About Bizan Ashura
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Efreeti Stance (DC 15) Gain +1 use of Elemental Fist per day and fire resistance
Marid Spirit (18 hp, break DC 21, DC 15) Gain +1 use of Elemental Fist per day, and cold resistance
Shaitan Skin (DC 15) Gain +1 use of Elemental Fist per day, and acid resistance
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
A white-haired witch concentrates her mysterious powers on improving her prowess in melee, using feats of agility and her prehensile hair to deal extreme damage. Rogue talents and advanced rogue talents marked with an asterisk (*) can be found in the Pathfinder RPG Advanced Player’s Guide. The white-haired witch is an archetype of the witch class.
White Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
The hair cannot be sundered or attacked as a separate creature. In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities.
Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a free action, dealing damage equal to that of its attack.
Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action.
Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action.
Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
Rogue Talents: At 10th level, a white-haired witch learns a rogue talent, using her white-haired witch level in place of her rogue level. At 12th level and for every two levels thereafter, she gains an additional rogue talent. A whitehaired witch cannot select an individual rogue talent more than once, and can select from among the following: assault leader*, combat trick, finesse rogue, major magic, minor magic, positioning attack*, resiliency, surprise attack, and weapon training. At 18th level and 20th level, a white-haired witch can choose from among the following advanced rogue talents: another day*, defensive roll, improved evasion, opportunist, redirect attack*, slippery mind, and thoughtful reexamining*.
Those studied in the art of grappling know that using their opponents’ own weight and momentum to lift, disable, or throw them is impressive and effective. When facing a master of the lifting hand, an enemy is likely to find itself sailing through the air or locked in a tortuous compliance hold.
Savage Toss (Ex): A lifting hand gains Savage Slam as a bonus feat, even if she doesn’t meet the prerequisites.
At 4th level, when the lifting hand succeeds at her grapple combat maneuver check while using the Savage Slam feat and her grapple combat maneuver check result exceeds the opponent’s CMD by at least 5, she can throw the opponent into an non-adjacent square. The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every 5 by which her grapple check exceeds the opponent’s CMD. For instance, if the lifting monk exceeds the target’s CMD by 15, she can throw the target into a square 20 feet away.
At 8th level, when using Savage Slam, the lifting hand’s target no longer receives a bonus to its CMD when the lifting hand attempts to throw it into a dangerous area.
Bonus Feats (Ex): A lifting hand adds Whirling Hold to her list of bonus feats at 1st level. At 6th level, she adds Dramatic Slam and Overhead Flip. At 10th level, she adds Savage Leap.
Joint Lock (Ex): At 10th level, when a lifting hand succeeds at a combat maneuver check to maintain a grapple, instead of choosing to damage, move, pin, or tie up the opponent, she can instead force one of the target’s limbs into an agonizing position. The target becomes sickened as long as the lifting hand maintains the grapple. When the grapple is released or broken, the target is fatigued for a number of rounds equal to the lifting hand’s level. This is a pain effect.
Counter-Throw (Sp): At 12th level, a lifting hand can ready an action to trigger if a creature tries to attack her. When the readied action triggers, the lifting hand can attempt a grapple combat maneuver check with a +2 bonus. If she succeeds, she grapples the creature and negates the triggering attack, and she can spend an immediate action to use the Savage Slam feat.
Savage Slam (Combat)
Using your lock on the enemy’s body, you forcefully hurl your opponent to the ground.
Benefit: When you begin your turn grappling an opponent, instead of attempting a combat maneuver check to maintain the grapple, you can try to viciously slam your opponent down. As a standard action, you can attempt a grapple combat maneuver check against the opponent. If you succeed, you release your grapple and the opponent falls prone in an unoccupied square of your choice adjacent to you. If you attempt to throw your foe into a hazardous location, such as a wall of fire or a pit, the target receives a +4 bonus to its CMD against your attempt. As long as the opponent lands on solid ground or a solid object, it takes damage equal to your unarmed strike’s damage.
Elemental monks draw inspiration from genies to create their fighting style. Their adaptability and versatility make them capable of serving as emissaries of elemental balance.
Elemental Strike (Ex): An elemental monk gains Elemental Fist as a bonus feat, even if she doesn’t meet the prerequisites. She does not have to select an element; instead, each time she hits with an Elemental Fist attack, she can choose acid, cold, electricity, or fire for the type of the additional damage granted by that feat.
Genie Style (Ex, Sp): At 2nd level, as a swift action an elemental monk can gain the benefits of one of the following style feats, based on one of the five types of genies. When she does so, she automatically enters that feat’s stance: Djinni Style, Efreeti Style, Janni Style, Marid Style, or Shaitan Style. These feats, as well as those mentioned below, appear in Chapter 2 of Pathfinder RPG Ultimate Combat, and rules for style feats are on page 78 of that book.
At 6th level, while the elemental monk is using a genie style feat, she also gains the benefits of a feat from the following list, as appropriate for that style’s feat path: Djinni Spirit, Efreeti Stance, Janni Tempest, Marid Spirit, and Shaitan Skin.
At 10th level, while the elemental monk is using a genie style feat, she also gains the benefits of a feat from the following list, as appropriate for that style’s feat path: Djinni Spin, Efreeti Touch, Janni Rush, Marid Coldsnap, and Shaitan Earthblast.
At 18th level, when the elemental monk gains the benefits of Djinni Spirit, Efreeti Stance, Marid Spirit, or Shaitan Skin, her elemental resistance from that feat instead becomes immunity to that element, as long as she is not denied her Dexterity bonus to AC. While she is using Janni Style, she gains the effects of enlarge person or reduce person (her choice), even if she is not humanoid. This is a spell-like ability with a caster level equal to the elemental monk’s level.
Elemental Precision (Ex): At 10th level, instead of treating her unarmed strikes as lawful for the purpose of overcoming damage reduction, an elemental monk overcomes all damage reduction of creatures with the air, earth, fire, or water subtypes except DR/— and DR/epic.
Planar Guide (Sp): At 14th level as a standard action, an elemental monk can spend 1 ki point to transport herself and up to seven additional willing creatures, as per the plane shift spell, to one of the four Elemental Planes. Each additional creature increases the cost by 1 ki point.
Female half-succubus kitsune bard 6/samurai (warrior poet) 6/gestalt 6/sorcerer*/Champion 1 (Pathfinder Campaign Setting: Demons Revisited 54, Pathfinder Player Companion: Heroes from the Fringe 13, Pathfinder RPG Bestiary 4 175, Pathfinder RPG Ultimate Combat 18)
Medium outsider (humanoid, kitsune, native, shapechanger)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
Defense 22, flat-footed 16. . (+5 Dex, +1 dodge, +6 Cha)
Armor DR: 11/adam or Huge. . (+4 armor, +1 HD bonus, +1 natural armor, +5 natural DR)
Critical Defense: +22. . (+11 DR, +5 Dex, +6 Cha)
Vig 52 () Wnd 46 (Threshold 20)
Sanity 51, threshhold 8, edge 25
Fort +10, Ref +10, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities dancer's grace, hard to kill, resolve 3/day, uncanny dodge; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 31
Speed 50 ft., fly 100 ft. (good)
Melee unarmed strike +11/+6 (1d3+6) or
. . bite +11 (1d4+6), bite +11 (1d6+6), 2 claws +11 (1d4+6)
Special Attacks bardic performance 22 rounds/day (countersong, distraction, fascinate [DC 21], inspire competence +2, inspire courage +2, suggestion [DC 21]), challenge 2/day (+6 damage, -2 penalty to saves vs. fey or cavalier), mythic power (5/day, surge +1d6), passion, smite good, sneak attack +2d6, wild arcana[MA]
Spell-Like Abilities (CL 6th; concentration +14)
. . 3/day—charm monster (DC 27), dancing lights, darkness, unholy aura
. . 2/day—charm person (DC 24), confusion (DC 27), disguise self, displacement, dominate person (DC 27), invisibility, misdirection, suggestion (DC 26)
. . 1/day—blasphemy (DC 24), detect thoughts (DC 20), dominate person (DC 28), ethereal jaunt, greater teleport, summon monster IX (fiends only), unholy blight (DC 22)
Bloodline Spell-Like Abilities (CL 6th; concentration +14)
. . 11/day—disorienting touch (3 rounds)
Bard Spells Known (CL 6th; concentration +14)
. . 2nd (7/day)—acute senses[UM] (DC 20), blistering invective[UC] (DC 20), blur, cacophonous call[APG] (DC 25), cure moderate wounds, heckle (DC 25), instant weapon, pilfering hand[UC], suggestion (DC 25)
. . 1st (8/day)—cure light wounds, fastidiousness, hideous laughter (DC 24), liberating command[UC], lock gaze[UC] (DC 24), moment of greatness[UC], saving finale[APG] (DC 19), shadowfade, unnatural lust[UM] (DC 24)
. . 0 (at will)—detect magic, know direction, mage hand, mending, open/close (DC 18), prestidigitation, read magic, summon instrument, unwitting ally[APG] (DC 23)
Str 16, Dex 20, Con 20, Int 13, Wis 12, Cha 26
Base Atk +6; CMB +11 (+13 grapple); CMD 31 (33 vs. grapple)
Feats Accomplished Sneak Attacker, Agile Maneuvers, Combat Expertise, Deadly Aim, Dirty Fighting, Dodge, Dual Path[M], Fast Empathy[UM], Flyby Attack, Fox Shape, Gang Up[APG], Greater Spell Focus (enchantment), Improved Feint, Iron Will, Magical Tail[ARG], Magical Tail[ARG], Magical Tail[ARG], Magical Tail[ARG], Magical Tail[ARG], Magical Tail[ARG], Magical Tail[ARG], Magical Tail[ARG], Power Attack, Realistic Likeness[ARG], Spell Focus[M], Spellsong[UM], Spring Attack, Spring-heeled Style, Toughness, Unarmed Combatant, Wilding[UW], Wilding Stride[UW]
Traits criminal, voices of solid things (witchmarket)
Skills Acrobatics +17 (+25 to jump), Appraise +5, Bluff +18 (+21 to feint in combat), Climb +8, Diplomacy +13, Disable Device +15, Disguise +13 (+23 circumstance to fool others with impersonation), Escape Artist +14, Fly +18, Handle Animal +12, Intimidate +13, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +5, Perception +10, Perform (act) +12, Perform (comedy) +12, Perform (dance) +17, Perform (keyboard instruments) +12, Perform (oratory) +12, Perform (percussion instruments) +12, Perform (sing) +17, Perform (string instruments) +12, Perform (wind instruments) +12, Ride +9, Sense Motive +17, Sleight of Hand +14, Spellcraft +17, Stealth +14, Swim +7, Use Magic Device +17; Racial Modifiers +2 Acrobatics
Languages Abyssal, Common, Sylvan, Tien
SQ abundant casting[MA], bardic knowledge +3, bloodline (impossible), change shape, change shape (humanoid of same size, alter self), enduring armor[MA], finesse weapon attack attribute, fleet charge[MA], flourishes (exodus of jinin 10 feet, jininsiel's guidance [uncanny dodge], kitsune's mystique), graceful warrior, kitsune magic, lore master 1/day, masterpieces (dance of captivating desire, melody of surrender, Relentless Reprise, the dance of kindled desires, the tragedy of false hope), order of the blossom, rules changes, skirmisher's challenge, spontaneous generation, versatile performances (dance, sing), wild empathy +14
Abundant Casting (Ex) Add tier to number of creatures affected by spell, or use 1 power to double single target spell.
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action, 22 rounds/day) Your performances can create magical effects.
Blossom's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, target takes -2 penalty on saves vs. spells used by fey or cavalier.
Change Shape (humanoid of same size, alter self, 1/day) (Su) You can change your form.
Change Shape (Su) Assume a single human form.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dance of Captivating Desire (DC 21) One creature within 30 ft is -1 Will save vs enchantment for each failed Will save.
Dancer's Grace +6 (Ex) +CHA bonus to AC (max Samurai level).
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Disorienting Touch (3 rounds, 11/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Enduring Armor +4 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Exodus of Jinin (Ex) While wearing light armor or less and not encumbered, +10 land speed.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Fly (100 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Fox Shape You can take the form of a specific fox, as beast shape II.
Gang Up You are considered to be flanking your target if two allies threaten that target
Graceful Warrior (Ex) Apply Weapon Finesse to glaives, katanas, and naginatas.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Poison You are immune to poison.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Jininsiel's Guidance (Uncanny Dodge) (Ex) Gain uncanny dodge.
Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast.
Kitsune's Mystique (Ex) When using Spring Attack or take move act to move, feint vs. threatened creature.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Melody of Surrender (6 targets, 2nd-level spell slot, DC 21) This gentle, relaxing tune makes its listeners calm and receptive.
Prerequisite: Perform (sing) or Perform (wind instruments) 4 ranks.
Cost: Feat or 2nd-level bard spell known.
Effect: This lilting tune is so
While many cavaliers are the champions of old fighting forms, some younger, more daring cavaliers mix a martial style influenced by the lighter armored and more flamboyant swashbuckler forms with the dedication of cavalier orders.
Weapon and Armor Proficiency: Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. This replaces the cavalier’s weapon and armor proficiencies.
Champion’s Finesse (Ex): At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements. This ability replaces mount.
Nimble (Ex): At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces cavalier’s charge.
Panache and Deeds (Ex): At 4th level, a daring champion gains the swashbuckler’s panache class feature, along with the following swashbuckler deeds: dodging panache, precise strike, and swashbuckler initiative. This ability replaces expert trainer.
Advanced Deeds (Ex): At 11th level, a daring champion gains the following swashbuckler deeds: superior feint, targeted strike, subtle blade, and dizzying defense. This ability replaces mighty charge.
Champion’s Weapon Mastery (Ex): At 20th level, when a daring champion threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifier of those weapons increases by 1 (×2 becomes ×3, for example). This ability replaces supreme charge.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Weapon Expertise (Ex)
Mounted Archer (Ex)
Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Rogue Talents: At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.
Evasion (Ex): At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.
Advanced Talent: At 12th level, and every four levels thereafter, an archaeologist can choose an
Enrapturing Performance (Su)
A lotus geisha can use an enrapturing performance to recreate the effects of any of her known bardic performances, but she focuses the performance on only a single target within range. While other creatures see and hear a lotus geisha’s enrapturing performance, only the target of this ability is affected by it. A lotus geisha cannot have a bardic performance and an enrapturing performance in effect at the same time. Every round spent engaged in an enrapturing performance counts against the total number of rounds per day she can use her bardic performance, and she cannot use this ability if she does not have any more rounds of bardic performance left for that day. Starting an enrapturing performance is a standard action; at 7th level, it becomes a move action, and at 13th level, it becomes a swift action.
A lotus geisha adds a +2 bonus to the DC of Will saves made to resist the effects of her fascinate, frightening tune, and suggestion enrapturing performances. When a lotus geisha uses her enrapturing performance ability to emulate inspire competence, inspire courage, inspire greatness, or inspire heroics, any bonuses to AC or on ability checks, attack rolls, damage rolls, saving throws, and skill checks increase by +1. For example, a lotus geisha using inspire heroics as an enrapturing performance would grant her target a +5 morale bonus on saving throws and a +5 dodge bonus to AC, instead of the usual +4 bonuses.
Mischievous Talent (Ex): A fey prankster adds half her class level (minimum 1) on Bluff, Disguise, Sleight of Hand, and Stealth skill checks, and can attempt Sleight of Hand checks untrained.
Bardic Performance: A fey prankster gains the following types of bardic performance.
Song of Clumsiness (Su): A fey prankster can use this performance to cause enemies within 30 feet that can hear her to suffer seemingly random mishaps. Any enemy in this area that draws a weapon or retrieves an item from a backpack or similar container immediately drops it, and falls prone the first time it enters a square of difficult terrain during its turn. A creature can negate a specific effect with a successful Reflex saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier), but an enemy must attempt a separate save for each potential effect during the song of clumsiness (for example, if it draws multiple weapons). Song of clumsiness is an enchantment (compulsion), mind-affecting ability that relies on audible components.
Incite Unreliability (Su): A fey prankster can use her performance to manipulate a single target into fighting erratically or haphazardly, as though affected by lesser confusion. To be affected, the target must be within 30 feet and able to hear the fey prankster’s performance. The effect persists for as long as the target can hear the performance. A target that succeeds at a Will saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier) negates the effect and becomes immune to incite unreliability from the same fey prankster for 24 hours. Incite unreliability is an enchantment (compulsion), mind-affecting ability that relies on audible components.
Embarrassing Satire (Su): At 8th level, a fey prankster’s powerful satire raises painful blisters and ugly boils on the face of her target. The fey prankster selects one target within 30 feet to become sickened from the uncomfortable facial boils. The sickened effect continues for as long as the target is within 30 feet and the fey prankster continues the performance, though the boils remain for 1 day afterward. Embarrassing satire is a language-dependent, mind-affecting ability that relies on audible components.
Dirty Trickster (Ex): At 2nd level, a fey prankster gains Improved Dirty Trick as a bonus feat and counts as having Combat Expertise for the purpose of meeting the prerequisites of feats that have Improved Dirty Trick as a prerequisite.
Master of Mischief (Ex): At 5th level, a fey prankster can take 10 on a Bluff, Disguise, Sleight of Hand, or Stealth skill check (if she has ranks in that skill), even if distracted or endangered. In addition, once per day, the fey prankster can take 20 on one these skill checks (if she has ranks in that skill). She can use this ability one additional time per day for every 6 bard levels she has beyond 5th, to a maximum of three times per day at 17th level.