Spoiler: Changelog Show

These changes are ordered in descending chronological order. Changes labeled with [MAJOR] fundamentally alter the class and should be discussed with your GM before being applied to an active character. Other changes are balance adjustments or wording changes, and typically are not significant enough to require GM approval (though I would still recommend it).



August 17, 2020:

- Fighting styles now grant the corresponding "Improved [Maneuver]" feat.

- Fighting styles now upgrade at level 12, granting the Greater [Maneuver] feat and improving their unique abilities.

- To make the ability easier to read without cross-referencing, ram strikes have been streamlined to a simpler version of an Awesome Blow.



February 28, 2020:

- Changed how triggering an adrenaline surge while in an adrenaline surge works, in preparation for the release of a new archetype (and to make some rules minutiae clearer). Mechanically, this has no effect on stalwarts as presently written.



September 23, 2019:

- Clarified the wording of Wrecking Crew's second usage.

- Added the Precision Violence feat of strength. I think Feats of Strength has enough abilities to be ready for use at this point.

- Added a second tier 5 technique for each fighting style (alongside Mountain Charge and Mithril Counter).



September 22, 2019:

- Rewrote Launch to be more desirable. It no longer requires a ranged attack roll and works as an area-of-effect line instead.



May 13, 2019:

- Renamed Knockout Punch to Haymaker.

- Expanded Stony Resolve to work on all Enchantment spells.

- Clarified wording of several abilities, including specifying that being thrown by Launch is considered forced movement. Launch is becoming an overly complicated ability and will be revisited in a future revision.



January 8, 2019:

- Clarified how the ram capstone works against extremely large foes.



November 25, 2018:

- Added a clause to Warden's Grip clarifying that it does not let the stalwart bypass nonmagical immunities to combat maneuvers.



October 21, 2018:

- Added three new feats of strength and changed the ability back to using a shared pool of uses rather than tracking each ability separately.



June 25, 2018:

- Replaced Bracing Slam with Binder's Grip for entry-level golem abilities. Overcoming DR/magic with unarmed damage isn't as much of a hurdle in Pathfinder, since items that let you enchant unarmed strikes as if they were weapons are in easier supply, but it seemed like the stalwart could still use an early-access option to do that (also, punching ghosts is pretty cool).



June 12, 2018:

- Did some math, realized how much the level 14 upgrade increases BWTC pool size, removed it entirely. Any reasonable nerf brought it within striking distance of the original calculation and made it harder to calculate, so it makes more design sense to just nix it.



June 11, 2018 [MAJOR, new ability]:

- Changed Barricade to provide a boost to natural armor. Strength-based dodge didn't make a ton of sense.

- Added Feats of Strength to act as a skeleton for the stalwart's out-of-combat utility and fill out some dead levels. I wouldn't recommend using it yet, since I'm still fleshing out its options and figuring out exactly what I want it to do.

- Moved Fighting Style to level 3 to ramp up stalwarts more quickly and spread out the obscene power spike that happens at level 4.

- Pushed Improved Grapple into level 1 to make level-1 adrenaline surges more feasible. Accordingly, Grappler ability renamed to Barricade.

- Clarified the wording of Overexertion.

- Bumped unarmed damage die to be on par with Pathfinder monks.



June 10, 2018:

- Fixed some wording around AC bonuses (changed an AC bonus "applying to all attacks" to "applying against all attacks")

- Changed Clash and Mithril Counter to require an immediate action instead of an attack of opportunity to make it physically possible to harm a high-level golem stalwart



June 6, 2018:

- Removed the extreme spell resistance from the golem capstone. They get enough fun things.

- Cleaned up wording of golem stance to eliminate long digressions about corner cases.

- Clarified that the ram capstone never decreases the ram's effective size (to prevent silliness like a ram being treated as Tiny while bull rushing a fly).



May 13, 2018 [MAJOR, system shift]:

- Replaced Crush with Clash, both to keep with the theme of 'golem abilities are counters' and to get rid of an overcomplicated ability and replace it with something more useful for a tank.

- Updated the class to Pathfinder (skill list adjustment, minor wording update)



May 3, 2018:

- Rewrote the golem capstone to work with the new fighting style rather than golem trance.

- Removed the daze-on-success from the ram capstone's ram strike (guaranteed action denial on hit was too powerful).



May 2, 2018 [MAJOR for golems]:

- Replaced core ability for the Golem fighting style with the passive ability Golem Stance, which synergizes with their counter-heavy playstyle better than the previous ability that simply gave them more chances to grapple an opponent.

- Adjusted several golem techniques to function as counters/reactions rather than active/passive abilities, to synergize better with the new core ability.



May 1, 2018:

- Changed base damage of Launch to powerful blow damage, from 2d6. Scaling remains at +1d6/size category above Medium.

- Clarified wording of Ram's Impact.



January 2, 2016:

- Changed Intervene to be an attack of opportunity rather than an immediate action

- Changed several golem techniques to be more comparable to ram techniques. I felt that golems had too few active combat options.

- Cleaned up a few techniques to be less 'niche' and more 'general use'.



November 12, 2015:

- Wording fixes (additionally vs. finally, fixing some changed keywords from the last update)

- Clarified wording on Clifftop Leap, jumps can now be in any direction



November 10, 2015 [MAJOR]:

- Converted adrenaline surges to a one-round state rather than an expendable charge

- Introduced Focus points, which must be spent to use most special abilities (especially those that deal bonus damage)

- Converted all associated techniques to require Focus points

- Renamed Stalwart Foci to Fighting Styles

- Made fighting style special abilities part of Powerful Blow rather than triggered separately

- Added save improvements to each fighting style to differentiate them

- Added the Overexertion ability to get over the hurdle of being unable to enter adrenaline surge in the first place

- Changed capstone to be permanent adrenaline surge



Spoiler: Errata/FAQ Show

Q: Can I 5-foot step away from an enemy that triggers an attack of opportunity while in golem stance?

A: Sometimes. You can only take the 5-foot step granted by golem stance before performing an attack of opportunity (or a technique that expends an attack of opportunity), so you can't step to a position where that's impossible. For example, if an enemy triggered an attack of opportunity by moving adjacent to a stalwart with a 10-foot reach, the stalwart could take a 5-foot step backward and then attack, but the same stalwart with a 5-foot reach would be unable to attack from that new position, and thus could not take the 5-foot step.



If I take an action that triggers an adrenaline surge, can I spend the focus point(s) I get on that action?

A: No. Adrenaline surges triggered by an action don't trigger until the action resolves, at which point you can no longer retroactively change the action to include spending a focus point. This includes spending Focus points acquired during a charge on the attack at the end of that charge, since the movement and attack of a charge are a single action. However, if you trigger an adrenaline surge as part of a full attack, you can spend the resulting focus point(s) as part of any attacks that remain after the adrenaline surge has been triggered.



If I still have all my Focus points when I trigger another adrenaline surge, do I add the new points to the existing ones?

A: No. When you trigger an adrenaline surge, including one triggered while already in an adrenaline surge, you lose any Focus points you currently have and gain the points granted by the surge. Focus points never roll over.



Are the number of uses for different feats of strength counted separately?

A: No. The stalwart must spend a use of their Feats of Strength ability to use any individual Feat of Strength they possess.



What size bonus does Indomitable grant against Gargantuan and Colossal foes?

A: The size bonus chart for CMB caps out at Colossal, which grants a +8 to CMB, but level 20 ram stalwarts are considered Colossal+ versus Gargantuan foes and Colossal++ versus Colossal foes. GMs may use whatever system they like for calculating Colossal+ and Colossal++ modifiers, but it is strongly suggested that you not follow the existing scheme of doubling the bonus. Giving a stalwart a +32 bonus to maneuvers against Colossal creatures is a non-starter, even for level 20. Viable choices include adding +4 for every size category beyond Colossal or simply capping out the size modifier at Colossal.



Stalwart

Spoiler: Image Show

"A dragon, higher than the treetops, threatened my friends. I placed my hands on its tail and swung. The dragon was my weapon. I was the dragon."

- Aleksandr Burkov, stalwart

TALWART

Level Base Attack Bonus Fort Ref Will Class Features Unarmed Damage 1st +1 +2 +0 +0 Adrenaline Surge, Block With the Chest, Brawler, Focus, Powerful Blow +1d6 1d6 2nd +2 +3 +0 +0 Barricade, Leverage +1 1d6 3rd +3 +3 +1 +1 Fighting Style, Powerful Blow +2d6 1d6 4th +4 +4 +1 +1 Technique 1d8 5th +5 +4 +1 +1 Feat of Strength, Powerful Blow +3d6 1d8 6th +6/+1 +5 +2 +2 Leverage +2 1d8 7th +7/+2 +5 +2 +2 Technique, Powerful Blow +4d6 1d8 8th +8/+3 +6 +2 +2 Mettle 1d10 9th +9/+4 +6 +3 +3 Feat of Strength, Powerful Blow +5d6 1d10 10th +10/+5 +7 +3 +3 Technique, Leverage +3 1d10 11th +11/+6/+1 +7 +3 +3 Powerful Blow +6d6, Warden's Grip 1d10 12th +12/+7/+2 +8 +4 +4 Improved Mettle, Fighting Style (Greater) 2d6 13th +13/+8/+3 +8 +4 +4 Feat of Strength, Powerful Blow +7d6, Technique 2d6 14th +14/+9/+4 +9 +4 +4 Leverage +4 2d6 15th +15/+10/+5 +9 +5 +5 Powerful Blow +8d6, Overexertion 2d6 16th +16/+11/+6/+1 +10 +5 +5 Technique 2d8 17th +17/+12/+7/+2 +10 +5 +5 Feat of Strength, Powerful Blow +9d6 2d8 18th +18/+13/+8/+3 +11 +6 +6 Leverage (any) 2d8 19th +19/+14/+9/+4 +11 +6 +6 Powerful Blow +10d6, Technique 2d8 20th +20/+15/+10/+5 +12 +6 +6 Indomitable 2d10

Spoiler: Fighting Styles Show

Ram

The stalwart specializes in knocking enemies across the battlefield, becoming a master of mobility and charging. This fighting style specializes in the bull rush and overrun maneuvers.

Your Powerful Blow becomes a ram strike. In addition to dealing Powerful Blow damage on hit, the stalwart may knock back the target 10 feet in any direction. The enemy must be knocked back in a straight line and must land further from the stalwart than they began. If knocked into an obstacle, the enemy must make a Fortitude save (DC is Str-based) or fall prone. Ram strikes may not knock back a creature larger than the stalwart, but are considered a combat maneuver for purposes of Leverage.

You receive a 10 ft competence bonus to all movement speeds you possess.

You may choose to add your Constitution bonus to reflex saves instead of your Dexterity bonus. You may switch which ability score you use for Reflex saves as a free action taken at the start of your turn.

You gain the Improved Bull Rush feat, even if you do not meet the prerequisites. If you already possess this feat, you may take any combat feat in its place.You must meet the replacement feat's prerequisites.

You trigger an adrenaline surge any time you force an enemy to move at least ten feet.



At level 12, rams gain the following new abilities:

Ram strikes can now knock the victim back any distance up to 20 feet.

Leverage may cause you to be treated as up to one size category larger than their foes. At level 18, Leverage always treats you as one size category larger than their foes.

You gain the Greater Bull Rush feat, even if you do not meet the prerequisites. If you already possess this feat, you may take any combat feat in its place. You must meet the replacement feat's prerequisites.



Golem

The stalwart specializes in becoming a massive and imposing behemoth, becoming a master of reactions and control. This fighting style specializes in the trip and grapple combat maneuvers.

You gain the golem stance ability. While in an adrenaline surge, your menacing presence imposes your will across the battlefield, increasing your threatened area by 5 feet. You may make attacks of opportunity on any creature in this area, and may take a 5-foot step as a free action to put a creature in your reach before performing attacks of opportunity. These 5-foot steps do not count against your movement or consume your 5-foot step for the round.

You may make one additional attack of opportunity each round. This stacks with Combat Reflexes and other abilities that grant additional attacks of opportunity.

You may choose to add your Constitution bonus to Will saves instead of your Wisdom bonus. You may switch which ability score you use for Will saves as a free action taken at the start of your turn.

You gain the Improved Trip feat, even if you do not meet the prerequisites. If you already possess this feat, you may take any combat feat in its place.

You trigger an adrenaline surge any time you knock an enemy prone.



At level 12, golems gain the following new abilities:

Your golem stance increases your threatened area by 10 feet. You may move up to 10 feet as a free action before making attacks of opportunity during a golem stance. This movement does not provoke attacks of opportunity.

You gain the Greater Trip feat, even if you do not meet the prerequisites. If you already possess this feat, you may take any combat feat in its place. You must meet the replacement feat's prerequisites.

You may make additional attacks of opportunity each round equal to your Constitution modifier (minimum 1 additional AoO per round). This replaces the one additional AoO granted by the base fighting style.

The stalwart specializes in knocking enemies across the battlefield, becoming a master of mobility and charging. This fighting style specializes in the bull rush and overrun maneuvers.At level 12, rams gain the following new abilities:The stalwart specializes in becoming a massive and imposing behemoth, becoming a master of reactions and control. This fighting style specializes in the trip and grapple combat maneuvers.At level 12, golems gain the following new abilities:

Spoiler: Stalwart Techniques Show

Tackle (Ram):

The stalwart may spend a Focus point to automatically be considered to be grappling an opponent after succeeding at a bull rush attempt against them. They must be adjacent to the opponent at the conclusion of the bull rush to use this technique.



Momentum (Ram):

When making a bull rush attempt as part of a charge, the stalwart may spend a Focus point to roll the attempt twice and pick the better result. Additionally, they may roll twice and take the better result for Acrobatics checks to make a jump with a running start while in an adrenaline surge.



Intervene (Ram):

Requires one ram technique.

A ram must keep its foes on their toes. Or, when they dare to harm the ram's allies, off them. When an enemy declares an attack on an ally while being threatened by the stalwart, they may expend a Focus point and an attack of opportunity to make a bull rush attempt as a free action. If the attempt succeeds, the stalwart deals their Powerful Blow damage to the attacker and the attack fails.



Out of my Way (Ram):

Requires one ram technique.

The stalwart gains the Improved Overrun feat as a bonus feat, even if they do not meet the prerequisites. Additionally, they may spend a Focus point to make an overrun attempt during a charge as a free action. Enemies are knocked prone by any successful overrun attempt, even if the stalwart beats their CMD by less than 5.



Unstoppable Force (Ram):

Requires Out of my Way.

The stalwart may ignore difficult terrain while in an Adrenaline Surge, and receives a bonus equal to his Constitution modifier to his AC against opportunity attacks during charges at all times. He may also spend a Focus point before any overrun attempt to cause a successful attempt to knock the target back ten feet and deal Powerful Blow damage in addition to knocking them prone.



Ram's Impact (Ram):

Requires two ram techniques.

If the stalwart forces an enemy to move by any means and that movement takes them through another enemy's square, the stalwart may spend a Focus point to slam them into each other, dealing Powerful Blow damage to the enemy struck by the moving enemy. This does not impede the moving enemy's movement.



Clifftop Leap (Ram):

Requires three ram techniques.

The stalwart is no longer bound to the earth, though they cannot actually fly. A stalwart may spend a Focus point to leap up to a distance of their move speed as a move action without making an Acrobatics check. If they successfully grapple a creature in the air after this, they both fall, even if the creature can fly, though the stalwart takes no falling damage from the descent. If they do not grapple something or someone, they fall and take damage normally.



Launch (Ram):

Requires three ram techniques.

The stalwart may make an additional grapple check against a grappled opponent to fling them by a limb toward their other foes. If their grapple check succeeds, the stalwart may hurl them at breakneck speed, dealing damage equal to their Powerful Blow damage, plus 1d6 per size category of the enemy beyond Medium, in a 30-foot line originating from the stalwart. Creatures in the line may make a Reflex save (DC 15 + the stalwart's Strength modifier) to halve this damage. The thrown enemy lands prone at the end of the line and does not receive a save against this damage. If there are solid obstacles in the path, they take the same amount of damage. If the damage does not destroy the obstacle, the line of effect and the victim's movement end at the obstacle. The enemy's movement from being thrown is treated as being bull rushed for purposes of triggering attacks of opportunity and effects related to forced movement.



Mountain Charge (Ram):

Requires four ram techniques.

When a stalwart makes a bull rush attempt after moving at least 10 ft, they may expend a Focus point to bull rush up to two enemies within their reach in addition to their initial target at no penalty. The stalwart makes only one check to determine whether they can bull rush their targets, and may push each target as far as their roll allows, though they must all be pushed in the same direction. If the bull rush succeeds against the main target, they take the stalwart's Powerful Blow damage. If the stalwart spends a second Focus point, all targets successfully bull rushed by this ability take Powerful Blow damage.



Avalanche (Ram):

Requires four ram techniques.

The stalwart may spend a Focus point when performing a bull rush to treat it as an avalanche. When the bull rushed target is moving, any enemies whose space they pass through are bull rushed by the same CMB check result as the initial bull rush. They must be moved in the same direction as the initial victim and cannot move further than that victim. If this movement restriction causes enemies to end the bull rush sharing the same space as another creature, all creatures sharing space are entangled until they move out of each other's space.



Binder's Grip (Golem):

Runes etched into the stalwart's skin let his grip stretch beyond the physical world. The stalwart's unarmed strike is treated as magical and gains the ghost touch property. This allows the stalwart to perform combat maneuvers on incorporeal creatures, though it does not allow him to interact with ethereal creatures. This ability also allows the stalwart to be targeted by combat maneuvers performed by incorporeal creatures. This is a supernatural ability.



Stay On Me (Golem):

If an enemy moves out of a square threatened by the stalwart, even with a five-foot step, the stalwart may expend a Focus point to take a five-foot step and make a grapple check against them as an attack of opportunity. If the grapple succeeds, the enemy cannot move any further that turn. If the stalwart uses this ability while in a golem stance, they may take both five foot steps before grappling.



Haymaker (Golem):

Requires one golem technique.

The stalwart gains the Improved Trip feat, even if they do not meet the prerequisites. Additionally, they may expend a Focus point after hitting an enemy with an unarmed strike to make a trip attempt as a free action. If the unarmed strike did not already deal Powerful Blow damage, a successful trip attempt deals Powerful Blow damage.



Intercede (Golem):

Requires one golem technique.

A golem must keep his foes under control. When an enemy declares an attack against an ally while threatened by the stalwart, he may spend a focus point as an attack of opportunity to make a trip attempt against the enemy as a free action. If the attempt succeeds, the golem deals their Powerful Blow damage to the enemy and the attack fails.



Stony Resolve (Golem):

Requires one golem technique.

If the stalwart is targeted by an Enchantment spell that allows a saving throw, they may expend a Focus point to roll their save twice and take the higher result. Additionally, they gain a +2 morale bonus on all saves while in an Adrenaline Surge.



Clash (Golem):

Requires two golem techniques.

If the stalwart is grappling someone when targeted by an attack or spell from a creature he is not grappling, he may spend a Focus point as an immediate action to make a grapple check against the creature he is grappling. If the check succeeds, he shunts his victim into the path of the attack, making them the new target. The attack otherwise resolves normally against its new victim. If the new victim is not a valid target of the attack or spell, it fails.



Immovable Object (Golem):

Requires two golem techniques.

If the stalwart is under the effect of any spell or other effect that allowed for an initial save, they may expend a Focus point to repeat that save with a +4 bonus as a standard action, even if the effect would otherwise prevent them from taking such an action. If the stalwart is under another being's control, they instead roll this save at the end of their turn as a free action. If they make the save, they are no longer subject to the effect, though it does not end for anyone else under the same effect.



Adamantine Tether (Golem):

Requires three golem techniques.

Any time a creature that the stalwart threatens casts a spell that teleports the caster, the stalwart may expend a Focus point to make a grapple check against them as an attack of opportunity. If the grapple succeeds, the stalwart teleports along with the enemy. They arrive in the same square, still grappling. If the creature is a willing ally, the stalwart need not grapple them to teleport along with them, though he must still spend an attack of opportunity. This is a supernatural ability.



Stone Barricade (Golem):

Requires three golem techniques.

The stalwart is so imposing that he now blocks line of sight and effect as if there were simply a wall in his space while in an Adrenaline Surge. The stalwart may allow any creature's line of sight and effect to pass through him normally at his option, though he can only change who is affected by this technique during his turn. He never blocks line of sight or effect to himself. Bull rush and trip attempts against him automatically fail while in an Adrenaline Surge.



Mithril Counter (Golem):

Requires four golem techniques.

If a stalwart is targeted by a spell from a spellcaster or other source of whose presence they are aware, or if the source/spellcaster is threatened by the stalwart, they may expend a Focus point to simply grab the spell from the air. As an immediate action, the stalwart may make an attack roll against an AC of 20 + the caster level of the spell. If they hit, the spell is crushed in their grip and dissipates harmlessly. A successful use of this technique refills the stalwart's Block With the Chest pool, though it does not trigger an Adrenaline Surge. If the Stalwart expends a second Focus point before using this technique, a successful use triggers an Adrenaline Surge. This is a supernatural ability.



Cold Iron Stance (Golem):

Requires four golem techniques.

The stalwart may spend a Focus point to enter a cold iron stance that lasts until the start of his next turn. This stance may be entered concurrently with a golem stance. The air itself around the stalwart becomes imposing and discouraging, causing his entire threatened area to grant cover to allies if an attack's line of effect passes through it. Any enemy making attack inside the stalwart's threatened area that does not target the stalwart provokes an attack of opportunity. If a spell is cast with an area of effect that overlaps the stalwart's threatened area, the stalwart may spend an attack of opportunity to make an attack roll against an AC of 20 + the caster level of the spell. If they hit, the area of effect spell does not affect any area that overlaps with the stalwart's threatened area. If this ability is used against an area of effect spell with a non-instantaneous duration, the negated area applies until Cold Iron Stance ends and does not move with the stalwart.



Spoiler: Feats of Strength Show

Athleticism:

The stalwart may use this ability to reroll an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even after the result has been declared. He may not use this ability to reroll the same check more than once.



Trapsmashing:

The stalwart adds his Strength modifier to Disable Device checks rather than his Intelligence, is considered trained in Disable Device and treats it as a class skill, and is able to disarm magical traps as if he had the Trapfinding class feature. However, any lock he fails to open is jammed, increasing its DC to unlock by 20 and making it impossible to unlock by normal means (e.g. a key or an entered combination), and any active trap he fails to disarm is immediately triggered, regardless of the amount by which he fails his check. Any mechanical device disabled by a successful use of this ability is destroyed and cannot be re-armed or repurposed by another Disable Device check. The stalwart may not take 20 on Disable Device checks. This ability does not require activation.



Wrecking Crew:

When making a Strength check to break an object, the stalwart may use this ability before making the check to add his base attack bonus to the roll. He may expend two uses of this ability to treat the result of the check as if he had rolled a twenty. This does not cause the check to automatically succeed.



Weak Point:

The stalwart may use this ability to ignore a specified object's hardness for a single round.



Precision Violence:

The stalwart adds his Powerful Blow damage to unarmed attacks against objects. This ability does not require activation. In addition, he may spend a use of his Feats of Strength to treat the damage of his unarmed attacks as if it originated from a disintegrate spell against objects or magical force effects.



Adamantine Spine:

When this ability is used, the stalwart's carrying capacity is quadrupled for a number of rounds equal to his Constitution score. Using this ability multiple times extends the effect's duration. This ability does not stack with any other ability that increases carrying capacity.



Matter Over Mind:

The magic that powers the stalwart's incredible abilities allows him to bend enchantments to his will with sheer physical strength. The stalwart gains Use Magic Device as a class skill and may use his Strength modifier in place of his Charisma modifier for Use Magic Device checks. This ability does not require activation.



Mason's Fist:

The stalwart may activate this ability to cast stone shape, as the spell, as a caster of his stalwart level. The effects of the spell are achieved by carefully applied strength rather than magic, making this an extraordinary ability. At 13th level, this ability can affect any naturally-occurring, solid, and nonmagical material other than exotic substances such as adamantine and mithral. At 17th level, this ability can affect any nonmagical material.



Watchful Word:

When the stalwart triggers an adrenaline surge, he may activate this ability as a free action to inspire an ally to great feats of endurance. He grants his pool of temporary hit points from Block with the Chest to an ally within his line of sight rather than himself. The ally must be able to see and hear the stalwart. The pool dissipates normally when the stalwart's adrenaline surge ends.



Rip the Veil:

The stalwart may activate this ability as a full-round action to ignore the effects of an active illusion spell or spell-like ability, as though he had made a Will save against the spell or effect. If the stalwart uses this ability to target any effect that is not an illusion, nothing happens and the use is expended. Beginning at level 13, he may expend two uses of his Feats of Strength to instead be under the effects of a true seeing spell for a number of rounds equal to his Constitution modifier (minimum 1). This is a supernatural ability.

