -> Kurgess
Pelor -> Sarenrae
Fharlanghn -> Ketephys
This is old, but since the thread was necro'd and I read it for the first time, I have to comment on the fighter posted on the first page. Specifically:
Quote:
Melee Masterwork Dagger +16/+11 (1d4+20/17-20/x2)
Unfortunately for this build, you cannot use Power Attack, Point Blank Shot, and Deadly Aim all on the same attack. This damage calculation is just flat-out wrong.
Well, my conversion for Lord Orbius was deleted, so apparently I am not able to post creatures that are WoTC IP. Good to know. Would've been nice to get a post saying that instead of the post just disappearing, but whatever.
Yeah, the concept of a CR 3 with 11 attacks that do damage, 10 of which require a Fort save or be paralyzed is just ridiculous. My conversion is still pretty damn strong for a CR 3, but its damage output is pretty low, so it's not too bad. I think.
Now for one of the most absurd CR 3 creatures I've ever seen: the grell. I've reworked its tentacles to bring it more in line with what a CR 3 should be.
Grell CR 3
NE Medium Aberration
Init +2; Senses blindsight 60 ft., darkvision 60 ft.; Perception +10
----------------
Defense
----------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 32 (5d8+10)
Fort +3, Ref +3, Will +4
Immune electricity, paralysis
----------------
Offense
----------------
Speed 5 ft., flight (30 feet, perfect)
Melee bite +5 (2d4+1) and 10 tentacles +5 (paralysis)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks paralysis
----------------
Statistics
----------------
Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 9
Base Atk +3; CMB +4 (+8 grapple); CMD 16
Feats Alertness, Flyby Attack, Weapon Finesse
Skills Acrobatics +2 (-10 jump), Fly +18, Perception +10, Sense Motive +2, Stealth +10, Survival +8
Languages Grell (can't speak)
SQ flight, tentacle regeneration
----------------
Special Abilities
----------------
Flight (Ex) A grell's body is unusually buoyant. This buoyancy allows it to fly, and grants it a permanent feather fall effect with personal range.
Paralysis (DC 11) (Ex) A grell's tentacles deal no damage, but ooze a paralytic slime. At the end of the grell's turn, each creature hit by a tentacle must make a Fortitude save or be paralyzed for 1d4 rounds. The DC of the save is equal to 11 + the number of times the creature was hit by a tentacle that round. So a creature hit by 3 tentacles would need to make one DC 12 Fortitude save at the end of the grell's turn. The save DC is Charisma-based.
A grell may not make attacks of opportunity with its tentacles.
Tentacle Regeneration (Ex) An opponent can sunder a grell's tentacles. A grell's tentalces have 10 hit points. Severeing a grell's tentacles deals damage to the creature equal to half the limb's hit points. A grell regrows severed tentacles within a day.
If I search the posts of people who posted in that thread, I can see the posts in the results, but if I try to go directly to those posts by clicking on the link, it still takes me to the PBP.
AC will not scale as well as the enemy's hit bonus, so there will come a time in the future where this problem will go away. But getting there can be a challenge for the GM, since not having fun for multiple game sessions is not a solution.
A few things to think about and some options:
1) Is there higher ground the enemies could move into? +1 to hit.
2) Charge for that first attack. +2 to hit.
3) Lots of enemies that can't hit? Have 3-4 aid another one guy. +6-8 to hit.
4) Give a few guys potions of bull's strength that they use before combat. +2 to hit.
I don't know how far you are in the 2nd book of Jade Regent, but our campaign just finished that book. I'm playing a fighter with a shield and longsword, so he had pretty good AC. There was one combat where we fought something like 16 enemies. None of them could hit me except on a nat 20. The GM proceeded to roll (out in the open with different dice and even a die roller program) 5 nat 20s out of 6 attacks on me. I could only miss these guys on a 5 or less, so of course, I rolled 5 or less for 7 attacks in a row. That one combat almost convinced my fighter he should retire - wearing fullplate and shield, and these thugs hit him with ease, whereas he could barely hit the nearly-unarmored thugs back. Giving up adventuring was looking like the smart move.
Kalareem Nerra CR 3
N Medium Outsider (extraplanar, nerra)
Init +3; Senses darkvision 60 ft.; Perception +9
----------------
Defense
----------------
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 26 (4d10+8)
Fort +3, Ref +7, Will +6
Defensive Abilities reflective spell resistance; Resist cold 10, electricity 10, fire 10; SR 15
Weakness vulnerability to sonic
----------------
Offense
----------------
Speed 30 ft.
Melee shard shortsword +8 (1d6+3 + 1 bleed), shard shortsword +8 (1d6+2 + 1 bleed)
Special Attacks shard spray (4d4, DC 15)
Spell-Like Abilities
1/day - mirror image
----------------
Statistics
----------------
Str 13, Dex 16, Con 15, Int 10, Wis 14, Cha 13
Base Atk +4; CMB +5; CMD 18
Feats Exotic Weapon Proficiency (shard shortsword) (B), Two-weapon Fighting, Weapon Finesse, Weapon Focus (shortsword)
Skills Bluff +8, Diplomacy +5, Disguise +5, Intimidate +5, Perception +9, Sleight of Hand +7
Languages Common, Nerra
SQ mirror jump, shard weapons
----------------
Special Abilities
----------------
Mirror Jump (Su) Nerras can move through mirrored and reflective surfaces at will. This effect is similar to shadow walk, but the nerra travels along the Plane of Mirrors. As a standard action, the nerra must touch a mirror or other highly reflective surface. The nerra then exits from another mirror that is no farther than 1 mile away.
If a nerra touches a regular mirror, the mirror jump happens automatically. A nerra can also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 30% chance that the surface is reflective enough for the nerra to make the mirror jump. However, a nerra can only enter a nonmirrored surface - it can return only through a normal mirror.
If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit through another random mirror portal.
Reflective Spell Resistance (Su) A nerra has a special type of spell resistance that causes any targeted spell it successfully resist to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin.
Shard Spray (Su) Three times per day, a kalareem can release a spray of mirrorlike shards from its hands that can flay flesh and cause massive lacerations. The spray is a 30-foot cone, and deals 1d4 points of slashing damage per Hit Die of the kalareem, to a maximum of 5d4.
In addition, a wound resulting from a kalareem's shard spray bleeds for an additional 2 points of damage per round thereafter. Bleed damage from this ability stacks with itself. The bleeding can be stopped by a DC 15 Heal check or any application of magical healing.
A successful DC 15 Reflex save halves the damage of the cone but does not avoid the bleed unless the target took no damage. The save DC is Dexterity-based.
Shard Weapons (Ex) Nerras employ swords and daggers that are made out of the substance of the Plane of Mirrors. They resemble shards of a broken mirror that have been set into a shiny hilt. Despite their fragile appearance, shard weapons are incredibly tough, deadly, and razor-sharp. Shard weapons leave terrible wounds that bleed incessantly.
Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is less powerful - it does not count as a wounding weapon.
All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard weapon. Many also gain a bonus Weapon Focus feat for one or more types of shard weapon.
Mud Slaad CR 6
CN Medium Outsider (chaotic, extraplanar, slaadi)
Init +6; Senses darkvision 60 ft.; Perception +9
----------------
Defense
----------------
AC 17, touch 13, flat-footed 14 (+2 Dex, +4 natural, +1 dodge)
hp 68 (8d10+24); fast healing 3
Fort +4, Ref +8, Will +4
Defensive Abilities cringe, feign death; Immune sonic; Resist acid 5, cold 5, electricity 5, fire 5
----------------
Offense
----------------
Speed 30 ft.
Melee bite +11 (2d6+3 plus disease), 2 claws +11 (1d4+3)
Special Attacks sonic screech
Spell-Like Abilities summon (level 4, 1 mud slaad 40% or 1 red slaad 20%)
----------------
Statistics
----------------
Str 17, Dex 15, Con 15, Int 6, Wis 6, Cha 8
Base Atk +8; CMB +11; CMD 24
Feats Ability Focus (Sonic Screech), Dodge, Improved Initiative, Toughness +8
Skills Acrobatics +10, Climb +11, Perception +9, Stealth +13
Languages Common, Slaad
----------------
Special Abilities
----------------
Cringe(Su) As a standard action, a mud slaad can cower in fear. Any opponent attempting to strike or otherwise directly attack the cringing creature, even with a targeted spell, must make a DC 12 Will save. If the save fails, the opponent cannot follow through with the attack - it loses that action and cannot attack the mud slaad for as long as the creature continues to cringe. If the mud slaad stops cringing and then cringes again, the opponent may attempt a new Will save to attack it. This is a mind-affecting effect. The save DC is Charisma-based.
Disease(Ex) Any creature hit by a mud slaad's bite attack must succeed at a DC 16 Fortitude save or be infected with a disease that transforms the victim over the course of a week into a mud slaad. The infected creature can attempt a new DC 16 Fortitude save each day to throw off the infection.
Feign Death(Ex) If an opponent strikes a mud slaad and reduces it to 10 or fewer hit points, the mud slaad can as an immediate action attempt to feign death. Any creature that witnesses a mud slaad feign death, including those that that watch it fall, can make a DC 22 Sense Motive or Perception check to determine if the slaad's death is genuine. A cursory check will not reveal that the slaad's death is feigned, and even a Heal check isn't guaranteed to discover the deception, so adroit is the mud slaad at stilling its breathing and reducing its heart rate. A successful DC 22 Heal check is required to reveal that the mud slaad still lives.
Sonic Screech(Su) Once per day, a mud slaad can emit a tremendous screech. Every creature within 30 feet takes 5d6 sonic damage (Fortitude save DC 18 for half).
If anybody else has specific requests, by all means post them. I'll be doing all the creatures in the book eventually, and it's no problem doing them out of chronological order.
One Dark Myrakul coming up. I changed a few things around just a bit. I started him with the Elite NPC array (15, 14, 13, 12, 10, 8) and worked the stats up to where they are now. I swapped his spells around a bit, as some of them made no sense - why cast or prepare spell resistance when you have it innately? Dark Myrakul's tactics also indicate that he likes to blast with some spells, but his DCs are nothing special for this CR, so I figured Persistent Spell would be a decent way to help mitigate that. I also gave him one extra cleric level to account for the difference in CR between 3.5 and PF.
Note that the statblock below is without any of his buff spells cast.
Dark Myrakul CR 23
Half-fiend human Cleric 19
NE Medium undead (augmented outsider)
Init +8; Senses darkvision 60 ft.; Perception +36
Aura fear (60-ft. radius, DC 24)
----------------
Defense
----------------
AC 31, touch 12, flat-footed 29 (+10 armor, +2 Dex, +9 natural)
hp 203 (19d8+95)
Fort +16, Ref +10, Will +17
Defensive Abilities channel resistance +4; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; Resist acid 10, fire 10, sonic 10; SR 34
----------------
Offense
----------------
Speed 20 ft., fly 60 ft. (good)
Melee +1 keen vorpal adamantine scythe +18/+13/+8 (2d4+5/19-20/x4), bite +12 (1d6+1) and touch +12 (1d8+9 negative energy and insanity’s touch) or bite +17 (1d6+3), 2 claws +17 (1d4+3) and touch +17 (1d8+9 negative energy and insanity’s touch)
Special Attacks bleeding touch* (9/day), channel negative energy (8/day, 10d6, DC 24), insanity's touch (dc 24), scythe of evil* (3/day), smite good (1/day), touch of evil* (9/day)
Spell-Like Abilities (CL 19th)
3/day – darkness, quickened poison (DC 19), poison (DC 19), unholy aura (DC 23)
1/day – blasphemy (DC 22), contagion (DC 18), desecrate, destruction (DC 22), horrid wilting (DC 23), summon monster ix (fiends only), unhallow, unholy blight (DC 19)
Cleric Spells Prepared (CL 19):
9th – persistent destruction (DC 23), energy drain (DC 25), implosion (DC 25), wail of the banshee (D) (DC 25)
8th – create greater undead (D), fire storm (DC 24), greater spell immunity, summon monster VIII
7th – destruction (DC 23), destruction (D) (DC 23), persistent flame strike (DC 21), jolting portent (DC 23), summon monster VII,
6th – antilife shell, banishment (DC 22), create undead (D), greater dispel magic, greater dispel magic, harm (DC 22)
5th – persistent bestow curse (DC 19), flame strike (DC 21), flame strike (DC 21), righteous might, slay living (D) (DC 21), true seeing
4th – divine power, freedom of movement, greater magic weapon, sending, spell immunity, unholy blight (D) (DC 20)
3rd – animate dead, bestow curse (DC 19), contagion (DC 19), contagion (DC 19), deeper darkness, dispel magic
2nd – align weapon, death knell (D) (DC 18), eagle's splendor, hold person (DC 18), owl's wisdom, silence (DC 18), silence (DC 18)
1st – bane (DC 17), cause fear (DC 17), deathwatch, divine favor, divine favor, doom (DC 17), entropic shield
0 (at will) – bleed (DC 16), create water, detect magic, read magic D domain spell Domains Death, Evil
----------------
Statistics
----------------
Str 16, Dex 18, Con —, Int 16, Wis 22, Cha 20
Base Atk +14; CMB +17; CMD 29
Feats Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Evil Brand, Greater Spell Penetration, Hover, Improved Initiative, Persistent Spell, Quicken Spell-Like Ability (poison), Spell Penetration
Skills Diplomacy +27, Heal +28, Knowledge (planes), +25, Knowledge (religion) +25, Perception +36, Sense Motive +14, Spellcraft +25
Languages Abyssal, Common, Draconic, Infernal
SQ rejuvenation
Gear +4 sonic resistance chainmail, +1 keen vorpal adamantine scythe, amulet of natural armor +3
----------------
Special Abilities
----------------
Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at the lichfiend must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for 19 rounds. A creature that successfully saves cannot be affected again by the same lichfiend’s aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Insanity’s Touch (Su) A lichfiend has a touch attack that it can use once per round as a natural weapon. A lichfiend fighting without weapons uses its natural weapons (if it has any) in addition to its touch attack (which is treated as a primary natural weapon that replaces one claw or slam attack, if the creature has any). A lichfiend armed with a weapon uses its weapons normally, and can use its touch attack as a secondary natural weapon.
A lichfiend's touch attack uses negative energy to deal 1d8 points of damage to living creatures + 1 point of damage per 2 Hit Dice possessed by the lichfiend. As negative energy, this damage can be used to heal undead creatures. A lichfiend can take a full-round action to infuse itself with this energy, healing damage as if it had used its touch attack against itself.
In addition, any living create a lichfiend hits with its touch attack must succeed on a Will save or be struck permanently insane, as the insanity spell. The save DC is Charisma-based.
Rejuvenation (Su) A lichfiend's life force is maintained by a powerful fiendish patron or evil deity. This patron can revoke the lichfiend's undead status (thereby destroying the lichfiend) as a free action at any time, so lichfiends are unquestioningly loyal to their patrons. A lichfiend that is killed crumbles to dust and its lifeforce returns to its patron, who may create a new body identical to the lichfiend's prior body if he wishes, or may simply absorb the lichfiend's lifeforce, destroying it utterly. The only way to permanently slay a lichfiend is to use a miracle or wish within one round of the lichfiend's destruction to prevent its life force from returning to its patron.
Skulvyn
CE Large Outsider (aquatic, chaotic, evil, extraplanar)
Init +3; Senses darkvision 60 ft., scent; Perception +7
Aura slow aura (30-ft. radius, DC 12)
----------------
Defense
----------------
AC 18, touch 12, flat-footed 15 (+3 Dex, -1 size, +6 natural)
hp 28 (5d10+10)
Fort +3, Ref +7, Will +3
DR 5/good; SR 15
----------------
Offense
----------------
Speed 10 ft., swim 50 ft.
Melee bite +8 (1d8+4), 2 claws +8 (1d6+4) and 4 tail lashes +6 (1d6+2 plus wounding)
Space 10 ft.; Reach 5 ft.
Special Attacks wounding
----------------
Statistics
----------------
Str 18, Dex 16, Con 15, Int 5, Wis 8, Cha 11
Base Atk +5; CMB +10; CMD 23 (27 vs. Trip)
Feats Combat Reflexes, Improved Natural Attack (tail lash), Multiattack
Skills Perception +7, Stealth +7, Swim +17
Languages Abyssal
----------------
Special Abilities
----------------
Slow Aura (Su) Living creatures that come within 30 feet of a skulvyn must make a DC 12 Will save or be affected as the slow spell for 4 rounds. A creature that makes this save is immune to that skulvyn's aura for 24 hours. The save DC is Charisma-based.
Wounding (Ex) Any living creature damaged by a skulvyn’s tail lash attacks continues to bleed, losing 1 hit point per round thereafter. This bleed damage stacks with itself. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
I'm not sure exactly what I'm allowed to post - there's definitely some creatures in Shackled City that are WotC IP, and I don't think I should post those. I'm unsure about creatures from books that are, to my understanding, non-OGL, such as Monster Manual II and III.
Here's a couple easy ones from the first chapter:
Stone Spike CR 2
N Medium Outsider (earth, elemental)
Init -1; Senses darkvision 60 ft.; Perception +6
----------------
Defense
----------------
AC 17, touch 9, flat-footed 17 (-1 Dex, +8 natural)
hp 28 (3d10+12)
Fort +5, Ref +2, Will +3
Immune elemental traits
----------------
Offense
----------------
Speed 20 ft.
Melee 2 slams +7 (1d8+4/x2)
----------------
Statistics
----------------
Str 18, Dex 8, Con 19, Int 4, Wis 11, Cha 11
Base Atk +3; CMB +7; CMD 16
Feats Alertness, Power Attack
Skills Perception +6, Sense Motive +6, Stealth +5
Languages Dwarven, Terran
I don't know if there was errata changing this since the original post, since the wording is different, but a Zen Archer monk most definitely cannot take vows:
The ability to take these vows replaces the still mind class feature, even if the monk abandons all his vows.
Still mind is already replaced by the Zen Archer monk, so vows are not legal.
Against the shoggoth:
How is the monk moving through the ocean? It's a broom of flying, not swimming. A fly speed does not allow you to move through water as if flying.
Against the pit fiend:
The OP states that wind wall wouldn't work, but he ignores the better version of the spell: fickle winds, which creates a cylinder around the pit fiend just like wind wall, except that it moves with the pit fiend. At CL 18th, the cylinder is 90 ft. high, more than enough to reach the ceiling of the 60 ft. room. Now all the monk's arrows are deflected unless he's directly above the pit fiend. But how would the monk know that's where he has to go? He has no Spellcraft, so he has no idea what spell was just cast, and all he sees is his arrows being deflected. He's got an Int of 7, so he's probably not smart enough to conceive of shooting his arrows directly down on the pit fiend.
Against the ancient gold dragon:
I think other people may have mentioned it, but if the ancient gold dragon uses antimagic field and moves adjacent to the monk, the monk is in a lot more trouble. Changes:
Loses Ki pool (Su)
Loses Quivering Palm (Su)
Loses Evasion (ring of evasion)
Loses flight ability (broom of flying)
Ability to haste (boots of haste)
-5 to hit and damage from enhancement on bow
-3 to hit (Wis) and damage (Str) from belt/headband
-6 AC/CMD (Dex/Wis) from belt/headband
-2 to hit from not having enough Str to use the longbow properly
-8 AC from vest of armor
-5 AC/CMD from ring of deflection
-5 AC from barkskin
-2 to hit and -1 to damage from greater bracers of archery
-5 saves from cloak of resistance
-1 saves from luckstone
-1 AC/CMD from dusty rose prism ioun stone
Add it up:
-12 to hit
-9 to damage
-25 AC
-12 CMD
-6 saves
So, the monk is now adjacent to the dragon with no magic. What's he do?
1) If he full attacks, the dragon's 39 AC is not being hit. Perfect Strike doesn't help here.
2) If he moves any distance at all, he can't use Pinpoint Targeting, so the only way to use that would be to stay still (and by the way, Pinpoint Targeting and Vital Strike do not work together). If he stays still, that means the dragon gets a full attack on him with his suddenly not so impressive 28 AC.
3) Withdraw? The dragon gets one attack of opportunity, which will hit. The monk moves away and then what? Lets the dragon charge him and, oh, how about trip on the charge? 44 CMB + 2 from charging and a automatic 10 = 56, which is the monk's new CMD. Now that he's tripped, he's really screwed - can't use his bow, can't move away without provoking, can't do much of anything. Or, even better, the dragon can sunder the non-magical bow on the charge. Good luck doing anything with your stack of twigs that was once a bow.
4) Move away (take the attack of opportunity) to get out of the antimagic field and use empty body to go ethereal to wait out the spell? Antimagic field has far longer duration - 150 minutes per casting.
5) As 4, but take one shot at the dragon instead of going ethereal. The monk has his full magic arsenal at his disposal in terms of to hit and damage, so he's at a +32 to hit. He fires the arrow, which would hit on the assumed 10, but as soon as the arrow enters the antimagic field, it loses its +5 enhancement modifier. Does that make it lose the +5 to hit? If so, it misses. If not, it still hits, but does not bypass the dragon's DR, considerably weakening the attack. Now the dragon can charge and trip or sunder - again rendering the monk near helpless.
Against the solar angel:
The monk has a Knowledge: Planes check of +20. Assuming a 10 on a single die roll (as per the rules laid out in the original post), he gets a 30 to know about solar angels, which, being a CR 23, requires a 33 to know them. He knows absolutely nothing about them, and therefore all the knowledge he uses to prepare for the fight is null and void. End.
I'm going to be running Shackled City sometime soon, and I'm in the process of converting the creatures. I went right to the BBEG first, so here's my take on a Pathfinderized Adimarchus.
Adimarchus CR 23
Angelic Form
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +30
----------------
Defense
----------------
AC 43, touch 26, flat-footed 36 (+7 armor, +6 Dex, +9 insight, +10 natural, +1 dodge)
hp 555 (30d10+390)
Fort +23, [b]Ref +23, Will +28
Defensive Abilities golden tattoos, madness; DR 20/cold iron and good; Immune confusion, insanity effects, acid, cold, critical hits, electricity, petrification, poison; Resist acid 10, cold 10, fire 10, sonic 10; SR 35
----------------
Offense
----------------
Speed 50 ft., fly 100 ft. (good)
Melee+3 anarchic clawed gauntlet +39/+34/+29/+24 (1d6+11), +1 brilliant energy whip +35/+30/+25 (1d3+5 nonlethal) or +3 anarchic clawed gauntlet +39/+34/+29/+24 (1d6+11), razorwings +37/+32/+27 (2d4+5/19-20/x4)
Special Attacks implosive strike
Spell-Like Abilities (CL 30th)
Constant – mind blank
At will – detect good, detect magic, detect poison, greater teleport (self plus 50 lbs. of objects only), mirror image
3/day – blindness/deafness (DC 23), entropic shield, greater command (DC 26), plane shift (DC 26), unholy blight (DC 25)
1/day – blasphemy (DC 28), flame strike (DC 26), song of discord (DC 26), summon (level 9, 1d3+1 glabrezus or 1 marilith, 100%), word of chaos (DC 28)
----------------
Statistics
----------------
Str 27, Dex 22, Con 36, Int 16, Wis 5, Cha 32
Base Atk +30; CMB +38; CMD 64
Feats Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (whip), Flyby Attack, Greater Trip, Greater Two-weapon Fighting, Improved Initiative, Improved Trip, Improved Two-weapon Fighting, Mobility, Power Attack, Spring Attack, Two-weapon Fighting, Whirlwind Attack
Skills Acrobatics +6 (+14 jump), Bluff +46, Diplomacy +43, Disguise +43, Fly +10, Intimidate +43, Knowledge (planes) +36, Knowledge (religion) +33, Perception +30, Sense Motive +30, Survival +27
Languages Abyssal, Celestial, Common, Daemonic, telepathy 300 ft.
SQ lie in state
Gearchain shirt of command, +1 brilliant energy whip, +3 anarchic clawed gauntlet
----------------
Special Abilities
----------------
Golden Tattoos (Ex) Adimarchus's golden tattoos grant him complete immunity to critical hits and sneak attacks.
Implosive Strike (Su) Three times per day and no more than once per round, Adimarchus can cause an opponent to implode with any normal melee attack. In addition to taking damage, the target must make a DC 38 Fortitude save or collapse in on itself and be killed instantly. Adimarchus must declare that he is using this ability before the attack roll is made. The save DC is Constitution-based.
Lie in State (Su) If both of Adimarchus's forms die, Adimarchus (in his current form) disappears after 24 rounds. The body reappears dead but intact on Occipitus, his realm in the Abyss. Any equipment Adimarchus was wearing or carrying at the moment of his death is likewise transported to Occipitus - and is likewise reconstituted if it was destroyed. Dimensional anchor, dimensional lock, and similar spells delay the body's transportation in this manner, but once the spell's effect ends, the body transports to Occipitus immediately. After lying in state for 1d100 days on his home plane, both of Adimarchus's forms are restored to full life. If Adimarchus is slain on his home plane, he is dead forever.
Madness (Ex) Adimarchus uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is immune to confusion and insanity effects.
Razorwings (Su) These gold-plated wings have razor-sharp feathers. Adimarchus can attack with them as an off-hand weapon, although not in the same round he attacks with two hand-held weapons. The wings deal damage as a +1 keen scythe.
Shroud Alignment (Su) Spells and spell-like abilities with the good descriptor treat Adimarchus as if his alignment were good. Magic items are similarly fooled.
Demonic Form
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +30
----------------
Defense
----------------
AC 45, touch 25, flat-footed 39 (+6 Dex, +9 insight, +20 natural)
hp 555 (30d10+390); fast healing 15
Fort +23, Ref +23, Will +28
Defensive Abilities madness, shroud alignment; DR 20/cold iron and good; Immune confusion, insanity effects, acid, cold, electricity, petrification, poison; Resist acid 10, cold 10, fire 10, sonic 10; SR 35
----------------
Offense
----------------
Speed 50 ft.
MeleeAshen Blade +48/+43/+38/+33 (2d6+23/17-20), 4 tentacles +40 (1d6+6 plus enervating bite)
Special Attacks enervating bite
Spell-Like Abilities (CL 30th)
Constant – mind blank
At will – detect good, detect magic, greater teleport (self plus 50 lbs. of objects only), true seeing
3/day – darkness, greater dispel magic, plane shift (DC 26), quickened true seeing, unholy blight (DC 25)
1/day – horrid wilting (DC 29), maze, summon (level 9, 1d3+1 glabrezus or 1 marilith, 100%), wall of force
----------------
Statistics
----------------
Str 35, Dex 22, Con 36, Int 16, Wis 5, Cha 32
Base Atk +30; CMB +42; CMD 67
Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Greater Vital Strike, Improved Critical (greatsword), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (true seeing), Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +6 (+14 jump), Bluff +44, Diplomacy +41, Disguise +41, Intimidate +41, Knowledge (planes) +36, Knowledge (religion) +33, Perception +30, Sense Motive +30, Survival +27
Languages Abyssal, Celestial, Common, Daemonic, telepathy 300 ft.
SQ lie in state
GearAshen Blade
----------------
Special Abilities
----------------
Enervating Bite (Su) Any creature bitten by one of Adimarchus's tentacles gains 1d4 negative levels. On a critical hit, the bite instead inflicts 2d4 negative levels. The Fortitude save to remove these negative levels is DC 38; this save DC is Constitution-based.
Lie in State (Su) If both of Adimarchus's forms die, Adimarchus (in his current form) disappears after 24 rounds. The body reappears dead but intact on Occipitus, his realm in the Abyss. Any equipment Adimarchus was wearing or carrying at the moment of his death is likewise transported to Occipitus - and is likewise reconstituted if it was destroyed. Dimensional anchor, dimensional lock, and similar spells delay the body's transportation in this manner, but once the spell's effect ends, the body transports to Occipitus immediately. After lying in state for 1d100 days on his home plane, both of Adimarchus's forms are restored to full life. If Adimarchus is slain on his home plane, he is dead forever.
Madness (Ex) Adimarchus uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is immune to confusion and insanity effects.
Shroud Alignment (Su) Spells and spell-like abilities with the good descriptor treat Adimarchus as if his alignment were good. Magic items are similarly fooled.
Ashen Blade Aura strong evocation; CL 21st
Slot none; Weight 8 lbs.
----------------
Description
----------------
This +5 greatsword appears to be made of ash and cinders. Once per round, a creature struck by the weapon must make a DC 18 Reflex save or be immolated in a bloom of white-hot fire, taking 21d6 points of damage. Half of the damage is fire damage, and the other half results directly from divine power. A successful save halves the damage. Activating this power is a free action.
I think that I am just going to go over the critters that are imune to magic and give them a high SR. Maybe 10 or 11 plus CR or something similar. That will make the fight tough but not make the sorcerer completely useless.
FYI, high SR is not 10 or 11 + CR - that's standard. Very, very few creatures in any of the 3 Bestiaries with SR have less than 10 + CR, and the vast majority are 11 + CR. The few that are very resistant, but not immune, to magic have 15 + CR.
This is not a good attitude to have. It creates out-of-game conflict and resentment.
Regarding your specific idea, however, the GM has an easy way to win against the wish. Assuming this is Golarion, once Pharasma has judged a soul, it can not be resurrected by mortal magic.