Haley Starshine

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Goblin Squad Member. Organized Play Member. 318 posts. No reviews. 1 list. No wishlists. 6 Organized Play characters.


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Scarab Sages

simply druid monk combo
preferred monk with wildshape & ability to use unarmed strike in in wild form

or monk with spell abilities

Scarab Sages

how are the renos going?

Scarab Sages

a friend of mine just told me about the divine scion which she plans to take - from what I have read this Prc rocks but it depends on your characters play style

Scarab Sages

wild empathy - never ever used it with my druid - my GMs always had the animals attack before it would work but then I didnt have that many animal encounters anyway

my current druid has dumped charisma as well & I have seen no problem except for the occasional cha based skill use - I let the cha members take over there

for stats I would use

Str 14
Dex 14
Con 14
Int 10
Wis 15 (17) if human. half elf or half orc
Cha 8

you could also choose dwarf with same above base stats plus the dwarf racial mods - increase to wis & con is good & penalty to cha I dont think would hurt

the above stats is what I have used on my druid - gives you good all round stats & at lev 4 increase wis to 18 - the difference at the lower levels I found to be negligable

healing as the druid does suck though - you dont get healing with lev 2 spells so wands are pretty much mandatory in my groups - I dont know kingmaker so dont know how much a healing drain it will be

Scarab Sages

I never understood the reskin problem myself - I was too late to add my comments there but the way I see it is

player chooses an AC or item or whatever & calls it an elven hound or scalpel or whatever - as long as the DM knows what it really is & it is affected as what it really is where is the advantage?

ie 1) you choose cheetah as your AC but call it an Elven hound - it is still a cheetah & is affected/treated in every way as a cheetah where is the advantage?

ie 2) you choose a dagger for your weapon but call it a scalpel - it is still a dagger for proficiency requirements, weight, damage & cost so where is there an advantage?

the only place I saw anything different was calling a riding dog a pig cause pig isnt available as a statted animal - my take would be it may look like a pig to the player but for all game purposes including how NPCs react to it - it is still a riding dog

maybe it is my idea on what reskinning is which to me is all about fluff not advantage in which case there is no advantage in calling a riding dog a riding pig since I treat it the same as a riding dog? if the player accepts that then no problem if my idea on what reskinning is different or wrong then the above is just IMHO

Scarab Sages

Paraxis wrote:

Some DM's are anal about ammunition, so either put that last skill point into Craft(bowyer/fletcher) or buy some 1 g.p alchemical arrows from the elf book that don't break, I can't remember the name of them.

they are called Durable arrows and require a DC 25 Alchemy check & cost 1 Gp to build - buying without crafting I would assume costs more?

they are 7gp for masterwork versions when crafted

Scarab Sages

Kor - Orc Scrollkeeper wrote:
pinkycatcher wrote:
On another note, do you have plans for archetypes? They seem to be getting a lot of playing time with my group recently. I feel like they would take a ton of coding to implement though.

I do indeed plan to add in the archetypes. I have already built in the ability to do this. I just have to add the actual content... which shouldn't take too much, unless the new content adds in drastically different mechanics (such as some of the Summoner/eidolon archetypes).

I managed to get a urban barbarian working by digging into your codes & implementing them - looks like they worked well

I know this time of year is busy but any progress Kor?

Merry Xmas or whatever you celebrate to everyone
safe holidays to all

Scarab Sages Goblin Squad Member

Gorbacz wrote:
US is 70-80% of RPG market.

actually I would disagree with that statement- yes there are alot of players from the US but I think the world market would constitute a large percentage - in my MMO experience most of the players I grouped/associated with were from Europe, Asia & Australia & most of those played RPGs as well.

your percentage may be influenced by who you play with & if using MMOs as a basis of percentages - what time you played. Since if you play when most Americans played thats all you would see but if you played when most were asleep then you would alot of other countries.

South korea alone has a massive internet gamer base

Scarab Sages Goblin Squad Member

if content was normal level for rating the game no reason why a server that has a further restriction should increase the games rating

I personally might visit the server out of curiosity but would not play there as standard

Scarab Sages Goblin Squad Member

A great list DeaconX

here some terms with alternate meanings or extra info-

camp(ing)
also referred to logging off for the night in EQ

BRB
can also mean bath room break but in essence equates to same thing

Drag(ing)
in EQ a corpse could be dragged by yourself, or someone else if you gave them permission, so your corpse could be dragged/moved to a safer spot in which to loot your body for its gear - means a corpse run was made safer - commonly used for when the puller of a group died either by accident or intentionally (pulls too many mobs for group so sacrifices their life to save group only to have corpse dragged back to group by someone & resurrected) & also to help a lower level character get their body back

Twisting
was first used in EQ by bards for same reason but you could also use damaging songs to inflict upon an enemy or a mix so you could buff yourself or others & also twist damaging songs to inflict on the enemy - great for kiting

Zoning
As DeaconX said a Zone is - In games where different areas of the world are parceled out for loading reasons, different areas are referred to as zones.
A zoneline is the end of the area leading to the next zone. So Zoning is the act of running for a zoneline - you could then use this zone line to run out of a zone if you found a monster was too powerful for you. This caused you to leave a zone, load the neighbouring zone & survive a fight - you could then reenter the zone with no aggro rest up & try fight again if you wished

Scarab Sages Goblin Squad Member

glad to see its PC based & if Mac makes an appearance fine as long as it does not decrease PC play - it has the benefit though in it will increase the fan base

DONT create the game to be Xbox or any console compatible - that just cheapens the game as consoles just can not compete with true PC/Mac power & versatility - at least not yet

Scarab Sages Goblin Squad Member

if someone could get this together I could see myself investing 1000 into it & possibly some of my friends too - 100 people with $1000 each should be quick to source I would think but finding 100000 be harder

Scarab Sages Goblin Squad Member

I for one dont want to see ANY involvement in PFS in PFO or vice versa - they should be completely spearate things & have no influence on each other in any way, shape or form

Scarab Sages Goblin Squad Member

couple things I am thinking

1) I would have preferred a turn based game like NWN but in a multiplayer format so I can play solo (run my own character or party) or play in my own world with friends eg tabletop game with nice graphics

2) having said that - I have not played a MMO since I left Evercrack ... Everquest & I played it for years - this is a game I could see myself playing though if I was to start a new MMO addiction to

3) Please dont do cartoony characters like you have for your artwork now (I am mainly thinking of the Rogue & Sorcerer artworks) I have never liked them & tome they would detract from the game

4) good luck with it

Scarab Sages

BEGS wrote:

there are some options to increase your caster level in Inner sea magic, think it was part of the mage guild chapters.

If i remeber correct the options there allowed you to increase your cl by 4 for one class and 2 for a second class.
With Magical Knack trait this could become 4/4.

page 22 of Inner Sea magic -

eclectic training (5 fame points) When your Fame score in a guild reaches 5, choose one spellcasting class you have at least 1 level in—you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1

Esoteric Training (35 Fame): The bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level

so you could be +3 & +1 to casting classes & with magical knack you could add +2 to your secondary & become +3/+3

Scarab Sages

Thanks Bardess - I found the pdf on the first listing but I thought it looked "out of date" since alot more work had been doen I assume from looking at the posts
was hoping for a new updated version but since its still in the redoing I will keep an on eye on this thread - thanks to all who helped in any way shape or form - I wish I had time to help or do

cee

Scarab Sages

is there somwhere to download all these great works?

Scarab Sages

any updates Kor

Scarab Sages

I did a search for this question but did not find anything so I am posting here

I have a cleric with the Deception subdomain (pg89 of APG) which allows for instant 10' teleport (immediate action) after a missed melee attack within reach of the attacker who missed.

some background -
we as a group roll for initiative for each player (animal companions go on the players turn no separate initiative) & once for each type of monster eg. if we faced all zombies they get one roll or if we faced a mix of zombies & skeletons then zombies get a roll & skellies get a roll & everyone goes in their initiative order
if players roll the same initiative then the one with higher Dex goes first

setup -
we were in a garden & my character was flanked by two enemies of the same type & I was getting low on hps - When I was out of the room for a minute the two monsters flanking me attacked - one missed & the other hit - when I came back I was told what happened

I stated that since one missed I used my ability to teleport to the otherside of the attacker that missed taking me out of flanking & forcing the other attacker to move to attack me or lose the attack

The DM ruled that they both attacked simultaneously so my ability could not be used or would only work after they both attacked meaning the attack hit - the damage then rendering me unconcious - I argued that they take their turns like players do although all same type monsters go before next monster type or player goes - usually it does not matter. The DM overruled me & we kept playing

was I right & I should have been allowed to use my ability or was the DM right - an official ruling would be nice but concensus would also be helpful to present to the DM especially as this is PFS play but the rule is necessary for normal campaigns as well

if this is not clear enough or anyone has questions please ask & I will try to explain better

thanks all
Cee

Scarab Sages

I have always played it based on my interpretation of the rules which are:

1) for every attack that lands with a bleed effect find the highest damaging effect & apply that once no matter how many attacks - I based this on the rule bleed effects dont stack so I believed this to mean only one roll but use highest eg. 1D4 bleed & 1D6 bleed I only roll 1D6 each turn

2) bleed damage happens at the start of the damaged opponents turn - made it easier to track particularly if multiple players caused bleed effects (not usually an issue in my games)

3) since I only roll once using the highest bleed effect Ravingdorks question of "Do I roll 2d6? Or do I roll 6d6 adding the two highest?" would not apply - but for a houserule I would roll 2D6 x3 times & take highest result not 6D6 taking highest individual die rolls

Scarab Sages

I see a half construct as a 2 types of races

1) cyborg type race - no reason why they couldnt be healed at least for the organic part - maybe 1/2 the damage is organic the rest through spells that repai items eg make whole

2) organic parts from other creatures & since all organic then no reason it could not be healed

Scarab Sages

1 person marked this as a favorite.

dotting as well

Scarab Sages

I would like to add my opinions to this thread

1) firstly thanks to Stephen for listening & agreeing to a change everyone has all agreed on - was amazing to see the unified agreeement.

2) I would like to add my voice to the request to remove racial prereqs - I would like to build say a cat race or a otter race to match the figures from Reaper to go along with my iconic minis

3) while I have yet to read much of the playtest I would like to request the ability to add extra features to our new races such as extra arms or legs without being large - eg large ant race (humanoid size) or lamia as someone esle suggested - we have a system with the Eidolon with adding arms etc can this be utilised as a base for the ARG book?

thanks again to putting out a playtest & actually listening & responding to your customers - really shows good customer service - helps with financial situation as well I bet

thanks
Cee

Scarab Sages

so still no official ruling yet I see

Scarab Sages

opps - silly me for replying when tired & sick

Scarab Sages

wizards get 2nd level spells at 3rd level - accepted

sorcerors get theirs at 4th level normally - accepted

crossblooded know one less spell per level which brings it to 0 spells at 4th level - this does not equal no spells known - its the equivalent of a ranger at 4th level with 0 spells shown on pg 66 corerule book which states

"When Table 3–12 indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level"

add in charisma for bonus spells even with 14 charisma you get a 2nd level spell bringing you back to one 2nd level spell known at 4th

I dont have a problem with this given the benefits of the bonuses received as crossblooded

Scarab Sages

so its viable when you get 3 or more attacks use unarmed attacks first for the higher bonus then use the defending weapons on the last attacks which are more likely to miss but since you have used them they add to your AC

Scarab Sages

Persoanlly I would just like the bloodlines in atm from APG & UM

yes Kor has problem keeping up though not his fault - one man working vs Paizo? think Paizo can put out more than he could ever hope to keep up with - POOR Kor but he does do a marvellous job doing what he has done & continues to do

with Race guide coming out later that will just add to work load

thanks again Kor this sheet is wonderful - the time to load the sheet is nothing compared to the time you have spent working on it - I dont care & sure others dont as well

Scarab Sages

thx for responses all
so I have 2 choices

1) basically I am either stuck with a character whose concept I had but could not make workable at the time & continue to play it as is

2) restart my character again from lev 1 with my same concept & play from there losing the experience I had gained

guess that means option 2 not the most fun idea possible but only one that remains legal to give me the concept I had

ps option 3) quit PFS which if I had another campaign in my area I might consider but since my friends like PFS I guess I have to ignore this one

Scarab Sages

Mark I see your point but for PFS the following things are mandatory:
faction - already existed before UC & UM etc
class - from Core rulebook

now I know there is a rule specifically stating that with the new factions you may change once - I accept that - but really arent they (the new factions) just options that came after the original ones just like archtypes are options that came after the original classes

why should people be allowed to change a faction just because it came out later but not archtypes? why should it be different?

the designers themselves say the archtypes should be balanced with all other core rulebook classes so there shouldnt be any gain & changes to a character should be limited, I accept that as well, but since PFS (IMHO) is harder to determine what class would be more beneficial compared to a linear campaign then there should be less problem changing to an archtype. Then allowing players an option for a character concept they had but could not create? after all arent they what they are for?

In a home campaign you might be able to houserule a change for a class that doesnt really exist and fits a players character concept but PFS is much more rigid so wouldnt it make more sense to allow it?
there is a rule that allows a change of faction once & before a certain time why couldnt it be the same with archtypes etc so that once a book is released there is a time period when you can change after that you are stuck with what you have say 3-6 months - it has to be noted on a chronicle sheet just like a faction or when you hve to rebuild a character

anyway just my thoughts

Scarab Sages

This is in relation to a monk for PFS

I have read all the above but from my reading of the rule given by Mark
"If a class, prestige class changes, or a class-feature-dependent Ability score is altered:

You may rebuild your character to its current XP, maintaining the same equipment."

my interpretation is that if the class is changed by supplemental material you may rebuild the character to its current XP keeping the same equipment. So since there are archtypes in both Ultimate Combat & APG this could be considered changes to the class & therefore legal to rebuild the character to include archtypes

am I reading this wrong?

I am basing this idea on the idea that since you can change factions to a new one that didnt exist before why couldnt archtypes be changed - same reasoning

Scarab Sages

Scooter Scott wrote:

So I just downloaded this sheet, honestly haven't played with it much... One thing for sure it definitely is a large file and takes a while to open... Which leads me to the question of, if people are using this as a "live sheet" rather than printing it, is there any way (other than having multiple copies of the file with different file names) to save multiple characters?

Also, I may have done something wrong, but the Oracle does not seem to be in class lists... Has it not been finished yet?

I have used this sheet as a live sheet (an older version than current) & while it did take awhile to open once open it was fine - I did have a slight problem with having multiple copies open at once but I believe that Kor has fixed this issue (problem was the traits & campanion tabs would hide)

to have multiple characters you have to have separately saved sheets - one for each character - just like most excel files

I believe the Oracle is an APG class & Kor has done got APG material in this yet ( I believe there is some background stuff already inputted but they are not ready for use)

Scarab Sages

how is it going Kor - noone has posted anything in awhile & just wondering

Scarab Sages

Thx Kierato - I knew this (not sure if others do)

I used the name from previous D&D books as I could not find a name for the armour as a complete suit - only the pieces so I just used it again

Scarab Sages

the ninja iconic is shown weilding the kusari-gama but not proficient in it - hope its a typo

Scarab Sages

I am posting this here as I think the Samurai is the most likely to have different armour compared to the other 2 classes

is there going to be new armour types in the UC?
such as

Ashigaru - light armour used be rank & file foot soldiers usually
Lamellar - medium armour used by hvy foot soldiers
O-Yoroi (Great armour) - Heavy armour that you see Samurai regularly wearing

Scarab Sages

I dont understand why all classes dont get perception - heck they are not normal folk in the world & would always be more alert to dangers so an enhanced perception compared to normal folk.

Scarab Sages

gunslinger level 1 sell weapons buy hvy armour & normal weapon - advance as other class - huge money to start with for any first level character

Scarab Sages

I like the following ideas presented by Donald

Eliminate mount

Honor Bond: functions like divine bond (mount or weapon) per paladin but gain use and progression starting from 1st level (or possibly 3rd)

Give Endurance and Diehard as bonus feats at 2/7 (3/8 or 4/9) level

Unstoppable: functions like evasion but for fortitude and will saves as per "mettle" from previous roleplaying games

Scarab Sages

I personally would also like to see the mount as an option for the class & give the other option to be say an ancestral daisho (Katana and/or wakizashi) which can be improved over time

I rarely play a character that needs a mount so having this as a class feature to me is a waste

not all samurai rode horses in combat some were just foot soldiers

samurai also were regularly trained to use both the katana & wakizashi as a two weapon fighting style hence why they regularly carried both. using the katana two handed just gave more power & accuracy over single handed. two weapon was good for defence as well as attacks

Scarab Sages

I believe if you read the trick you pay the 1 ki point for the forgotten trick then you also have to pay the Ki point(s) for the trick you want to remember making this a 2 ki point ability - not cheap in my opinion

Scarab Sages

very dissapointed to see the Ninja as it currently stands not getting the Ninjato & Kusari-Gama

My opinion is they should get both of these

Ninjato - 12gp 1D6 19-20/x2 crit P
Ninjato is a short sword with the hilt of the sword able to hold small equipment, eg. small bombs, poisons, blowgun needles or even a dagger. the scabbard of the sword has a hole in the bottom end to be used as a blowgun (as per normal rules) & can also be used as a snorkel for going under water
obviously the ninjato is more expensive than than a normal sword sword so I made it 12gp (price of blowgun & short sword combined)

Kusari-Gama - 10gp 1D6/1D4 x2 crit B/S
A kusari-gama is a length of chain with a kama at one end. It can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent.
If you use the kusari-gama as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kusari-gama effectively; you cannot use it as a double weapon. You can choose which end of the kusari-gama to use. The kama end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon.
You can make trip attacks with a kusari-gama. If you are tripped during your own trip attempt, you can drop the kusarigama to avoid being tripped.
When using a kusari-gama, you get a +2 bonus when attempting to disarm an opponent.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari-gama

Scarab Sages

Kor couple questions for you which may be problems -

1) lev 10 sorceror with arcane bloodline taking familiar cat - it shows the familiar as having 2 skill pts available. I didnt think familiars got skills pts they just got the normal animal skills as listed in the bestiary or the masters whichever was better. Even if they do as soon as I enter the 2 skill pts eg. knowledge planes, the skill points available actually goes up to 4 and does the same again if I enter points into any of the skills in your sheet.

2) from the way I read the rules the saves for the cat with a lev 10 sorceror master still calculates wrong - it is showing as fort 2 ref 5 will 8 - I believe it should be fort 4 ref 7 will 8. My reasoning is as follows but correct me if you think I am wrong. the corebook says
"For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Ref lex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better." I have always assumed the cat starts off at lev 1 with fort 2 ref 2 will 2 then you add bonuses as you level so at lev 2 it is fort 2 ref 2 will 3 then at lev 3 it becomes fort 3 (initial 2 plus sorc 1) ref 3 (initial 2 plus sorc 1)will 3. You also add the familiars ability bonuses to saves as well. so at level 10 you get
fort 4 (initial 2 + sorc 3 + con -1)
ref 7 (initial 2 + sorc 3 + dex 2)
will 8 (initial 2 + sorc 5 + wis 1)

Am I correct or have I been doing this wrong

Scarab Sages

Sean FitzSimon wrote:
Druids who choose the Animal domain as their Nature Bond get an animal companion at Druid -3.

thx Sean

Scarab Sages

thepuregamer wrote:

So my quick question is, Does fast healer work with fast healing?

fast healer states, "When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."

so long as you rest I see no reason why I would not work - I dont have the books here so I have to assume you have quoted correctly

Scarab Sages

Ether_Drake wrote:
Stynkk wrote:
Ether_Drake wrote:

As I've addressed it in another post on Amulet of Mighty Blows and Brass Knuckles, according to the RAW, a Brass Knuckle is an Unarmed Attack (see Weapons Table).

A Stunning Fist isn't actually confined to unarmed strikes according to RAW:

Feat description wrote:
"Stunning Fist forces a foe damaged by your unarmed attack..."

I am confused, are you saying you can Stunning Fist with a gauntlet? As that is also filed under Unarmed Attack in the Core Rules equipment table.

Based on the RAW a gauntlet does a (lethal) unarmed attack, so it is capable of delivering a stunning fist. So, yes.

while I agree BKs can deliver stunning fist I have to disagree with gauntlets - gauntlets are not monk weapons so can not deliver stunning fist as this is a monk ability.

Scarab Sages

Anguish wrote:

stuff and To summarize: bad ruling.

@Anguish - I am not sure I am following you here - are you saying the DM made bad rulings or the player? if its the DM then I agree if its the player then I disagree with you

@Meat - Dms are not gods or always right - as others have said they can make mistakes & sometimes do. There is a reason to have rulebooks - to provide the rules for how the world works. if the Dm wants to make houserules thats fine & is his right but he MUST make sure all players know what they are, particularly if the player is new to his game or has not played with the DM before!

others have said take the DM aside & speak to him - I disagree on this. as a player & DM I would advise the following - speak to the players in the group with the situations so far, like you have already mentioned - explain/remind what happened & what you think should have happened (back it up with rules even pointing them out in the book if need be) & ask them how they feel about it. This will make sure all players are in agreement, are happy with what you point out & then confront the DM in a civilised discussion about it, bring the other players in if it is not working to show the DM he is interpreting wrong

If they dont agree with you then quite simply you are stuffed as you will be fighting the DM & the other players & maybe it is you who is wrong although the situations presented are mostly correct in favour of you & against your DM (1,3 & 4 - 2 is against you sorry)

as for posts about you creating a player to be confrontational I also disagree. to believe casters are underpowered is wrong - maybe at low levels but at higher levels they become close to gods if played right - Treantmonks guide sums it up - "How to play a GOD". I had a DM/player believe a class was useless or underpowered so I played that class to show them they were wrong & show how the class could work - not make it overpowered just that it was not underpowered. This worked & the player had a new respect for the class as they had not seen it played that way & did not realise how it worked properly. the character played well with the other characters/players & they did not feel like I was trying to steal the show. I am in a current campaign where a player thought the new druid class was inferior & not worth playing (yes a druid) and she challenged me to play it & prove her wrong - so far I have not even used SNA or wildshaping & I am still equal to the others in the party - I will ask her soon if she thinks the druid is still inferior or not

in summary your options are -
1) leave the game
2) accept the DM is going to continue to be wrong & keep playing
3) speak to the players & then the DM & show the DM how he is wrong out of game time - if corrects his ways great but if not then do 1 or 2 as above

good luck

Cee

Scarab Sages

Pinky's Brain wrote:

Big cat animal companion is awesome ... throw animal growth on it and it's double plus awesome.

Is a druid with a domain viable? (Or with one of the other animal companions for that matter.) Viable yes, less effective also yes. The big cat animal companion has too much damage output to be able to be compensated for by bonus spells.

The animal domain (with big cat) together with the boon companion feat is of course the best of both world ... but that's limburger.

am I missing something cause I thought boon companion feat only allowed you to increase your Animal companion up to your druid level or increased it by 4 levels so long as not exceeding your druid level?

if you only play a druid (ie no multiclass) how does boon companion help?

Scarab Sages

so by your thinking you cant use your knuckles/fist as part of flurry of blows since they are part of an unarmed strike & therefore not a monk weapon but once you equip brass knuckles they can be?? come on

unarmed strike is a monks weapon otherwise they could not flurry

Scarab Sages

why not? a monk compared to fighter will still not deal out as much damage although he is getting closer & at higher levels will be sacrificing the higher unarmed damage

also have you ever watched a real martial artist use a weapon in a FOB way - they have alot of power in those strikes

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