Dexinis

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Maybe I'm missing something or can't use an index, but I can't find anywhere in Starfinder where it talks about fighting with two weapons, yet nearly every picture in the Corebook shows some guy wielding or attacking with two weapons (in a few cases four weapons). I've done CTRL+F, I've browsed the index... maybe I'm looking to hard and that's why I'm not finding it.

Where are the rules that govern that sort of attack? I remember reading somewhere that it was a -6 to the attack roll, I think? If so when a Soldier takes their two attacks, do they get a third with their off hand, and what's the penalty?

At any rate, can someone field this one for me? What's the rule or process for two weapon fighting and where can I find it in the Corebook?

Thanks in advance.


In my current campaign the PCs are going down a rather bastardized version of the Curse of the Crimson Throne.

Instead of just facing the 'big bad' in her final confrontation room I'm going to go with something a bit grander, Kazavon himself is resurrected and they have to deal with it/him... you know what I mean.

So far the PCs are one step behind and I've had to do a lot of improvising, since every chance they've had to stop the baddies from collecting the relics they've seriously screwed up. Well, now the resurrection is taking place and hey have a chance to stop it (but just in case)...

Were you guys making a Great Wrym Blue Dragon who exemplified all the spiritual creaminess that is Zon-Kuthon, what templates would you add to it?

I was considering adding just adding the 'advanced' template to it, but I thought maybe with it having the blessing Zon-Kuthon it might have one other one that might befit it's nature.

Anyone have ideas?


I'll skip all the rules jargon because we should all know it by now.

The jist is, since metamagic mastery doesn't increase the level of the spell when it's cast could you potentially apply metamagic feats when crafting certain items that have a maximum level restriction, like wands and potions. Essentially maximizing a wand of fireballs for example.

While we're on the topic...

Healer's Blessing.

When a Cleric with Healer's Blessing makes scrolls, potions or wands, are the healing spells she casts into these items considered Empowered as well?

Just a few things our gaming group has been curious of.

Oh, and completely out of context, but one more question:

What are people's thoughts on the Maestro bloodline? Is it worth it since you pretty much are forced to multiclass to take advantage of the lingering performance ability? I've heard mixed opinions, but I'd like to hear what you guys/gals think.


Are there any Paizo products for Modern or Future d20? They did such an awesome job on Pathfinder I was hoping they had a few ideas for how to improve a Future Sci-Fi game.


Well, they've done it.

My PCs have found themselves in a bind where an approaching army is set to invade while they're locked behind the walls of a small town and keep. Acting as spies I had hoped that they'd be in and out before the army arrived, but oh no, they had to go and have "Lord of the Rings" delusions of grandeur and now hope to hold off the approaching army of 2,500 soldiers with nothing more than themselves and the 350 able-bodied warriors the keep calls home.

I hate to say it, but I'm pretty sure they're screwed. However, I'm one to give all parties a chance, after all they surprised by getting into this mess, hopefully they'll surprise me by actually living through this.

Are there any rules for mass combat? One army taking on another?


Are there any feats that will add power to a companion? Similar to how a Wizard/Sorcerer can summon a more powerful familiar, I was hoping to find something that would allow a Druid/Ranger to acquire something more than just a standard animal.

I've looked through what sources I have and I've yet to see anything useful, in fact, it seems like most caster feats are designed for Clerics/Paladins and Wizard Sorcerers.

I find it odd that Wizards/Sorcerers can have things like devils, demons, and dragons as familiars but a Druid is limited to only normal animals, not the dire variety or even a magical beast (which they are allowed to raise and domesticate)

Any ideas?


In our game the Ranger has been doing exceptionally well but when it comes to random loot she's been getting the short end of the stick. The other players are sporting +2 weapons, magic bracers, mithral fullplate... the list goes on. Not that the game is magic heavy, but the random rolls have been favoring everyone in the group but the lowly Ranger Archer.

I want to fix this because, like I said, she's been a sport. Not once has she complained or sighed that the randomness hasn't favored her so I plan on slipping in a magic bow for her and have the Wizard who is funding their next mission for them (go collect rare reagents I'm running low on) fashion her a magical quiver.

It's a non-standard item so I'm not sure how to work up the costs and such (in case someone else wants to make one of their own).

Basically using the Ranger spell Abundant Ammunition, I wanted to create a quiver that was never empty (of non-magical arrows). Depending on the level of the caster maybe even increase it make enchanted arrows too. I don't find the concept of unlimited enchanted arrows (in the +1 or +2 range) game breaking.

For now, I'm just going with non-magical. Abundant Quiver is a 1st level Ranger spell, so what would the cost of something like this be?


So, just in case any of the Paizo guys who control where the money goes are reading this...

I completely think you guys should make a PC game. Seriously, NWN and NWN 2 are just getting old. The Pathfinder system is so much more streamlined and I'd love to see a game that gave us the option to play online with persistent worlds and such. Plus, I'd love to see a rendition of Golarion on my PC.

I'm sure I'm not the first to bring this up... but, c'mon you know you wanna! I'll put money that someone at Paizo on the staff at least once a month or so says: 'So, uh... when can we make a PC game guys?'

And if they don't say it, they're thinking it... you know they are.

Just sayin'. :)


Just a quick question and I'll let you all get back to rescuing maidens and wrecking taverns with loud, raging brawls...

What Paladin abilities require a Paladin's holy symbol to be present (not necessarily in hand, but present on his/her person)?

Channelling, obviously, but does a mercy require it? We have a Paladin that didn't bother getting a holy symbol for whatever reason and I want to call him out on it as a 'lesson'.


Does Paizo make a Psionics book for Pathfinder?


When you come across weapons and armor of unusual metals (mithral, adamantine, etc), has anyone ever ran into the PCs wanting to melt it down and make something else from it instead?

Recently they stumbles a +2 adamantine battle axe and they decided they'd rather try and make something else from it instead. I sort of made it up on the fly, but I ruled the moment they melt it down it's destroyed and loses its enchantment (obviously), but I wasn't sure how much adamantine it'd give them so I ruled it'd equal half the base materials, or 3lbs.

Thoughts, opinions?

Also, what bonuses stack with what? Last session I was throughly confused because one of the PCs ended up with a natural armor bonus, deflection bonus, a dodge bonus, his enhancement bonus, and bracers of armor which are an armor bonus...

I know two identical effects don't stack (you use the better), but aren't there a few bonuses that don't stack with other bonuses?


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As we (the people I run games for) play Pathfinder the PCs they've created take on a life of their own. This shouldn't be news to any of us here, so I'll not preach to the choir about memorable characters.

I say that to say this though, as I read Paizo products (mostly adventure paths) I see more and more that they create NPCs who are, as they put it, 'destined for greatness and glory' (Queen Arabasti, for example) and so they amp the NPCs stats up to a 32 point buy system. Or they grant some insane increase in ability scores without explaining why or use wishes to +5 to every ability. Mind you this is not a complaint. I'm not saying the deck is stacked in the NPCs favor, considering the NPC generally has but a couple henchmen while 5-7 angry PCs wielding hell-fire and brimstone come barrelling forth to smite and loot.

As such though, we got to thinking. In my games the PCs are destined for greatness since I never run a game where they just adventure for 20 levels and then retire. Instead of giving out 32 points at creation we instead come up with ways to uniquely personify the characters in the form of traits that are exclusive to them.

I thought I'd share a few with you guys.

First up is Meldarian, the Fighter and all around nice guy.

Blood of Titans
Some say that House Delgath possesses the blood of titans somewhere in its history, granting them phenomenal strength. While the public whispers it, House Delgath refuses to confirm or deny it.
Effect:You are capable of feats of strength beyond the ken of mortal men. Once per day you may treat your strength score as 8 points higher for determining how much you can lift, pull or drag. You may continue to hold or carry this extra weight for a number of rounds equal to you 1+ your unmodified strength modifier. If your feat of strength involves smashing or breaking, you may ignore 5 points of hardness or lower the break DC of an object by 5.

This bonus not be applied for combat purposes to deal extra damage, but it may be applied to combat feats that rely on brute force like Sunder, Bull Rush, Overrun or even a grapple.

Next up, Tellara Razavath, Scion of House Razavath. (Yes, you have to refer to her by the whole name, like a Pimp Named Slickback or A Tribe Called Quest)

Tantrum
Prerequisite: Must be a spoiled brat with entitlement issues.
The noble House Razavath number s many prestigious Wizards amongst their number, but only one do they refer to as a 'prodigy'. Tellara Razivath is young woman barely 15 years old and has already mastered many ancient mysteries. She's also a rich, spoiled, pampered little brat.
Effect: Whenever things aren't going Tellara's way (i.e. whenever she feels like throwing a hissy fit) she becomes a ball of rage. As a result she fumes into a Barbarian-like mental Rage spouting rules, regulations, doctrine, insults with big words in them, and all the while threatening to 'have their job', or see them 'burn in in the nine hells', see their 'house fall to ruin'.

During this 'Mage Rage' (as Meldarian puts it) Tella's Intelligence and Charisma are increased by 4 points providing a relevant +2 bonus on all skill checks. She's not any more smarter than normal but she tends to possesses an odd mental clarity during this time, allowing her to rain facts and spout erudition like no ones business. While she's not any more likeable, she's certainly more overbearing and displays a much more forceful personality. The increase in her Intelligence also increases the save DCs of any spells she casts as well as providing her a +2 rage bonus on level checks to overcome spell resistance. Any spells cast that inflict damage, Tella may apply +1 bonus to damage for each die rolled.

After the Rage Tella is mentally exhausted and just doesn't feel like bothering with anything for awhile. During this time she suffers a -2 penalty all her Intelligence and Charisma based skills. Her spell DCs are lowered by 2, making them easier to resist.

(Tellara as gotten the party thrown out of a few throne rooms beause of her attitude)

Next, Liana's, the magical construct who's learning of the world around her.

No Boundries
Liana is a magically created simulacrum to act as a body double for wealthy, evil queen. Somehow coming into a soul of her own, Liana escaped and sought a life of her own. Created by strange, forbidden magics Liana finds that sometimes she's not bound by the same rules of nature that others are...
EffectAs a Ranger, Liana finds that she is not bound by the 'pick and choose' training regiment that others of her ilk are. As such she doesn't choose a fighting style as second level, she simply learns both as well as acquiring both Hunters Bonds as well.

At 2nt level she gains her fighting style but she doesn't learn the second style until 5th level. So she advances Archery at 2nd, 6th, 10th, 14th, and 18th as usual adding Two-Weapon to the list at 5th, 9th, 13th, 17th, and 21st.

Unlike a Ranger, Liana must qualify for all the feats she takes, even bonus ones granted by her fighting styles.

Opal, the alluring bard who's a consummate partier and tart.

Siren's Song
Lovely beyond reason, Opal learned early in life that men aren't too hard to impress as long as you smile, seem interested, and show a bit of skin here and there. When she discovered her natural singing voice, everything just got all the more easier.
Efffect Opal gains a +3 trait bonus when she uses Bluff or Diplomacy on someone that is (or could be) sexually attracted to her, as well as a +3 trait bonus to the save DCs of any her language-dependent spells she casts on such characters or creatures.

Also, Opal's super natural singing voice is so powerful that it negates the visual component for her Bard Performance abilities. Any Bardic Performance that relies on audible and visual components Opal can perform with only the sound of her voice.

Chet, the rogue of the bunch and all around klepto...

If It Ain't Nailed Down
Chethren Amblecrown was raised on the streets and learned at an early age to steal in order to survive. Within no time he's become a master thief. He even refers to himself as a thief, not a rogue.
Effect: Chet is a klepto in the extreme and chances are if you've heard of it, he's stolen it at least once. Ever afraid of becoming impoverished again, Chet hordes items like a miser with his coin.

With pockets, pouches, and packs loaded to the hilt, this packrat generally has just about anything for any occasion. Any sort of gear in the Core Book whose price doesn't exceed 3GP, Chet is assumed to have at least 1 (within reason). When that one item is expended it's assumed Chet 'resupplies' at the next settlement, providing that item would be available. Chet own gear (that which he's paid for) is always expended first and he must to resupply himself. This trait is only used when the thief finds himself out of something, or the party as a whole could benefit. For example: Chet runs out of rations and goes a few days with out eating. Lo' and behold, rummage around his pack he finds old, forgotten about food that he stuffed in there several adventures ago... it's not the classiest meal, but it holds him over for now.

Chet's strength score is considered 2 points higher when calculating his maximum weight limit for encumbrance. This stacks with the bonus provided by a masterwork backpack.

Chet is a master thief. DCs to notice him stealing something (whether from a person or off a counter top for example) are always 2 points higher than his Sleight of Hand skill check.

These are the things that work for us. You may read this and say "that's OP" or 'unbalancing' and honestly you might be right when it comes to your games and how they are played. We run lower magic games, so the PCs enjoy the use of their abilities and skills more often than magical trinkets and store bought magical armaments.

So, basically, I was curious if any of you have used ideas similar to this and what they mat be. How have you made your characters different in a unique sense.

If you feel like adding to this list, please post something below.


We recently began a new campaign with 1st level characters and decided to run the D0 module from 2007 "Hollow's Last Hope" (it took some conversion and it's older, but it's a good beginner mod). After dusting it off and rereading it for an hour or so we were ready to go.

Well, as always, it took on a life of its own as the PCs now want to help the poor bastards of Falcon's Hollow free themselves of the tyrannical grip of the Lumber Consortium and Thuldran Kreed. I did some research, in older sources as well as new, and I certainly thought it might be possible to let the PCs win out the day in an adventure where they force the consortium 'off their land'. The PC's considered bolstering the towns people to 'go into business for themselves', throwing off the shackles of their oppressors and putting the lumber trade in Falcon's Hollow under new management. A sound idea that I agreed with until I did some research.

According to the rules, the Lumber Consortium owns the entire city. By this I assume it means every 'deed', every piece of land the properties sit upon, up to and including the logging rights to the Vale itself and anything else one can think of.

The problem this creates is that even if the PCs provide proof of the corruption they don't solve the problem as a whole. The Consortium will just send in another Gavel and the people are still beholden to the Consortium because they still own the town. The PCs need to play the legal game, be it through honest or dishonest means in order to win the town from under the Consortium.

Since the Andoran government already has a serious dislike for the Consortium to being with, I figured getting them to completely disband the Consortium due to illicit business practices would be the best way to go about it. Falcon's Hollow would become the property of Andoran and the people could purchase their lands legitimately or the PC's themselves could purchase the land from the government.

Falcon's Hollow has an asset rating of 40,550gp. What do you think the 'market price' would be for buying the land and the deeds of the village outright once the Consortium's holdings are confiscated. I considered doubling it into the the near 85,000gp range which would mean the PCs would most certainly have to turn to 'business partners' to come up with that sort of a loan.

I was wondering if some of you have some ideas as to how the PCs could evict the Consortium, and help put in the hands of the people. I'm toying with a few ideas, but I could use some helpful opinions.


There's a few pronunciations in Pathfinder that I'm not sure of, but wouldn't you know it as I write this, only one comes to mind.

Cheliax.

"Shell-ay" Like Shelly but with an 'ay' sound. The 'iax' makes be think of a French where sometimes 'ch' is pronounced as an 'sh' and an 'iax' can sometimes be pronounced as an 'ay'.

"Kelly-axe" Using the 'Ch' as a 'K', 'Cheli' becomes 'Kelly' and 'ax' is self explanatory.

"Shelly-axe" Same as before, but the 'ch' is used a 'sh'.

"Chelly-axe" The 'ch' is pronounced like 'ch' in 'chill'.

Personally I've been calling it 'Shellay', but that's only because 'Chelly-axe' is an abyssmally poor name IMO, but everyone agrees that's how it's pronounced (at least in my neck of the woods).

Any help is appreciated and if you aren't sure of a pronunciation post it here and we'll do what we can to help you.


This is touched upon in the Inner Sea World Guide but I thought I'd ask anyway: Have any of the Inner Sea NPCs been statted out?

I was just curious what some of you thought they should be, Level/Class wise. Here's a few that I thought of...

Lord Gyr - Aristocrat 8
Grask Uldeth - Figher 7/Barbarian 8
King Regent Noleski Surtova - Aristocrat 6
Queen Abrogail II - Aristocrat 3/Cleric 8
High King Borogrim the Hale - Fighter 7/ Stalwart Defender 8
Geb - Wizard 19
Arazani - Aristocrat 11
Queen Elvanna - Sorceress 17
Baba Yaga - No idea.
Lady Kaltessa Iyis, The Widow Queen - Cleric (Mammon) 18
Maurya-Rahm - ??
Nefeshti - ??
Queen Telandia Edasseril - Druid 11
White Estrid - Fighter 11
Imperial Governor Markwin Teldas - Warrior 4/Aristocrat 7
Ruthazek - No idea.
Forest Marshal Weslen Gavirk - Ranger 9
Ruby Prince Khemet III - Aristocrat 4
Karsakim, Sword of Man - Fighter 7/Dervish 7
King Irovetti of Pitax Aristocrat 4/Fighter 6
Captain Kerdak Bonefist - Fighter 5/Rogue 6
Grand Prince Stavian III - Aristocrat 3
Ailson Kindler - No idea.
Mayor Kendra Deverin - Expert 3/Aristocrat 2
Queen Ileosa Arabasti - Aristocrat 5


What happened to the Black Guard? It wasn't put back in the core book and I'm curious as to why that might have been. A lot of the PrCs got some pretty well done overhauls with a variety of new abilities that really hit home for their roles and the Black Guard could have really benefited from that kind of love.

Is it because they're black? Because they're guards? What's the deal? Is it because they're confused little rogue/fighter/paladin wannabes?


Hey, in the PFRPG Core book there's a female warrior in silver and crimson armor riding a dragon and then again taking a stroll in the combat chapter (page 198)...

Is she an iconic character and if so who is she and what does anyone have some basic info about her?

She's perfect for the role of a lieutenant to a villain I'm working up in our game, well, minus the dragon riding part. I suppose I could stat her myself but I'm curious about the NPC a little, that armor is cool.


Someone help me clarify something please. I read that once an item is enchanted it can be enchanted again and have effects added to it after the fact. Did I read this correctly?

Example, my 6th Level Fighter recently was awarded a +2 Adamantine Bastard Sword by a Dwarven Regent for awesomeness that not even the Bards could put into words. What can I say? My PC rocks.

Anyway, let's say time rolls on, could someone with the proper feats and capabilities (not to mention funding) add effects to the sword? Like make it +3, or add the flaming.

I generally do not dabble in magic, I prefer my Barbarians and Fighters so I'm rather dim on PFRPG enchanting works. I don't need a complete lesson (since I have a book I could read), I'm just looking for clarification about adding effects to already enchanted items.


A Ranger PC in my game recently acquired her animal companion, a pup winter wolf.

I went ahead and restatted it to an appropriate size for a young one (about a year old) but the Bestiary templates were a bit hard to follow (mostly because it's my first time messing with them). I wasn't sure if the template already reduced stats when the size was lowered or if I reduces the stats... then reduced them again when the size was lowered.

Anyway this is what I came up with...

Nimsrok’narr, “Nim” (‘NEEM’)
Male Winterwolf
Neutral medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +3
DEFENSE
AC: 18, touch 13, flat-footed 15 (+5 Natural, +3 Dex)
HP: 32 (3d10+6)
Fort +5, Ref +6, Will +1
Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed: 30 ft.
Melee: bite +5 (1d6+4 plus 1d4 cold and trip)
Special Attacks: breath weapon (1/day, 15 ft. cone, 6d4 cold damage, Reflex half DC 13)
STATISTICS
Str 16 Dex 17 Con 14 Int 9 Wis 13 Cha 10
Base Atk: +2; CMB +5; CMD 18
Feats: Run
Skills: Perception +8, Steath +10 (+18 in snow), Survival +8
Languages: Common, Giant
Racial Modifiers: +2 Perception, +2 stealth (+8 in snow), +2 Survival


Are Adepts allowed to cast a 0th level spell at will or are they used up upon casting? I'm curious what you think.

Personally I say 'yes' they are used up upon casting simply because they do not have the class ability 'Cantrips' or 'Orisons'.

That's right you dirty Adepts... you want unlimited 0th level power get a real job!


Chethren ‘Chet’ Amblecrown
Male Human Rogue 4
Chaotic Good medium humanoid
Init +4; Senses Perception +6
________________________________________________________________________
DEFENSE
AC: 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 dodge)
HP: 36 (4d8+8)
Fort +3, Ref +8, Will +1
________________________________________________________________________
OFFENSE
Speed: 30 ft.
Melee: Masterwork Short Sword +6 (1d6+2/19–20)
Melee: Masterwork Dagger +6 (1d4+2/19–20)
Ranged: Masterwork Composite Shortbow (+2) +8 (1d6+2/19-20)
Special Attacks: sneak attack +2d6, +1 damage while flanking
________________________________________________________________________
STATISTICS
Str 14 Dex 18 Con 14 Int 12 Wis 11 Cha 11
Base Atk: +3; CMB +3; CMD 17
Feats: Armor Proficiency (Light), Combat Reflexes, Deft Hands, Dodge
Skills: Appraise +8, Bluff +7, Climb +9, Disable Device +14, Intimidate +7, Knowledge (local) +8, Perception +7, Sleight of Hand +14, Stealth +11, Swim +8, Use Magic Device +7
Special Qualities: Trap Sense (+1), Trapfinding (+1), Evasion, Talent (Fast Stealth, Opportunist), Uncanny Dodge
Traits: Child of the Streets (Social) - +1 trait bonus to Sleight of Hand.
Dirty Fighter (Combat) - +1 damage when flanking
Languages: Common, 1 open
Combat Gear: Masterwork short sword, masterwork dagger, masterwork composite shortbow (+2), masterwork studded leather armor
Other Gear: Backpack, bedroll, blanket (winter), scroll case (3), flint & steel, belt pouch, masterwork thieves tools, travelers outfit, 68pp, 7sp, 5cp

Unique Trait: Litany of Curses (social) – Chethren has the glorious ability to get under peoples skin, anyone’s skin really… with a barrage of insults and curses that are so utterly foul and tasteless even dwarven sailors blush at the sound of one of his verbal lashings.

When the mood strikes him Chethren lets fly a series of taunts that enrage his enemies, luring them to him but also causing them to make mistakes. Any enemy Chet targets (usually within 6-8 squares) who fail a Will save (DC 10 +1/2 Chet’s level + Charisma Modifier) turns their attention on the young rogue. Enemies enraged by his taunts seek him out to the exclusion of most threats and gain a +2 morale bonus on their attacks against him but suffer a –2 penalty to their armor class. Additionally, enraged foes who miss Chet by 5 or more on an attack roll leave themselves open to attacks more easily, allowing him to immediately make use of his Opportunist rogue talent, this does not allow him anymore Opportunist attacks than he’d normally be capable of. If a taunted opponent rolls natural ‘1’ against him he may apply sneak attack damage to the Opportunist attack.

Experience: 10,420 / 15,000

Raised in the slums of a city called Saltmarsh, Chet learned early that if he wanted to survive after his parents death that he'd have to do things he might not like. As with all people who turn to thievery (either by choice or circumstance) he learned that the more he did it, the easier it became. Petty theft became his life, a few coppers here, a couple silvers there and before he knew it he had enough for a meal.

Life hasn't been easy on poor Chethren, barely over the age of 15 and the tough youth can already add extortion, theft, burglary, and smuggling to his resume. Recently he's started a small 'gang' of street kids who are all orphans like himself, remembering what it was like to starve and freeze on cold nights he and his little gang of urchins have come together for survival and companionship.

Truth be told Chethren is of noble blood. When his father had a drunken union with one of the cooks she was cast out into the street with nothing when she informed him she was with child. She told Chet his father was dead and died herself shortly after he was five years old. Unbeknown to Chet he is heir to a glorious fortune and massive estate. Were he to learn what his father did however, his revenge would be swift and bloody.

Unkempt and as undignified as a person be, Chethren is a young man of 15 with oily brown hair and a rarely washed face. Cocky and headstrong after years of doing what it takes to survive Chet rarely backs down from challenges, especially if they involve the possibility of his orphan friends coming to harm. He speaks with slang filled confidence and scoffs at other people's ignorance and although he posseses a good heart himself he despises do-gooders and bleeding hearts.


Just a quick question: Does Armor Training affect all armor worn or just one piece of armor at a time (suit or shield).

For example, my 3rd level Fighter is wearing scale mail and uses a large steel shield +1.

With Armor Training 1 does it affect the armor, the shield or both at once? Logic tells me both since the description didn't specify, but I'm asking to make sure before I teach my self to do it one way then have to reteach myself later.