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leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. 4,602 posts. 13 reviews. 3 lists. 1 wishlist.


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Arthun wrote:
leo1925 wrote:
Ok, i don't know about you but i don't call the timeworn firearms real tech firearms except if the PC has level in the technomancer PrC.
I don't get why - but as GM you always can remove the timeworn condition form the loot.

And by doing so flood the players with gold.


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Thank you everyone, that's what i have thought.


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Ok, i don't know about you but i don't call the timeworn firearms real tech firearms except if the PC has level in the technomancer PrC.


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You can't do that right?
You can't defeat a robot and then take it's stun gun or plasma rifle or whatever weaponry it has, right?


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Actually Vrilledt (the vegepygmy leader) should have an attack of +10 if the light warhammer was small sized and +8 if it was medium sized, instead of the +9 that's written. I had forgotten to calculate the size bonus to attack roll in my previous post.

@moon glum
Light warhammer isn't a weapon (light hammer is) and those aren't the rules for weilding weapons of inappropriate size.

@Guy St-Amant
Vegepygmies have no ability that could work like the titan mauler's massive weapons.


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Sharaya wrote:
Thanks! Just sent you a follow up email.

I replied to the follow up email.


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Misroi wrote:
Actually, he didn't. The weapon does 1d4 damage, which means it's a Medium light hammer. As a result, Vrilledt's attack bonus is wrong. The actual number is left as an exercise to the reader (I would do it, but I don't have access to my book at the moment).

You are right, i was thinking of the light mace which at medium size has 1d6. Then yes his attack should be +7 instead of +9. I think that i will make the whole party halflings or at least the leader, is there a correlation about the size of the body infected and the number of vegepygmies spawned?


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Zardnaar wrote:
Bacon666 wrote:
I like the idea, but calculating in case of multiclassing breaks the idea for me..
If used I guess MCing would be banned.

What about PrCs?


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Thanks James.
Am i to assume that the bringing the gift of religion on the adventure background is another thing that slipped during development?

Another question, how come the human leader of the worshippers of Brigh group carried a small +1 light hammer?


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A Jeggare as part of the twilight talons? WOW
A woman of the Jeggare as part of the twilight talons? double WOW

The Chelaxian nobility won't be happy when she learns that.

EDIT: And it's a hexcrafter, Oh! the scandal


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@captain yesterday
Even when the doors slide into the ceiling when opened?

@Nakteo
Yeah disable construct might be a problem, a serious one, thankfully it's only on the wizard's and bard's spell list and it's a touch spell.
I wouldn't worry about feeblemind in this AP any more that i would worry in RotRL, and i wasn't really worried then because my players know that if their wizard start using nuclear weapons then the enemy wizards will also start using nuclear weapons, it's a M.A.D. thingy.


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captain yesterday wrote:
But seriously, I would imagine a space ship might have manual over rides on the doors, especially ones along an escape route, in case the worst happened

Yes there are, it's usually a STR check DC 25 to open it manually (not break DC which is a little higher).

But i asked about the use of disable device in order to open it, especially when you are doing it without an e-pick (i can assume that the e-pick supplies enough energy in order for the door to open).


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No there isn't, in my Golarion there are a few (though only one with an adult dragon) and it's done by finding dragon eggs and using an orb of dragonkind to "rear" the dragons as they grow up.


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Zhangar wrote:

@ Leo - Mummy's Mask Book 6, yes.

Ok, do we know if this was an intentional change on what we knew before (mainly from death's heretic) or if it was another instance of bad communications?


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Krinn wrote:
as an untrained disable device (STR) check

What?


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I remember pondering that when i was reading fires of creation as well.
How do you use disable device to open closed doors when there is no power?


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I remember reading that part of the mission of Divinity was to bring religion to other planets, what kind of religion?


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Dragonchess Player wrote:
leo1925 wrote:

@Pendagast

The reason they were whinning wasn't the lack of tech firearms, alone. It was because two characters were screwed over by taking a, supposedly, thematically-appropriate archetype. The reason they were screwed over by this archetype was because the archetype makes it really difficult for the character to weild early firearms but a little better when using tech firearms BUT then (for completely valid reasons) the AP doesn't give you tech firearms.

The whining was that the first adventure had WBL-appropriate treasures and that they couldn't find a bunch of (expensive) tech firearms as 1st-3rd level characters. The analogy I used in the thread was a player with a character focused on the sunder maneuver whining that they couldn't find a shatterspike sword (a 4,315 gp item) before 4th-5th level.

By the end of the first adventure, the party can obtain three "real" tech firearms (in addition to some one-shot flare guns), with even more in the second adventure and the possibility of being able to manufacture tech items after completing the third.

I am pretty sure that the player was upset because he picked an archetype that simply bones you in the first levels, i am also pretty sure that if the techslinger didn't replace quick clear then there would be much less of an issue.

Which three tech firearms? There is only one real tech firearm in the first book and that is at the end of book 1 and even that is gimped for wealth reasons.


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Inubrix arrows have a market value of 250gp each, inubrix bolts should be double that but we can't be 100% sure for the bolts (for the arrows we can be sure since that price is given in shattered star 4 beyond the doomsday door).

Now whether inubrix works against robots is something you should talk about with your DM, RAW they don't do a thing against robots.


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@N'wah
Actually a timeworn laser pistol isn't 5000gp worth, a timeworn laser pistol (that has at least one charge remaining) has 1000gp market value and 500gp selling value.

@Pendagast
The reason they were whinning wasn't the lack of tech firearms, alone. It was because two characters were screwed over by taking a, supposedly, thematically-appropriate archetype. The reason they were screwed over by this archetype was because the archetype makes it really difficult for the character to weild early firearms but a little better when using tech firearms BUT then (for completely valid reasons) the AP doesn't give you tech firearms.

@OP
I advice against taking the techslinger archetype, if you want you can use the retraining rules to retrain into that archetype at book 3 or 4.


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I, myself, have some reservations about lords of rust in particular but i haven't finished reading it yet so i will withhold the rest of my thoughts unit i finish it.


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Zhangar wrote:

The River of Souls article had a bit more detail.

The Rahadoumi are still judged as normal, and most go to the alignment appropriate plane as normal

The hardcore Rahadoumi reject their judgment (or more specifically, reject the afterlife itself), becoming dissident souls who remain in the crypts of the Boneyard.

SO the majority go to alignment appropriate planes, and a dedicated few wind up staying in the Boneyard regardless of their alignment.

The river of souls article is in the mummy's mask AP correct?


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equinoxmaster wrote:
Adam Daigle wrote:
That is not the focus of this AP.
but nidal is cheliax's vassal state and it is connected to cheliax

I think that Nidal isn't a vassal of Cheliax any longer, it's an independent country who is an ally and trade partner of Cheliax.


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James Jacobs wrote:
leo1925 wrote:

Question:

Didn't Divinity's AI took the name Unity after the crash?

I ask this because we have captain Yurian Valako calling the AI by the name Unity in his last report, also the same thing happens with the gearsman in the fires of creation.

It gets a little confusing, but to clear it up...

** spoiler omitted **

Thank you James.

Another question, how much scrap worth do the PCs need to gather in order to be summoned to fight in the arena? (i can't seem to find it in the book)

@Guy St-Amant
I don't think that defeating a mythic creature should enough to ascend yourself.


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First of all it's Iomidae's religion whose edicts say that undead are evil, all* undead are EVIL.

By Nocromancer do you mean a wizard who choose necromancy as his spelization school?

*only the ghosts aren't automatically evil, every other kind of undead is automatically evil


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Question:
Didn't Divinity's AI took the name Unity after the crash?

I ask this because we have captain Yurian Valako calling the AI by the name Unity in his last report, also the same thing happens with the gearsman in the fires of creation.


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I sent an email titled Order 3226006.


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@Vlad Koroboff
As i said above (in the EDIT), even if greater make whole is used to repair the spacesuits they will still be timeworn tech items with no charges left, which means that they can be sold at 1% of the selling value (which is 450gp each), so there isn't a big deal.

About the wraped thing, ok now i get it, yes this might be the case but i don't think that it's an issue here even if they are repaired with greater make whole because it's 260gp difference from what the script says*.
An issue could arrise if the players go into some big city, buy scrolls of memory of function (12275 gp each), use them on the armors and then sell them for 45000gp each. Fortunately this plan has a lot of difficulties and i won't think that most players will try to do it.

*which i still think that it's an unnecessary price reduction since there is alredy a price reduction rule in place (the 1% thingy), i think that it's better to remove 104 silverdisks from elsewhere in the scrapwall in order to bring the wealth in line.


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Vlad Koroboff wrote:
leo1925 wrote:

@Vlad Koroboff

Actually by the end of lords of rust the players will have access to greater make whole if they have a cleric

I'm pretty sure that being powdered by time/necromancy counts as warped for make whole.Debatable.I would not allow it.Maybe at later caster level?

I am not sure i understand you, what do you mean by wraped and what does this has to do with make whole?

Also what does caster level has to do with repairing technological items with greater make whole?

Vlad Koroboff wrote:
leo1925 wrote:

Why couldn't they be sold? (i assume you are talking about repaired spacesuits)

45000gp is well within the purchase value of a lot of large cities.

Because they are not worth 45k just because book says so.It is,for all intents and purposes,non-masterwork half-plate that weights a little less.Resistances are good,but how do you explain them to prospective buyer(and especially the fact that they stop working after 24 hours),and immunity to radiation and vacuum is worthless for anyone not expecting to face such threats i.e. Technic League.

And why would they pay?

As you can see i thought you were talking about restored spacesuits, were you talking about the ruined ones when you said that they can't be sold?

Vlad Koroboff wrote:

Fun fact:i just called my players,described spacesuit to them,and asked,how much they,knowing that they play Iron Gods and actually have to deal with radiation sometimes,would be willing to pay for such technological marvel.

Best offer was,sadly,just below 10k.

Understandable, radiation isn't very difficult to deal with.


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@Vlad Koroboff
Actually by the end of lords of rust the players will have access to greater make whole if they have a cleric, and considering that during the lords of rust the players can't sell or buy anything (unless they leave scrapwall and go on a trip) they might very well still have the ruined spacesuits.
Why couldn't they be sold? (i assume you are talking about repaired spacesuits)
45000gp is well within the purchase limit of a lot of large cities.

EDIT: While memory of function will restore the spacesuits completely, greater make whole will simply repair them, they will still be timeworn technology with no charges left, so 1% of the selling value (which is 450gp each).

James Jacobs wrote:
leo1925 wrote:
Why do the 4 ruined spacesuits (in the haunted wreck) can be sold only for 200gp each? Shouldn't it be 450gp each? that's the 1% of selling value for the 90000gp (market value) spacesuit.

Because they're THAT ruined. They're essentially reduced to nothing more than weird curiosities.

That said, if you want to up the price to 450 gp, that should be fine, but keep in mind that these adventures do already hand out quite a lot of loot...

I understand what you are saying about gold inflation but isn't the 1% of the selling value supposed to represent the technological items that are reduced to nothing more than curiosites?


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Why do the 4 ruined spacesuits (in the haunted wreck) can be sold only for 200gp each? Shouldn't it be 450gp each? that's the 1% of selling value for the 90000gp (market value) spacesuit.


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The blue box in page 24 mentions that using disable device (to open doors) without the technologist feat incurs a -4 penalty but the technology guide says -5, which is right?


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Nakteo wrote:

Kay, well I guess I'll kick this one off with...

How the bloody hell is Iadenveigh pronounced???

Differently each time i sat it.


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Crypt Breaker
There are quite a lot constructs and there are some undead but not anything crazy (just about the amount of most APs).
While the d8 bombs vs constructs will definitely help, the d4 vs anything else and the fact that you have to pay for the mutagen with a discovery hurts.
I think that the archetype can work fine in this AP but don't expect anything crazy.


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That's what i read also but for some reason i kept thinking that you need the right color/level of e-pick.


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Question:
Can you use a lower level e-pick to unlock a higher level lock without penalty?
For example:
Can you use a brown e-pick to unlock a white lock without any penalty?


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James Jacobs wrote:

Although it's an interesting idea... actually repairing...

** spoiler omitted **

Why wouldn't the 10000gp version of memory of function repair the fusion reactor?


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Vlad Koroboff wrote:
leo1925 wrote:
Vlad Koroboff wrote:

I have a question.

** spoiler omitted **
We have discussed that in this thread and it's true that only memory of function can repair it.

Actually,i did some digging,and it isn't

Finally,something that mechanically explains proliferation of magus class among Technic League.

Are you talking about the reforge ability?


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Vlad Koroboff wrote:

I have a question.

** spoiler omitted **

We have discussed that in this thread and it's true that only memory of function can repair it.


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Ross Byers wrote:
leo1925 wrote:
Majuba wrote:
Also, the 'hundreds-meter spaceship' might not have been built planet-side.
Probably yes, but what does this has to do with the power requirements?

A spaceship needs a lot less power to move around in space than it does to take off from a planet's surface. Therefore, the generator of a huge spaceship might still have a relatively modest power output if it was built in space and never intended to land.

Also, consider something like the jet turbines on an airplane. They also power the generators that run the plane's electronics. But they're a lot better at making thrust than electricity: just because they can lift many tons into the air does not mean they can be used to charge batteries at a tremendous rate.

I agree but the example of space craft we have is capable of atmospheric flight and it's intented to land and take off again.


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My order arrived today and i have a few things to say about it.
Firstly it arrived in record time (yay!), seriously i have had orders from the european market that took longer to arrive.
Secondly the package (the envelope thingy) was damaged and all of it's contents were a little damaged but mainly it's the AP volume and September's comic (city of secrets #4) that were mostly affected, the AP volume has a few dents and the bottom left is a little bent, the comic has a couple of tears.

I am pretty sure that this was a freak accident from the post office (both the time it took to arrive and the damage), these things can happen (very rarely fortonately). BUT if it wasn't an accident and it was something you did/asked that resulted in the speedy arrival and the damage i would like you to not do/ask it again since i prefer to wait for my physical products (after all i get the pdf when it ships) than get them damaged.


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Why is the technomancer PrC will save progression (on the table) different than any other PF PrC?


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I thought it more and researched it a little more and it's true that not having quick clear sucks. I, originally, thought that without quick clear you needed to spend a minute or something but as it turns out you need to spend 1 hour of crafting, that is too much and i can understand why 'Sani says that it's crippling him.
There is something that can be done, the mending cantrip can remove the broken condition, so with a 5 CL casting you can remove the broken condition from pistols and with a 9 CL casting you can do the same with muskets.


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RumpinRufus wrote:
Zhayne wrote:
Chess Pwn wrote:
It's not that the ability is broken, It's that it could give more wealth than you wanted. A giant with twice as much wealth for gear as he gives is better than a giant with as much gear as he gives. If things resize you have to worry about them just keeping the gear instead of selling it.
How is that a worry? Isn't this the same thing you go through with all magical loot, 'Is it worth keeping, or should we sell it?'
Typically, finding a buyer for Huge-sized items is going to be next to impossible. Your GM is pretty lenient if he justs let's you sell a Huge +1 earthbreaker to Ye Olde Magic Shoppe, even at half price.

How is following the rules being lenient?

If the selling value of an item is equal or less of the purchase value of the city then the PCs can sell it to that city.


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Slithery D wrote:
leo1925 wrote:


PS. To your specific issue about the inferno pistol, if you don't like it then at 6th level you find an EMP pistol (the second best tech pistol), then you can...
Wait, what? Half damage to non-robots might make it the second worst pistol. Very situational.

Ok that's what i get when i don't go to read the whole description of the weapon (it's actually no damage to living creatures).

I take it back, it's a very situational weapon, you should stick with the inferno pistol.


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'Sani wrote:

I'm not expecting ready access to tech guns, I was just hoping to get ONE that was useful before I hit 5, and am highly disapointed that I most likely won't. Unless I beg my party to pool all the gathered funds and beg the GM to let me buy one.

@leo1925 My specific issue is I am disapointed that my choice of using a tech archtype for the tech adventure path will end up being a cripplingly bad descision, which is counter intuitive. The whole reason I chose a gunslinger was because of the techslinger archtype, I was under the mistaken impression that it would be a good choice for the AP. I was wrong and now I regret making my entire character, that is my issue.

I think that you are over reacting.

Would it be better if you were a standard gunslinger and then retrained to the archetype?
yes it would, either your DM should have told you such or you should have seen that (by seeing the prices in the tech firearms and having the WBL table in mind), but it is not a crippling bad choice.

Is the techslinger archetype worse than the pistolero, even when using technological pistols?
maybe... probably yes but again that should have been evident to you when you read the techslinger archetype.

Is the techslinger archetype worse than the musket master, even when using technological two handed firearms?
maybe... probably yes but again that should have been evident to you when you read the techslinger archetype.

Is the use of tech firearms less optimal than the use of early firearms?
Yes it is but that is something that isn't evident by a cursory reading of the tech firearms and their rules.

The techslinger archetype is a good choice thematically and aesthetically with the AP and not mechanically, didn't you see or know this?

PS. To your specific issue about the inferno pistol, if you don't like it then at 6th level you find an EMP pistol (the second best tech pistol), then you can retrain your tech training choice and swap the inferno pistol to the EMP pistol.


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@'Sani
Early firearms are better for a gunslinger than a technological firearm in any case, what's your specific issues?
The fact that you get an inferno pistol but if you select that as one of your gun training (in order to get DEX to damage) then you are pretty much stuck with a gun training choice that won't be useful at books 3+ because you will most likely not find other inferno pistols?


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As wraithstrike has said this is a house rules issue and not a RAI issue.

On the longsword issue, did anyone provided player 1 with a list of the house rules before he made his character?

On the encumbrance issue, are you sure that this is everything the character of player 2 is carrying?

On the whole small PCs and loot issue:
First of all, only magic weapons, armors and shields don't resize, rings and wondrous items do resize (i don't remember what happens with rods and staves).
Yeah this is more of a bug than a feature, especially in APs and modules, and the small race martials are getting the short end of the stick all the time and it's a good house rule that medium sized magic weapons, armors and shields can be resized for small at no cost. The issue is, i don't think, that you should make a blanket house rule that magical weapons, armors and shields resize because that can lead to some other issues (especially for APs and modules), for example when the writter gives his giants NPCs magical gear he can be sure that the players won't be able to use that gear so he can do things that he might not be able to do out of concern that this gear will later end up on the hands of the PCs and/or be sure about the wealth that the PCs will gain from that gear.


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2 techslingers? That's a bit much.
Well missing deadeye deed and quick clear deed which are kinda important for early firearm use, i think that your players should have thought it more thoroughly and start as a normal gunslinger and retrain to the archetype later but even still; i think that they can function as it is.


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I have run the entire Shattered Star (wasn't terribly satisfied) and between books the pace is pretty much up to the PCs to dictate, some times even during a book.

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