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This product sounds awesome... for people who like vampires (though I notice there's no mention of prismatic skin). Is there any hope that we may see something like this for lycanthropes? That's one topic that seems to get a lot of discussion but never any love.

Really, though! This sounds like a great book. I'm just hoping it signals something else on the horizon.

EDIT: On another note, I wanted to say how freaking cool that picture is with the wolf. No one in my group had any idea that vampires were associated with wolves before I told them.

Simple question: Is there a 3PP with something like this in it, or (unlikely) something in Paizo material I've missed?

It would be super-cool to have a druid pretending to be a lycanthrope. For reasons.

Okay, it's not technically a black hole I'm talking about, not in the strictest sense.

In my current campaign, I'm adding new powers and such to a lot of common enemies to spice them up; some of these powers are stronger or weaker versions depending on the scale of the encounter.

One of the abilities I'm considering is an "AoE" gravity effect that essentially makes a combat maneuver check to pull everything within the radius closer. Until now, monsters I have considered using this with have this effect centered on them (mostly the ones with lots of tentacle attacks), but I'm wondering if it could be used as an AoE burst effect like a spell. A secondary effect I am considering is that as long as the gravity well is active, creatures in the effects radius must hold their breath or suffocate, representing the lack of air in that area.

Obviously, altering the DCs and such with these abilities and carefully choosing the creatures that use them has a lot to do with the CR of the encounter, but what level would you as a player expect a DM to throw these at you? As a DM, what level would you plan to use these abilities on your players? Do you think it even matters as long as the numbers aren't ridiculous?

Soooo... any time table on this issue? :D I'm sure it's soon-ish.

Don't mind me. I'll just sit here quietly and wait for the release info. [/f5]

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I have some plans for my current campaign but I'm not sure how to execute them properly. A couple of my players check the forums here from time to time, so I'm gonna skip a few lines.



The info dump: So my players' characters are all relatively young. Mid-late teens, early twenties and such. They've taken on their parents' jobs in a fading organization whose job was once to protect "the land" but generations of prosperity and wealth (they're all nobles) have dimmed their interest and knowledge of their purpose. The Deadfall Society protected the world from the Slenderman basically, but as far as they know right now, all they did was run him off.

In this setting, the planes are thought to exist in spheres that share borders. The spheres shift around and move but otherwise don't affect much by virtue of their positioning. Except the plane of water. The Slenderman, the PCs recently discovered has his own "plane" that exists in the infinitesimally space between all the other planes (which of course distorts space, time, and does other weird things). Because the Slenderman and those under his influence feel extreme pain when exposed to water, they flee into other nooks and crannies when the plane of water moves about.

The party wizard found a loophole into the slender-realm where he could see the planar spheres moving about; the party asked about the plane of water's proximity from someone more knowledgeable (at the time) about planar movements, and the NPC told them it would be in the system for about 3 years now that it is there. A massive rain storm signaled the plane's arrival, and that drove out the slender-creature infestation that was set up. Now, theoretically I've given the party three years to up their game before the Slenderman returns...

The problem: I want to catch them off guard by having the plane of water move out of alignment prematurely. So far, my only idea is to make up a cult dedicated to the slender-realm that parallels the Deadfall Society and have them perform some rituals or something so that some pseudo-Lovecraftian craziness happens and existence gets flopped around willy nilly.

I just want to crowdsource as many cool ideas as I can though; horror isn't my strong suit, and may have let my mouth write a check my skills can't cash on this one.

EDIT: This got kinda long. Sorry.

My ranger met a pitiless end in a cave in the middle of nowhere (first character death; le sigh). Now I'm rolling a new character, and going with a heavy melee thing.

Quick list of house rules that apply to my character here:

We got a third bonus trait, a bonus feat at 2nd level, and are using a 25-point buy to make up for the lack of a 4th party member, and there are some feats that we consider "non-feats" (like power attack and weapon finesse are free). I am taking advantage of power attack here.

The Black Knight (trying to be as concise as possible):

Human Fighter (Armor Master) level 5

Ability Scores:
Str 22
Dex 14
Con 14
Int 10
Wis 10
Cha 8

AC 22 [+1 Full plate w/ Armor Training]
DR 3/-- while wearing heavy armor, per Armor Master

+1 Greatsword
Attack breakdown: +5 BAB +6 Str +1 Wep.Foc. +1 Enh (+13 to hit) (-2 for Power Attack negated by Furious Focus)
Damage breakdown: 2d6 weapon +18 [(6 Str*1.5) +1 Enh +2 Feat +6 Pow.Att.]

Human: Step Up
1st Level: Following Step
1st Fighter: Weapon Focus (greatsword)
2nd Level: Iron Will
2nd Fighter: Furious Focus
3rd Level: Intimidating Prowess
4th Fighter: Weapon Specialization (greatsword)
5th Level: Shield of Swings

10500g (WBL chart)
+1 Greatsword 2350g
+1 Full Plate 2650g (+10 AC, +2 Max Dex, -4 ACP; numbers reflect adjustments from class features)
Potion of Darkvision 300g
Belt of Strength +2 4000g
1200g (remaining)

Skills:(4 points per level; all favored class points here)
Intimidate [13] (5 ranks +3 class skill +6 Str -1 Cha) [16 vs non-human humanoids]
Knowledge (history) [4]
Knowledge (nobility) [4]
Perception [5]
Linguistics [2] (Azlanti, Infernal)


  • Armor Expert: Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
  • Indomitable Faith: Benefit: You gain a +1 trait bonus on Will saves.
  • Masterful Demeanor: Benefit: You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.

The idea is for him to be of Chelish heritage (and consequently is Lawful Evil). I imagine him to have a menacing, but unnervingly formal manner of speaking (see Bane from TDKR), and a pinch of Major Alex Louise Armstrong's pride (see FullMetal Alchemist). I also imagine that he wears his armor almost all the time (obviously he can't sleep or bathe in it though).

He likes history, opera (hence learning Azlanti), philosophy, poetry, and the art of war. He is not greedy and sees money as a fleeting thing of which there is more than enough. He desires power, but not necessarily any particular kind. A Darth Vader-ish kind of 'lawful evil' ("I've altered the deal. Pray I don't alter it further."). He respects the authority that the Hellknights have established, but recognizes that Hell is the one truly in control in Cheliax and believes his people are self-deluded; for that he has no pity.

That said, I'm trying to decide on a motivation for adventuring as well as get some general opinions on the build.

Things I want him to come across as:
+ Intimidating
+ Dignified
+ Dark
+ "Honorable" (or maybe just "not-without-honor"; some redeeming quality)
+ Inescapable/Tenacious

I can imagine him immediately cleaving off the hand of an apple thief caught in the act without taking him to the authorities, perhaps apologizing to the authorities after the fact; catching a child in the same act might be met with a stern (and scary) lecture, and the offer of coin for something the child has on his person (maybe his shoes or a belt or something). So, vicious and judgmental, but not corrupt or heartless? Any thoughts on the character at all are welcome.

EDIT: Fixed error in thread title.

Would this raise your hackles as a DM? They are not allowed together on a technicality, but really it shouldn't matter from what I can tell.

The flowing monk replaces your 2nd monk bonus feat with unbalancing counter. That overlaps with MoMS's change to the bonus feat options. MoMS doesn't actually replace the 2nd level bonus feat, it just changes what feats you can choose from.

Seems like a waste of an awesome duo for a technicality. What would this break that I'm not seeing?


Diligent Student (Ex)

At 1st level, a scroll scholar chooses one Knowledge skill. This becomes a class skill if it is not already one. The scroll scholar adds half her class level to all Knowledge checks of this type (minimum 1). At 5th level and every five levels thereafter, a scroll scholar chooses 1 additional Knowledge skill to receive this bonus.

This ability replaces diviner’s fortune (if a diviner) or hand of the apprentice (if a universalist).

Emphasis mine.

Wizards have all knowledge skills as class skills. This line of text is unnecessary. Was this originally an archetype for some other class, or just an oversight?

EDIT: Cheapy set me straight. Never noticed the archetype was shared.

Yay! It's up! Mine is downloading as I post!

Excited about more elven archer stuff!

The scenario...:
So in our current game, we're getting ready to go up against what I would deem a "boss encounter." This encounter has been somewhat spoiler-ed to us so as to keep the other two players in my party on point (because they generally dive into things without much forethought). There are 3 of us at level 3; a spell-less ranger (Open Design), a shaman (Kobold Qu. 21), and a rogue/fighter (Aldori sword style something-or-other).

Going into this encounter, I want us to take our time and deal with the enemy in much more subtle ways, because we are outmatched and outgunned. IIRC, the DM said this guy we're going after is going to be a CR6. I don't know if it's just the one guy or if that includes the others in his camp, either way, I think it's safe to assume that the best course of action if to remove his lackeys from the equation as efficiently as possible. I have not yet seen the camp, but plan to do some recon next session.

My plan is to sabotage their morale by messing with their stuff. The bad guys are bandits, and I imagine they are careful with their own personal stashes, even if they all live together. What I plan to do is to watch them, pick a few out, and move their things while they sleep. Take a necklace from bandit A, put with bandit C's things, take bandit B's prized knife and bury it up the haft in something that isn't good for it... maybe sand or something if there's any around. I figure this will make them resentful and lower their morale.

Then, I want to set up some traps around the camp (not inside it) so that if we are caught, we can lead them through the traps to either make our escape easier or make fighting less daunting. I'm going for things like deadfall traps, snares, pits, tripwire-activated crossbows, etc. (We've agreed as a party to pool our funds for this, and possibly go fund-raising for it if need be.)

The next thing is the trickiest: I want to wait for some manner of written message to be sent out by the bandit leader so that we can intercept it and have our rogue forge another letter in the guy's handwriting. The forged letter would be addressed to some fictional higher management or secret partner detailing his next heist: stealing from his own men.

These aren't actually in any particular order. The plan isn't even half-baked yet, I'm still trying to decide what else can make it sweeter. Any ideas? Bear in mind we have very limited spell-casting and are one party member down from the typical group.

Looking at the rules for wood structures and various fire effects... objects take half energy damage, but there's no rules for actually lighting something like a house on fire.

Unless they're more like the spellbooks in Ultimate Magic. That section is really cool, but the rules for preparation rituals are kind of fuzzy.

Are there any other means of making a spellbook cool and interesting? I'm new to wizards and I want to play heavily into the R&D side of the arcane so my books are going to be very important.

I'm curious... is there any particular reason why properties like frost or shock cannot stack with themselves (IE: A +1 double shock longsword)?

I ask because I feel like it's a common thing to see weapons have the four energy damages added to them and it seems... cheesy. In the lame kind of way, though, not so much munchkin-y.

What is the balancing issue here? Is it because certain monsters are weak to certain energy types? Seems kind of a niche thing.

The CRB says 6g per unit on top of the cost of the ammo.

Does that mean "per arrow" or "per bundle?" A quiver of arrows can technically be a unit. Would it be 121g (20 arrows x6g, +1g for the cost of the bundle) or would it be 7g for the bundle? One seems too high, the other too low.

I ask because I personally can't see someone charging 6g, 1c for a masterwork sling bullet (no matter how fancy) when you get 10 normal ones for a silver piece.

If you cast minor image, could you make a torch or other fire that sheds light as an actual flame of the appropriate size?

If not, why? The very nature of fire is light and heat. I can understand the thing not making heat, but without light, it isn't fire.

If so, how large could you make this flame? Could you make a house appear to be ablaze?

How would this interact with creatures using the stealth skill?

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Built on 10 points using the Advanced Race Guide playtest. It's outdated for sure, and I took some liberties with trimming down the plant type (8 RP for a lot of traits that didn't really fit; just needed the type). I'm getting hyped about Guild Wars 2, mostly just because of this race, hence what you see below; I'm not in beta, so my information on them is drawn purely from information I've tracked down online.

Medium Fey (1 RP) (half-plant) (5 RP) - 30 ft speed
+2 Dex, +2 Cha, -2 Wis; Sylvari are nimble and charming, but they were born last night (quite likely).
• Sylvari gain a +2 bonus on saves against all paralysis and stun effects.
• Sylvari are immune to sleep effects.
• Sylvari breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a sylvari can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Camouflage (1 RP): Gain a +4 racial bonus on Stealth checks while in marshes or forested areas.
Sylvari Magic (3 RP): Sylvari with a Charisma of 11 or higher also gain the following spell-like abilities: 1/Day -- detect plants, goodberry, negate aroma. The caster level for these effects is equal to the sylvari's level. The DC for these spells is equal to 10 + the spell's level + the sylvari's Charisma modifier.
Languages: Sylvari begin play speaking sylvan. Sylvari with high Intelligence scores can choose from the following bonus languages: Common, Elven, Tengu, Halfling, and Draconic.

[Note: The racial languages are just for my setting.]

Either my search-fu is very weak, or no other threads exist on the topic. Which leads me to think that the answer to this question is already understood by most of the community, but I'll ask anyway.

If you take snap shot, does it not remove the need to take point blank mastery? If you threaten squares around you with a ranged weapon, do you still provoke when using it to attack? I suspect this is the case, since I can't find evidence of it having been asked before, but it seems silly to me to require two feats to threaten AND not provoke.

Say a ranger manages to somehow obtain all of the feats on his combat style list by level 10. (Don't worry about how.) What happens when he gets to level 14?

I will abstain from giving my own answer until others have responded.

I believe that there is a strong argument to be made for ranged combat maneuvers such as trip and disarm so that they are not limited to a fighter archetype.

If an archer wants to trip his target, it's a matter of firing an arrow in such a way that it causes the target to lose its footing. In most terrain, I would say this could be done by making the arrow stick into the ground just in front of a moving target.

Disarming can be done by targeting a creature's hands/tentacles/etc.

Sundering is merely choosing to strike armor or other equipment rather than a 'soft-spot' in the defense.

By all means, make it cost a feat, with things like precise shot or focused shot as prerequisites, but don't tie it directly to the fighter, please.

I often lament that martial combat is boring at lower levels, and that having cool magic items costs so much gold (which really breaks my suspension of disbelief). So I'm always trying to think of ways to have magic weapons without making them fall in the realm of +1's and such. I think this idea may be a solution, but I want to get input.

Say you wanted to get a flaming weapon, but you're only level 2. You take that masterwork battleaxe you found on the orc chief to an enchanter and he tells you it's going to be 8000 gold before he even calculates labor. Sad day, because that's about 7 to 8 times what you have on hand.

But his brother, a slightly less skilled enchanter tells you he can do something similar for a mere 500 gold. Translated into game mechanics, the 1d8 slashing damage from the battleaxe would now be 1d8 slashing/fire. No additional dice of damage, just changing the damage type to be more than one. There isn't even a need for a +1 enhancement to be added because he's changing a physical property of the weapon. Flaming could later be added to it, and the damage would stack (which could be a hindrance if the target is immune to fire!).

What do you think, Forumites? I feel like it allows for some nifty magical stuff that can be used even in low-magic or maybe E6 campaigns without being super-broken.

Does this seem like a legit profession? What about profession (guide)? What uses would they have?

Why do you ask, Foghammer?:
I'm playing a spell-less ranger in a Kingmaker campaign soon, and I want to take a few ranks in a profession for role-playing, but I'm not sure what to take.

He is a NG male human ranger worshiper of Erastil from House Medvyed (noble-born campaign trait, free). Going the whole nine yards with Erastil. I also got Caretaker (faith trait) and Charming (social trait). If that helps get a bead on his personality at all.

EDIT: I'm not interested in profession (hunter); I can play that up on survival checks and such. Looking for an angle that is more community/socially based, or something like that.

I did a forum search, read through several threads that skirted about what I want to know, but nothing serious - lots of joking about using odd, off the wall stuff.

What I want to know is, if you take catch off-guard and pick up something that looks like an odd chair leg off the bar room floor in the midst of a huge brawl that is secretly a club dropped by a drunken brawler, and you happen to not be proficient in clubs for whatever reason (it's a hypothetical, work with me), would you still be able to use it in melee as a club without penalty because of catch off-guard?

What about arrows? Can those be used? A longbow? Slingstones (in a closed fist, like a hammer-y thing)?

I think this would be a really cool feat for a switch-hitter ranger to take for when stuff gets close. And I just saw The Avengers, of course, so I want to be tripping people adjacent to me and shooting them while they're down. :D

1 person marked this as FAQ candidate.

Is there one? I would like to have it. There are references to it, but not everything that is considered precision damage is labeled as such.

Is favored enemy bonus damage precision? It doesn't say. Sneak attack pretty much defines it though.

Is SA the only precision damage?

How would you use existing spells or other mechanics to create an artificial intelligence construct? I'm looking to have a character create a stationary object, like an arcane matrix or lattice, that generates what is essentially an intelligent computer. I figure it could use certain spells at-will (ghost sound, silent image, etc) to generate an interface construct (ala Cortana).

Would intelligent item construction fit the bill here? If so, how would you do it?

The purpose of the thing is to have a super-intelligent adviser for the nobility, but it's mostly a mental exercise here. I'm looking for different angles that I might not consider, things that may help this concept. I also want to have answers for my players; some of them are prone to play highly inquisitive characters.

I don't necessarily want to make a new set of weapons (especially exotic weapons), but I wonder what kind of stats this weapon would use:

The Spit

Aside from that, I'm looking for ideas for new special materials. Special materials are lots of fun and help bring a cultural flair to shopping and trading for new equipment, which is something I want to play up in my next campaign. Alternative names for existing materials can help spice things up (like calling cold iron/mithril/adamantine blue/white/black steel).

I have an idea for a material I call 'inksteel' which is an alloy of steel and an inky, murcury like metal that ends up looking like damascus obsidian, but metal, not flaky glass. I don't have many specific uses for it, but armor with inksteel used in its construction (studded leather would be viable for this purpose) grants a +2 equipment bonus to stealth, and will reduce the cost of the shadow property by some amount.

I need ideas for a build. Not a full breakdown, just class approximations, feat and equipment ideas, and any refluff that you might think is necessary to make the build work.

Ol' Jack 'imself.

I see a lot of reviews for 3PP where the reviewer gives a page by page rundown of the product and frequently they write out the meat of the content in such a manner that I feel like I could play the material straight off the review itself. This feels wrong to me.

I'm not a professional review-er, nor do I have any affiliation with any 3PP, but as someone who appreciates the amount of work that goes into these products, I have to wonder how the publishers and authors feel about this, and if they do, is there a way to police this? I thought reviews were supposed to be your opinions and/or impressions of the material, not a breakdown of the contents.

I don't think anyone is trying to rip these people off intentionally; I'm just concerned about it. Like I said, it just feels wrong to get so much information about a product without paying a cent. Am I alone in this?

1 person marked this as FAQ candidate.
Bestiary 3, page 115 wrote:

Diseased Pustules (Ex) When a festrog takes damage from

a piercing or slashing weapon, some of its boils rupture,
squirting the attacker with puslike fluids. The noxious
secretions carry a potent contact disease that causes those
infected to break out into painful necrotic boils.
Necrotic Boils: Disease—contact; save Fort DC 11; onset 1
day; frequency 1/day; effect 1d4 Con; cure 1 save.

I am assuming this to apply only to damage taken in melee, as funny as it would be to describe to my archer player that shooting the thing causes a super-soaker jet of pus and ooze to streak towards him at incomprehensible speed from over 60 feet away...

This hasn't come up yet, but I suspect it will. What is the actual range on this? I'm thinking adjacent creatures in melee are the only ones in danger here.

Can you break walls with melee weapons given enough time? Walls have hardness and HP for a reason, though presumably (primarily) for sieges and the like. Is it unreasonable though for AM BARBARIAN to ragelancepounce his way through a stone wall? What if he just smashed it in with his greataxe?

I'm going over the rules here, specifically [url"http://www.d20pfsrd.com/gamemastering/environment/dungeons#TOC-Walls"]table 13-1 on page 411 of the CRB (presented via d20pfsrd.com)[/url], and I gotta say, there's not much evidence to the contrary.

Now before I go any further, let me say that I'm not going to cheese the hell out of this; I am not making the claim that you can go around tearing down castles in mere minutes with a melee weapon. What I am saying is that, as I understand these rules, a PC could theoretically carve a pathway through solid stone with melee weapons.

Also, I don't see this working with anything but adamantine. The reasoning hinges on this: "Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20." (Emphasis mine, of course)

While I would normally agree with most people who balk at the idea of hitting a stone wall with bladed implement such as an axe, in the case of adamantine, it doesn't seem to be an issue. The rules say that it ignores any hardness less than 20. This means that any object it strikes takes full damage from the weapon. Objects do not deal damage in return when they are being smashed, and if they did, I doubt they could get through the 20 hardness of an adamantine weapon.

This is all, of course, stemming from the unfortunately named "Adamantine Katana" thread.

Now... I think I made an error in calculating the walls hit points in my example in that thread, though. The things throwing me off are the column labeled "Typical Thickness" and the note attached to the Hit Points column that says the HP given represents a 10'x10' area. I take this to mean a 10'x10'x1' wall, like a panel. This would actually change my stance from "Yeah, but it would take a while; do you have the time?" to "smash away" because 1 foot is much less than the length of a longsword. Granted not all walls will only be one foot thick, but if that's the basis for HP, then this calculation gets easier.

NOTE: I am aware of of this clause...


Ineffective Weapons

Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

... but I think that the difference between a steel axe head's effectiveness and the effectiveness of an adamantine axe head is in the special material.

Weigh in on this, forumites. I would like to hear your number crunching and rationale on this.

I say it's an alternate druid because it has a decidedly druidic feel, but the direction I'd like to see it go is so wildly different that there's no way an archetype would suffice.

First: The working title for the class is "Green Warden" but that sounds very prestige-y to me and kinda cheesy. Any ideas there would be helpful.

Second: I don't have a "progression" chart but I have a list of abilities I would like to see the class have, or to be able to choose from, a lot like the APG base classes. Some are more complete than others. I have them divided into tiers based on their themes, but that's not necessarily important. They should probably be divided up into tiers that reflect their relative usefulness.

- Lash (1d6 slashing, 20/x2, reach as whip, treat as natural weapon)
- Grab (Your size or smaller)
- Improved Grab (Up to one size larger)
- Constrict (Continued successful grapple checks deal lash damage; can constrict with tendrils)

- Stability (+4 vs Bull Rush/Drag, no need to eat or drink if rooted for 8 hours rest)
- Grounded (Resist elec 10)
- Immovable (Can't be moved via Bull Rush/Drag)
- Quick Recovery (Regain double health for 8 hours rest)
- Tendrils (Natural attack; up to one enemy per Con modifier (minimum 1) with root tendrils within 30 feet; treat as Lash? Or single target Entangle?)

- Bark (Natural armor bonus)
- Veneer (DR)
- Sap Wood (Light Fortification)
- Heartwood (Medium Fortification)

- Pigment (Fast Healing [1/min.] during daylight)
- Leaves (Faster Healing [1/round] during daylight)
- Produce (1/day?)
--- Flowering (Pheromones, condition infliction such as charm?)
--- Fruiting (Like goodberry spell?)
--- Seeding (Parasitic, condition infliction, like staggered?)

- Thorns (your natural attacks, armor grow thorns, add piercing damage)
- Leeching (drain small HP from natural attacks)
- Crushing Roots (requires tendrils; killing enemies with tendrils/constrict grants temp. hit points?)

This is all I have so far. I'm sure some of these things have overlap and could easily be rolled into a single ability that simply improves over time (and this would help discourage multi-classing, as PF is geared that way). I'm just in a rut.

Things I expect the druid to lose in exchange:

Basically everything except the generic stuff like Woodland Stride, Trackless Step, Resist Nature's Lure, etc. No spells, no domains/companions, no wild shape (or very limited if anyone feels it's needed). Spell-like abilities would be welcome if someone thinks they would fit in.

My character is a level 4 Rogue Charlatan. She has minor magic (prestidigitation) and major magic (charm person), Dodge, Mobility, and Catch-Off Guard (taken after she had to stab a would-be rapist in the head with a quill pen from her night-stand). Her key ability scores are Charisma and Intelligence (20 and 17 respectively; rolled 2d6+6 method). Her attractiveness (1d20 roll) is a 17. Her MO is to stroll into town (preferably cities), flirt with the rich men, gather info, swindle local businesses, start rumors about herself, and leave town (or the city!) with a heavier purse than she entered with, and hopefully with a pretty new dress and matching [accessory] to boot.

I am looking into feat options and potentially multiclassing into Witch or Sorcerer. I'm aware that Sorcerer is probably the better option as far as stat optimization goes, but I really like the flavor of the Witch, as well, having a cat or a fox follow her around and hexes...

She avoids combat, but understands that she may have to fight her way out of a situation she might have fallen into as a result of failure to keep her stories straight.

Any advice?

1 person marked this as FAQ candidate.

This is going to come up in my campaign eventually.

I don't understand why this weapon did not get more clarification in Ultimate Combat. There should be little no penalty for using it against adjacent opponents, but RAW says that as a reach weapon it can't even be used to attack an adjacent creature. Am I missing something here?

One can't use what is effectively a sickle (a melee weapon that can only attack adjacent targets) because it's attached to a chain? Isn't that the entire purpose of the sickle end - to threaten nearby enemies that make it past the range of your ball and chain?

From what I know of the kusarigama, the sickle end is never actually thrown, just the weighted end of the chain. I'm not against it in a fantasy game, but it's a detail I think is relevant to what I intend to do.

I'd like to have the RAW and RAI clarified before I houserule this, so that I can explain to my players what I am changing and how it is changing.

The way I saw it before digging into other rules was that you could attack with reach dealing 1d3+half Str, and still threaten adjacent enemies with the sickle end, dealing 1d6+Str. This made for an awesome trip ninja assassin team I wanted to pit my players against. Sadly, I fear it's going to require a house rule to work.

This feels like a silly question, but I just found myself wishing there was such a product: Has Paizo ever considered publishing a book of just artwork for various purposes such as depicting event neutral landscapes, terrain, generic supernatural events, bustling city streets...? I know they have NPC decks (mugshots only) and there are plenty of full-body pieces done, but they are not collected, unless you count the Store/Web Blog and Web Fiction images.

I was reading through my campaign setting guide (about Kyonin specifically) and wishing that I had some panoramic images of this forest, and some pictures of this wood and crystal city. A Chelaxian skyline might be cool.

This probably isn't something that would generate a lot of revenue (or whatever the term is), so I have serious doubt that it will go further than this, but I didn't figure it would hurt to ask if it had even been considered. Of course, this coming from a guy who has bought all sorts of "Art of [insert comic/TV show/movie/etc here]" books over the years. I get a kick out of it, but a book with game art could be useful at the table as well.

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Consensus seems to be that the blue and white ape-like humanoids on the cover of UC are yetis. They don't look like the yeti from the bestiary, though; they look way more awesome. Inspired by that, I decided to make a homebrew race based on them to effectively replace goliaths from WotCs Races of Stone, my favorite 3.5 race.

The Itayaki:

+2 Str, +2 Wis, -2 Int
Itayaki are powerful and have sharp senses, but are less civilized and eschew formal learning.
Medium: Itayaki are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Itayaki have a base speed of 30 feet.
Low-Light Vision: Itayaki can see twice as far as humans in conditions of dim light.
Acclimated: The Itayaki live among the craggy peaks of tall mountains and are not subject to the effects of high altitude. Unlike other races, Itayaki do not lose this acclimation if they leave the mountains for an extended period of time.
Tight Grip: And itayaki has a powerful grip. They get a +2 racial bonus on climb checks, a +2 to their Combat Maneuver Bonus when grappling, and +2 to their Combat Maneuver Defense to resist being disarmed.
Shaggy: Itayaki's thick fur grants them cold resistance 5, but they take a -4 penalty to any checks related to environmental heat stress.
Fangs: Itayaki have strong jaws and large incisors which grants them a primary bite attack that deals 1d4 damage.
Weapon Familiarity: Itayaki are proficient with slings, morningstars, light picks, heavy picks, and greatclubs.
Languages: Itayaki begin play speaking Common and Itayaki. Itayaki with high Intelligence scores can choose from the following: Draconic, Dwarven, Giant, and Gnome.

I am considering making them have 20' speed, but with the same encumbrance effect that dwarves have, but that seems like a bit much. The dwarf racial traits are what I've used as a measuring stick, because I feel like it gets more stuff than any other race, even if most are just subjective bonuses. (All races should be balanced against the dwarf.)

This race obviously leans towards a martial path, but I don't think it's stacked so heavily as to make it an obvious choice over another race.

Ultimate Combat has made this so much more feasible. So far, what I have come up with to best approximate the four elements and minimizing the impact of energy damage on the theme (as you can't actually have pure elements like Air because of electricty damage, etc) is this:

Waterbender: [Flowing] Monk/Wildblooded Seaborn [Aquatic] Sorcerer
Airbender: Monk/Wildblooded Arial [Stormborn] Sorcerer
Firebender: Monk/Fire Elemental Sorcerer
Earthbender: [Maneuver Master or] Monk [of the Sacred Mountain]/Wildblooded Bedrock [Deep Earth]
Non-Bender: Any monk, but Martial Artist probably best fits the bill.

Granted, any monk class could probably pull this off, but the water and earth styles seemed to be very well complemented by those monk archetypes. I considered Monk of the Lotus for a generic airbender, but I'm not as sure about that one; Flowing Monk could work with air as well as water, maybe?

Taking Sorcerous Strike (and probably Sorcerous Bloodstrike from UM) is a must, especially for the waterbender who gets that awesome bloodline power at 1st sorcerer level.

I plan on making a list of spells that each would want to take as sorcerer spells to maximize the theme. I would think this should be a gestalt theme, but I think that just multiclassing would do the trick, starting characters at higher levels.

Any thoughts, suggestions, senseless flaming?

Edited for readability.

I had a chance to use Rumormonger last night, and while it hasn't done anything game (yet) it was so much fun setting it up, and I'm having a blast running around all these towns flim-flaming people and playing up my reputation as some big-shot noble from elsewhere.

With my maxed Charisma, a hero point used before the roll, and a 17 on the d20, I managed a 37 on my bluff check for rumormonger in a large town (DC 20).

Madame Eliza d'Marianne (an alter ego) is throwing a massive party (and spending far too much of her accumulated personal wealth) to get to rub elbows with some nobility so that she can get an invite to a private ball and hopefully to gain bonuses to future diplomacy checks.

Earlier in this particular game, I rolled some ridiculous linguistics checks to forge some signatures on official documents and had the city search and seize a shop's merchandise whose ownership transferred to my character.

I've been really lucky, killing more enemies than my gunslinger compatriot in combat so far, despite being completely gimped at combat in favor of social interaction. Having weak combat abilities has forced me to think on my feet (took the catch off-guard feat after I had to stab a drunk in the head).

I think rogue just became my new favorite class.

Does it work in more than one place?

It hasn't become a point of contention yet, but the guy DMing for the character I'm playing initially thought it to mean that, and I can see why he came to that conclusion, but neither of us know.

If you aren't aware of the feat, it's located in the Pathfinder Companion: Taldor, Echoes of Glory on page 29. There are two parts of the feat in particular that raise this question:

Master of the Ledger:
If you have access to a marketplace in a settlement of village size or larger, you may invest up to 100 gp in that market; the exact nature of your investments isn’t important but is usually divided among several businesses. Once invested, you do not have access to this money for at least 1 month.

Emphasis mine. Also...

Master of the Ledger:
Very large or trade oriented cities may have multiple marketplaces, allowing you to invest in each, though local laws (particularly relating to guilds) may restrict what you can do.

(These two do not comprise the entire feat, but are the parts relevant to my question.) I am not set on taking the feat, and I'd like to think it doesn't tie you down to a single location, but if that's the intent, I probably just won't take it.

I really like the thri-kreen from 3.5, but I don't like psionics. I also wanted to get rid of the racial hit dice and other things that would raise it above other PC races, but just enough so that it would still maintain its flavor. This is what I came up with... (Changed the name, too, just cause. Points for recognizing the reference.)


+2 Dexterity, +2 Wisdom, –4 Charisma: Cho'gar are strong and quick, but they are thin and think differently from most humanoids and have a hard time relating to folk of other races.
• Monstrous Humanoid type, but do not receive darkvision
• Medium: As Medium creatures, cho'gar have no special bonuses or penalties due to their size.
• Cho'gar base land speed is 30 feet.
• Multiple Limbs: Cho'gar have four arms, and thus can choose to take the Multiweapon Fighting feat (page 315 of the Bestiary) instead of the Two-Weapon Fighting feat. Only one of these hands is considered their main hand; the other three are all off-hand.
• Natural Attacks: Cho'gar can attack with two claws that deal 1d4 points of damage. A cho'gar can attack with a weapon (or multiple weapons) at its normal attack bonus, and make a claw attack as a secondary attack. For example, a cho'gar fighter with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a –2 penalty (the normal penalty for fighting with multiple weapons while using light weapons in its off hands) and with a claw attack at a -5.
• Leap (Ex): Cho'gar are natural jumpers. They have a +30 racial bonus on acrobatics checks made to jump.
• Automatic Languages: Common, Choga. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling

I don't think it's perfectly balanced, but I think it's playable, close enough to the aasimar and tiefling. The mult. limbs and natural attacks were toned down a bit, and I figure most players would focus on one or the other. The jumping is a big deal for me, and I can't think of a way to abuse it outright. Looking for opinions on it.

Please control the knee-jerk reactions to the +30 and weigh it against more than OMGWTFBIGNUMBER. Jump rules are here.

Original Thri-Kreen Racial Stats:

+2 Strength, +4 Dexterity, –2 Intelligence, +2 Wisdom, –4
Charisma: Thri-kreen are strong and quick, but they think
differently from most humanoids and have a hard time
relating to folk of other races.
• Monstrous Humanoid: Thri-kreen are not subject to spells
or effects that affect humanoids only, such as charm person
or dominate person.
• Medium: As Medium creatures, thri-kreen have no special
bonuses or penalties due to their size.
• Thri-kreen base land speed is 40 feet.
• Darkvision out to 60 feet.
• Immunity to magic sleep effects.
• +3 Natural Armor: A thri-kreen’s exoskeleton is tough and
resistant to blows.
• Multiple Limbs: Thri-kreen have four arms, and thus can
take the Multiweapon Fighting feat (page 304 of the Monster
Manual) instead of the Two-Weapon Fighting feat. Thri-kreen
can also take the Multiattack feat. (These are not bonus feats.)
• Natural Attacks: Thri-kreen can attack with four claws and
a bite. The claws deal 1d4 points of damage, and the bite is
a secondary attack that also deals 1d4 points of damage. A
thri-kreen can attack with a weapon (or multiple weapons)
at its normal attack bonus, and make either a bite or claw
attack as a secondary attack. For example, a thri-kreen
ranger with the Multiweapon Fighting feat who is armed
with three short swords could attack with all three swords
at a –2 penalty (the normal penalty for fi ghting with multiple
weapons while using light weapons in its off hands)
and also make a bite attack at a –5 penalty.
• Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage
paralysis, DC 11 + Con modifi er. A thri-kreen produces
suffi cient poison for only one poisonous bite per day.
• Leap (Ex): Thri-kreen are natural jumpers. They have a +30
racial bonus on Jump checks.
• Weapon Familiarity: Thri-kreen can treat gythkas and
chatkchas (see the sidebar) as martial weapons rather than
exotic weapons.
• Naturally Psionic: Thri-kreen gain 1 bonus power point
at 1st level. This benefi t does not grant them the ability
to manifest powers unless they gain that ability through
another source, such as levels in a psionic class.
• Psi-Like Abilities: 3/day—chameleon, know direction; 1/day—
psionic displacement, metaphysical claw. Manifester level is
equal to 1/2 Hit Dice (minimum 1st). The save DCs are
• Racial Hit Dice: A thri-kreen character begins with two
levels of monstrous humanoid, which provide 2d8 Hit
Dice, a base attack bonus of +2, and base saving throw
bonuses of Fort +0, Ref +3, and Will +3.
• Racial Skills: A thri-kreen’s monstrous humanoid levels
give him skill points equal to 5 × (2 + Int modifi er). His class
skills are Balance, Climb, Hide, Jump, Listen, and Spot.
• Thri-kreen have a +4 racial bonus on Hide checks in sandy
or arid settings.
• Racial Feats: A thri-kreen character has Defl ect Arrows as
a bonus feat. In addition, his monstrous humanoid levels
give him one feat.
• Automatic Languages: Common, Thri-Kreen. Bonus Languages:
Elven, Giant, Gnoll, Goblin, Halfl ing.
• Favored Class: Ranger.
• Level Adjustment: +2.

I am a huge fan of crafting items from exotic materials like starmetals or naturally occurring alloys with properties that can't be replicated by mortals, but when I try to come up with something, I either reach way too far, or just fall flat.

The last time I tried was something called inksteel. It had some property that gave weapons made from it some bonuses to being hidden and sneak attack (this was before we knew SA applied to all attacks made under the correct conditions). Armor gave stealth bonuses.

What kind of special materials have you all introduced to your players?

[spoiler="Nerd Rage Rant"I know that as far as PFS goes, this has been deemed a 'no-go' because of something to do with having too many options for spells that already have a vast wealth of them, but I think that's a rubbish excuse. As far as I am concerned, RAW supports summoning them, but apparently, JJ says "it's a great houserule" so whatever.

I don't even remember how this crap came up, but I must admit to an inordinate degree of dislike of the official stance on this.[/spoiler]

For the sake of my players' peace of mind: is there some power disparity between the new elementals and the 'vanilla' set that is going to disrupt the game if this is "houseruled" in?

I have the older version of the ISWG, and whether or not the updated version has anything more detailed on this topic, it's not within my projected [college student] budget to get it if I want to pick up other hardbacks. I've read through it a couple of times now, and there are mentions of different tribes with different religious practices and customs, but in the section of the book detailing the areas of interest in the Expanse, none of the tribal lands are listed/labeled, and very little is said about the totemic tribes.

I'm rolling up a tiger shaman druid for a game I'm getting ready to play, and I'm interested in what his roots might have been like at lower levels (he'll be starting at 13th level). My experience with Golarion is next to nil - despite the fact that I have the ISWG, yes - but I figure by 13th level, this guy is something like Black Panther from the Marvel universe. The presence of the Silverback King is helping fuel my vision, but I have no direction.

I seem to remember there was an AP or a module or something dealing with the Silverback King (at least I remember a book cover with a gray ape on it), but is there some other source of information, or has this been fleshed out at all?

Wut do?

I started them in a large city that abhors arcane magics of all kinds, including most magical goods, though divine magic is well received. This hostility towards magic comes from a spellblight that happened centuries ago (I swear I was planning this before Ultimate Magic came out, was announced, even). They've been away, adventuring for over a year in game-time, and while they were gone, a group of "merchants" who work for an underground society (not unlike the Illuminati) moved in and started peddling minor magical goods to test the waters.

Now, I need to figure out how to map the progression from "magic is badwrongfun and we should kill it!" to "ah, shucks, magic ain't so bad" to "oh boy, we love our new magic stuff!" even further to "close down the churches, we have a new master: this wizard guy!"

What I have so far...(Wall o' Text):

Stage 1 - "See? It's not so bad!"
>> A single trader wanders into town, a herald of a larger trading company "from across the sea."
>> Minor conveniences that are affordable, but superfluous; trinkets, like toy swords that flash and make noise, cloth that doesn't stain, and costume jewelry that suppresses acne.

Stage 2 - "This will make your life easier!"
>> Items replicate household appliances, powertools, etc. These items are still somewhat affordable, but the convenience of having them makes them more valuable than the items from Stage 1, so they are harder to come by. They claim to be doing Eilonia a service by reintroducing them to the safe-side of magic.

Stage 3 - "One bad apple spoils the bunch..."
>> Vendor is forced to close his shop for selling seeking crossbow bolts. Authroities crack down hard on magical wares and restrict many vendors. There is a brief public outcry for support of the vendor at first, but authorities show sound reasoning and fair judgment on the matter. The noise dies down.

Stage 4 - "Help! I'm bein' repressed!"
>> An innkeeper is found to be in possession of several crates of what he claims are love potions, sold to him by an old man with a cart full of amazing things. The innkeeper had been using them to get patrons to fall for the bar wenches to sell more food and drink, and so that the wenches would have an easier time whoring out. Prostitution is against the law in Eilonia, as is the facilitation of it; his potions are seized. As a first offense, the courts are inclined to let the innkeep off with a warning, but he denies accusations of whoring out his girls and claims that the government has not only defamed his good name, but has given away one of his trade secrets. With some coaxing from the foreign trading company, the populous is divided on the topic; there are those who side with the innkeeper, and those who say he should have been shut down.

Stage 5 - "It's just easier to give them what they want."
>> The heavy restrictions on magical goods is lessened, though it is still monitored closely. The guard begins to be spread thin as new divisions are created to deal with the management of magical goods and the foreign trading company. The foreign trading company sets up a permanent location in the city.

Any suggestions on the logical progression of what's going on? It doesn't have to be air-tight logic, just enough to get to the point that the city revolts against the government in defense of their newfound love of magic. Also, I want this to happen pretty quickly, over the course of a year or less in game-time. When I think about that, it feels unrealistic, but I justify it with things like suggestion and the general ignorance of the unwashed masses during such a time period.

The kingdom being overthrown is actually under the rule of the most loved king the continent has ever seen. He rules with an even hand and is far more humble and gracious than other monarchs in the land. The city is more or less LG, but has some shady venues if you know where to look (like any other). The underground organization is one comprised of a vast, world-spanning network of arcane casters who are intent on achieving "infinite knowledge" and through that, power over the multi-verse. These casters have sleeper agents everywhere and the leaders will be the endgame bosses, possibly into epic levels.

I'm going to be picking one of these up in the near future, so I was looking around to see how much they cost. I'm probably going to end up ordering them direct from Paizo (for the $5 I'd save at Amazon, I'd rather just support the company directly). The second-hand market for these things is RIDICULOUS.

My reason for posting is just curiosity: WHY are they so expensive second-hand? One idiot wanted something like $50 +$4 S&H from Georgia (and I only live in TN, so I know that would be excessive). Another seller wanted $76.56 +$4 S&H. That's insane - Paizo is still selling these!

I have considered using a computer and letting the player of the character in question play against a certain difficulty level, but none of us are good at chess, so I can't gauge the difficulty at all, and he wouldn't be able to reflect his character's knowledge of the game.

I considered only describing occasional moves where pieces are taken, and basing my description on a series of opposed intelligence checks. Seemed kinda flat.

Again, I know very little about chess. I know how the pieces move, the relative value of a piece in a given situation, but the knowledge I have is casual at best, and looking info up online is not helping me figure this out.

I thought about somehow incorporating BAB and other skills somehow for different maneuvers, possibly? Say my NPC wanted to bait the PC with a sacrifice and take his knight. Bluff check? My NPC has a negative Cha mod (old man, barely knows who he is anymore, but is a damn good chess player) so I am leery of that route. Anyone got any cool ideas to keep this little role play encounter from stagnating very quickly? It doesn't have to drag on for more than 10-15 minutes in play-time, but I would like for it to simulate at least a couple of hours in game time, maybe even a days long game while the player stays at the tavern.

I was thinking that this archetype was really cool, and planned to use it for a foil to one of my player's characters (a bear shaman). But then I got to the Attract Rats part... and I was like "...huh...?"

That one little thing killed the whole theme for me. Why RATS? Because they're plentiful in urban areas? It seems to go against all of the previous class feature changes up to the point by shoehorning rats into it. The whole archetype should have that Pied Piper theme going instead of trying to be something it isn't.

That complaint out of the way, the advice I want is: what can I substitute for rats that will maintain balance, be more flavorful, and still allow my NPC foil to counter the PC's bear companion (which is a nasty damage dealer). I realize that mechanically, I can choose bears and rats, but for what I want to do it seems really STUPID from a story-telling standpoint to say "This stringy haired, beady-eyed bard comes out playing a grimey, untuned harp, followed by an army of rats. Also, your bear is reluctant to hit him because he seems to know a lot about bears' body language."


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Paizo Blog wrote:


School conjuration (creation) [water]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object of size Large or smaller
Duration 1 round
Saving Throw Reflex negates (object); Spell Resistance yes (object)
A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.

How does this spell interact with fire elementals and the like (more specifically the smaller ones)? I wouldn't expect it to be an instant fizzle-pop-death. However, I would not begrudge one of my players for thinking to deal significant damage with the spell.

After-thought: The spell description does not specifically call out non-magical fires, either. The saving throws and SR only mention objects. Does that mean a creature cannot make a save? I would (obviously) rule otherwise on that were I allowing a player to cast this spell offensively.

How UNbalanced would it be to allow a second animal companion at the expense of Wild Shape?

Somewhat Unnecessary Rambling:
I am pretty sure it would be unbalanced, but how much? And what kind of level adjustment would help curb that. A -3 effective druid level could easily be curbed with the boon companion feat. Is that an acceptable differential (feat tax + loss of wild shape) or would it need to be bumped up to -6 or something?

Unbalanced variants are not a huge deal for me, but I like to keep tabs on them. It helps me keep the illusion of balance. However, this particular subject is a difficult one to pin down for me. I dislike the use of HD to determine multiple companions' strength because it dilutes the concept if the crunch doesn't line up, IMO.

When my players' characters arrive in town and I ask what they're doing... they get quiet. After a brief silence, the Video Gamer pipes in "I want to find a blacksmith and see if he can make me a stronger weapon."

I have tried having barwenches fawn over a couple of them, had some village children follow the druid's baby polar bear around in awe, started some "good-natured bar fights" in a podunk-dwarven tavern (though they actually participated here and had some fun). I don't know if my players are just at a loss, or if they really don't care. They seem to have no interest in gambling, women (or men), drugs, alcohol, food, theatre, reading, yoga... nothing.

So, I wonder, what do OTHER people's characters do in their down time? Is it always non-stop danger and chaos in their lives? This dampens the excitement for me. If every session was filled with monsters and traps and hazards, I would get so freaking bored.

Can this spell be used to take the forms of swarms? It doesn't say so anywhere in particular, so I'm assuming the default answer is "no." I'm also sure that someone will come up with several compelling reasons as to why allowing it would be a bad idea.

However, I make no promises that I won't pitch a private tantrum (away from the forums, for your sakes) if such is the case. Swarm-shifting has been one of the things I want for a vermin druid since I started playing in 3.5, but it was a freaking monster template back then. :(


Ultimate Magic Spell: Vermin Shape II:
This spell functions as vermin shape I, except it also allows you to assume the form of a Tiny or Large creature of the vermin type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, tremorsense 30 feet, scent, blood drain, constrict, grab, lunge, poison, pull, trample, and web. You don’t gain full immunity to mind-affecting effects, but you do gain a +4 bonus on all saving throws against such effects.

Tiny vermin: If you take the form of a Tiny vermin, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Large vermin: If you take the form of a Large vermin, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +5 natural armor bonus.

First of all, I hope this is the right place to put this thread. I don't actually HAVE this done. This thread is intended to get opinions on the potential for the conversion before I invest time into it. I don't have experience with the Star Wars d20 RPG, but I have read the core rulebook over, and I find the idea of using force powers as "skills" very refreshing. I like that there isn't a point system like d20 psionics. That feels far too metagame-y for me.

Now, looking at the number of force powers in comparison to the number of psionic powers... There would be a lot of work going into breaking each psionic power into smaller power levels to work on the same level. I wouldn't want to have a 'skill' for each power, either, but maybe a skill for each type of power (IE: metacreativity, clairvoyance, etc).

I wonder if anyone who has played the Star Wars RPG has any insight into how well the force powers system worked, and whether or not this seems plausible. I would really like positive feedback on the system because it intrigues me, but I am prepared to hear some harsh criticism of it for some reason.

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