White Grotto Student

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64 posts. Organized Play character for Jiggy (RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32).


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Grand Lodge 2/5

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BigNorseWolf wrote:
Now unless the pc is looking to play peasant: the fireballing

I still say it would have worked.

Grand Lodge 2/5

I am now 13th level (Fighter 1, Wizard 6, Eldritch Knight 6), having come just short of becoming a Venture Captain.

Grand Lodge

This EK has hit retirement levels in PFS, and has started playing through the "Eyes of the Ten" retirement arc. I've played parts 1 and 2, so there are 2 sessions left. I've got about 12,000gp or so to spend, and I've also now made it to 13th level. Here's a rundown of my current situation, as best I can remember it:

Human
Fighter1/Wiz6/EK6
Divination (Foresight), opposition schools are Necromancy and Illusion
Stats (including items):

STR 20
DEX 18
CON 14
INT 20
WIS 10
CHA 07

Traits: Reactionary, World Traveler (Diplomacy), Magical Knack, Fate's Favored.

Feats: Toughness, Dodge, Improved Initiative, Weapon Focus (longsword), Spell Focus (conjuration), Arcane Armor Training, Empower Spell, Arcane Strike, Additional Traits, Arcane Armor Mastery, Weapon Specialization (longsword), Improved Critical (longsword)

Gear:
Headband INT +4
Belt of STR/DEX/CON +2
Jingasa of the fortunate soldier
Cloak of Resistance +2
+4 mithral breastplate
Amulet of Natural Armor +3
Ring of Protection +2
Dusty rose prism ioun stone for +1 AC (insight)
Ioun stone for +1 attack (competence)
Ioun stone for +1 to saves (competence)
Wayfinder + Clear spindle ioun stone (immune to mind control ala PfE)
Gloves of Reconnaissance
Adamantine longsword
Lesser Extend Rod
2x Pearl of Power I
3x Snapleaf

That's all I can remember. Note the lack of a magic weapon, because I use an Extended greater magic weapon to keep my adamantine longsword at +3 for 24 hours a day. I also extend a darkvision all day, and save the third Extend for when I decide to cast heroism, making it last 4 hours.

I also don't have a shield; typically, if it looks like I'll be fighting in melee, I cast shield first, taking my AC to 37 total.

Now, throughout my first 11 levels of play, the key to this EK has been versatility: since table make-ups are random, it's nice to be able to slide into whichever of the tank, caster, or Knowledge roles happens to be missing. However, I'm now planning on another two sessions with a single group. With that in mind, I feel like I should maybe specialize a little more...?

There's a gunslinger/inquisitor (awesome damage from range, Sense Motive, Survival), a zen archer (awesome damage from range), a druid (casting focused, plus celestial tiger companion), and a wizard (uber damage from range via crossblooded dip and CL boosts, and most Knowledge skills about 7-12 points higher than mine).

As you may have noticed, I'm a mostly-CRB generalist in a stable party of expansion-reliant specialists. This means most of the time, my main contributions have been to supply additional slots of group buffs (like communal resist energy).

If I want to just do damage, I have to spend a round getting into melee (plus either a single attack or a shield, unless I had to double move), during which time the three DPR machines who don't have to move first have been able to spew out around 70-100 damage apiece with full-attacks or spells. On the other hand, my spell save DCs are only so-so, since I don't have the 26 INT that a devoted caster would have.

Hitting 13th level now, I have some options.

First, I could take Power Attack, taking my usual melee damage from +15 to +24. That seems like it could help, but I'll also take -3 to hit, taking me from +20 to +17. At 13th level, that feels a bit low. Heroism helps, but that's not a sure thing.

I guess I could take maybe a level of barbarian instead of EK at 13th, so that when I do attack in melee I can rage for an extra +2 attack and +3 damage. With Power Attack, this would put me at +19 (or +21 if I have heroism up) for 1d8+27. Seems nice, but that also means I don't get 6th-level spells this level. Or rather, I don't get my one 6th-level spell.

Alternatively, I could just say "Screw it, I'm a wizard" and take Persistent Spell, helping to make up for low-ish DCs on some key spells.

Or maybe there's some other option, via spell selections, feat selection, or spending 12k gold?

Any advice welcome, thanks!

Grand Lodge

This EK has hit 12th level in PFS, and has started playing through the "Eyes of the Ten" retirement arc. I've played part 1, so there are 3 sessions left. I've got just over 20,000gp at the moment, and I'm trying to decide what to buy. Here's a rundown of my current situation, as best I can remember it:

Human
Fighter1/Wiz6/EK5
Divination (Foresight), opposition schools are Necromancy and Illusion
Stats (including items):

STR 20
DEX 18
CON 14
INT 20
WIS 10
CHA 07

Traits: Reactionary, World Traveler (Diplomacy), Magical Knack, Fate's Favored.

Feats: Toughness, Dodge, Improved Initiative, Weapon Focus (longsword), Spell Focus (conjuration), Arcane Armor Training, Empower Spell, Arcane Strike, Additional Traits, Arcane Armor Mastery, Weapon Specialization (longsword), Improved Critical (longsword)

Gear:
Headband INT +4
Jingasa of the fortunate soldier
Cloak of Resistance +2 (I think?)
+3 mithral breastplate
Amulet of Natural Armor +3
Ring of Protection +2
Dusty rose prism ioun stone for +1 AC (insight)
Gloves of Reconnaissance
Adamantine longsword
Lesser Extend Rod
2x Pearl of Power I

That's all I can remember. Note the lack of a magic weapon, because I use an Extended greater magic weapon to keep my adamantine longsword at +3 for 24 hours a day. I also extend a darkvision all day, and save the third Extend for when I decide to cast heroism, making it last 4 hours.

I also don't have a shield; typically, if it looks like I'll be fighting in melee, I cast shield first, taking my AC to 36 total.

Now, throughout my first 11 levels of play, the key to this EK has been versatility: since table make-ups are random, it's nice to be able to slide into whichever of the tank, caster, or Knowledge roles happens to be missing. However, I'm now planning on another three sessions with a single group. With that in mind, I feel like I should maybe specialize a little more...?

Right now I'm the only melee/tank in the group (the rest includes a casting-focused druid, a blaster wizard with a 1-level crossblooded dip for damage arcanas, a zen archer, and a gunslinger/inquisitor). As such, I was thinking of maybe upping my AC some more so I can last longer soaking hits. Additionally/alternatively, maybe some nifty consumables or X/day items that could help me deal with weird situations? I dunno. I feel a little lost, having never played at this level before. Also I could probably stand to upgrade my cloak of resistance a bit...

Help?

Grand Lodge 2/5

Finally got to play this!

I died in the first big encounter. I, er, misjudged the state of affairs. See, there were all these big threats in the main room, and I was injured enough that I was considering retreating anyway, and then we heard screams from the armory.

I thought, "Oh, I bet there's a thief in there, who's relying on all the combatants being busy here because he's not the sort who wants to be anywhere near combat; I'm not going to last much longer in this fight, but I could take somebody like that out, and no one else has the means to get there in time to stop him. I'll just dimension door in, take out the noncombatant thief, then return to see if there's a way I can help finish the actual battle."

Um, yeah. Didn't turn out that way. I got lightning bolt'd and bead of force'd before I could even announce what I saw. Dead as a doornail.

Did you know that when you come back with raise dead, each spell you have prepared has a 50% chance of being lost? Unless you're really unlucky like me, and it's more like 80%. I died an Eldritch Knight, and came back a fighter (but with fewer feats). Though to be fair, had I been a straight wizard, I'd have come back as a commoner. :/

Grand Lodge 2/5

Seth Gipson wrote:
Every Diviner should get Sandals of Quick Reaction. 4000gp to let you take both a Standard and a Move action in the Surprise round, which you should be getting to act in every time.

As a now 12th-level diviner, I have to disagree. Having acted in a great many surprise rounds, I can't think of a single time when after casting my spell as a standard action I then thought "Gee, now if only I could take a move action too!"

Grand Lodge 2/5

Jokon Yew wrote:
Carpet of flying allows you to carry things other than yourself.

So does a decent STR score. <--- Says my 20 STR Eldritch Knight. ;D

Grand Lodge 2/5

Jonathan Cary wrote:
If you're in a dungeon in the middle of nowhere with the nearest town 2 days' ride away by horse, then I hope you're not under any time constraints.

Or have a couple teleports prepared. I once played in 10-11 with something like 4 or 5 teleports around the table. I tried to keep from chuckling as the GM was summarizing the conclusion at the end, which included days of mundane travel back to wherever.

Screw that, I'm an Eldritch Knight! I have teleport and overland flight! Why would I use legs when I have spells?

Grand Lodge 2/5

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Michael Meunier wrote:
...the guy with rippling biceps and longsword says "I swear I'm a wizard"

What of it?

Says a 12th-level PC who wears armor and fights with a longsword but also flies for 12 hours a day and enjoys the occasional Empowered fireball.

Grand Lodge

RainyDayNinja wrote:
I'm leaning toward Improved Critical, or Power Attack + retrain Dodge to Furious Focus.

I've already retrained two feats and I've died once, so Prestige is getting a little thin. :/

Quote:
(P.S., if you're worried about a low attack bonus, have you bought that ioun stone for 4k that gives +1 to all attack rolls?)

Not yet; probably getting it on my current shopping trip.

Grand Lodge

At long last, I've had my first PFS character reach 12th level! You can click my name for a general idea of what's going on with this PC (including what feats I already have, so please don't suggest things I already have or don't qualify for).

Anyway, 12th level for me is my 5th level of Eldritch Knight, which means I get a bonus combat feat. I'm having a little trouble deciding what it should be, though.

Here are my ideas so far:
Power Attack - Would take my typical damage bonus from +15 to +24, but would take my typical attack bonus from +18 to +15, which feels a little low for this level. I try to typically have an Extended heroism up when expecting trouble, but that's not guaranteed. But even with that, my Power Attack swing would be +17 to hit. Is that acceptable at 12th level?
Improved Critical - It would be for a longsword; is going from 19-20 to 17-20 worth the feat slot?
Lunge - For when I'm spending a couple rounds going toe-to-toe with a Large creature and want to then be able to 5ft step back and cast safely.
Blind-Fight - On the other hand, I can have Extended darkvision running 24 hours a day, and always have see invisibility prepped, so...?
Vital Strike - For a little damage boost when I'm flying in and making one attack.

Any comments on those ideas, or ideas that I haven't thought of? Thanks!

Grand Lodge 2/5

I have arrived.

Grand Lodge 2/5

Almost there...

Grand Lodge 2/5

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Andrew Berger wrote:
We play would-be hero's

Speak for yourself; I'm here to gain power. If things go south, you'd better hope you're already in arm's reach when I teleport.

Grand Lodge 2/5

Angus Blackbriar wrote:
I challenge you all to wrestle.

*casts black tentacles*

Grand Lodge 2/5

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Cold Napalm wrote:
it's because the build is so WEAK that it doesn't really work without it.

I'm doing just fine as an Eldritch Knight, thank you very much. Perhaps you pathetic westerners need the extra help, but a mighty son of Tian Xia certainly does not.

Grand Lodge

Bump?

Grand Lodge

ZomB wrote:

I have an 11th level PFS wizard

Spells I consider for bonded item or scroll use: Feather Fall, Bears Endurance (as a temporary cure spell), Burning Hands/Fireball (for swarms), Dispel Magic, See Invisibility (scroll), Darkvision, Daylight, Comprehend Languages (scroll), Liberating Command, Greater Infernal Healing

Never thought of using fireball as a scroll - good thinking!

Quote:

Typical core spells

1: Mage Armor, Shield, Grease, Prot Evil, Vanish (general use and stealth faction missions)
2: Mirror Image, Glitterdust x2, Create Pit, Eagles Spleandor (charisma faction missions), See Invisibility
3: Haste x2, Slow, Daylight, Dispel Magic, Stinking Cloud, Fly (if not taking overland flight)

Yeah, I recently had that one used against me. Brutal, gotta get it!

Quote:
I like to use a lesser persistent rod with Slow or Glitterdust or Stinking Cloud

Ooooh, nice! Thanks for the tip!

Grand Lodge

I'm a 10th-level PFS character: Fighter1/Wizard(divination[foresight])6/Eldritch Knight3. Click my name for more details.

I feel like I should broaden my spellbook a bit to increase versatility (especially via my bonded item). But... what should I get?

I've never played a caster this far before (no experience with 3.5, either) so I don't really know what's good to have on hand.

I'm one level shy of gaining 5th-level spells, and have 21 INT. What spells do you like to make sure you have?

Grand Lodge 2/5

A scroll of communal resist energy costs 375gp and gives up to 5 people resist 10.

An arcane bonded communal resist energy costs 0gp and gives up to 8 people resist 20.

(The gold might not seem that much, except that's the spell I've most frequently bond-cast.)

Grand Lodge 2/5

In my opinion (as a bonded-item user), the bonded item doesn't really NEED an upgrade. The more powerful I become, the more powerful it becomes. Can your familiar let you cast an extra black tentacles every day? Can your familiar let you cast exactly the right buff/debuff at a moment's notice despite it being too obscure to have predicted needing it? Does an amulet poop on your clothes?

Didn't think so.

Grand Lodge 2/5

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Daniel Luckett wrote:
Mark Moreland wrote:
When was the last time Drandle Dreng did anything to you? It's been six months since his last appearance.
Someone should go check and see if a pile of newspaper fell on him...

Or better yet, someone could not check on him.

Grand Lodge 2/5

nosig wrote:
I'm not about to turn to Jiggy and say "You're playing this wrong"... though I would say "So, what's this guys gimmick? Why do you have a wizard with a 14 Int and a 16 Str?"

Because he's headed for Eldritch Knight, of course! ;)

Grand Lodge

Ah, okay. You originally said "you're screwed", not "you won't be able to use your EK capstone ability without fail". Pretty big difference there, you know?

Unless of course you think that any EK who doesn't use his capstone ability flawlessly is screwed overall, but I'll assume that's not what you meant. :)

Grand Lodge

Not offended, just pointing out that you're giving out incorrect information. If "using armor = screwed", and I'm using armor, then I must be screwed. But I'm not screwed, therefore your statement was wrong.

And pointing out incorrect advice/guidance is helpful, and therefore in line with the point of Advice threads, as you noted.

I currently have Arcane Armor Mastery (not just Training), and a +2 mithral breastplate. I also carry a wand of shield in a spring-loaded wrist sheath. I'm also a Foresight wizard with +12 initiative.

If we get ambushed and I don't know what the threat is, or if I want to shift to "melee mode", I pop the wand and have a very respectable AC. Otherwise, I cast spells as needed from the back. All in all, I've ended up as a very versatile and powerful character.

With armor.

Grand Lodge

mplindustries wrote:
If armor is an important roleplaying thing, though, well, you're pretty screwed as a full arcane caster.

I'm currently 9th level in PFS (as a Fighter1/Wizard6/EK2) and I wear armor just fine. Maybe you would be screwed if you tried to make an armor-wearing EK, but that's not the fault of the tactic. If it were, I wouldn't be having so much success with it.

Grand Lodge 2/5

If Kyle's BBEG has an initiative mod of +2 or less, I will always go before him. :D

Grand Lodge

Click my name for a general breakdown of my PFS Eldritch Knight (with mostly Core and APG options used).

Grand Lodge

My Eldritch Knight's been awesome. He's 9th level right now. If you click my name, I think I have his stats relatively current...

Grand Lodge 2/5

Once I got into my second level of Eldritch Knight, that dawned on me as well. So at 9th level, I took Wizard6 instead of EK3 so I could get a couple of free 4th-level spells (fortunately I already had black tentacles from an enemy spellbook).

Grand Lodge 2/5

Fighter1/Wizard6/Eldritch Knight2

Grand Lodge

Check me out.

Grand Lodge

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I've been having great success as an Eldritch Knight in PFS. You just have to understand that despite the similar appearance, the EK and the Magus are two very different things.

The EK is a wizard who doesn't have to retreat when enemies close to melee. He has the option of mixing it up with his sword instead of his spells. He shifts back and forth between lobbing fireballs and hacking with a sword as needed. He's an opportunist to the max, using whatever capabilities are most advantageous on a turn-by-turn basis.

The magus, however, is a melee class. Sure he has spells (even a little utility!) but at his core, he's just a melee damage-dealer. He's basically like a barbarian who uses shocking grasp instead of raging Power Attack.

If you try to build an EK who novas the BBEG from 5ft away, then yeah, you're going to see how much better the magus is. But if you try to build a magus who always has a solution for the situation at hand and is never wishing he was in melee instead of at range (or the other way around), you'll see just how obsolete the EK isn't.

Grand Lodge

Crysknife wrote:

Melee wizards at mid levels can buff themselves pretty well and become very hard to kill. Just consider how great of a defensive buff are stuff like mirror image or displacement. False life is great too.

+2 CON would give you 5 hit points, nice but not very significant IMHO.

My only buffing that I use is a wand of shield. I use my combat spells offensively.

Altus Lucrim wrote:
With this build I would be willing to say that one might be interested in gloves of Arrow Snaring. Since you already have an open hand for spellcasting, catch an arrow that would have hit you twice a day, pretty solid.

Interesting idea. It sounds nice, until I try to remember the times I could've actually used it in PFS. Seems like a lot of enemies are either melee or casters. Besides, my AC is pretty solid as-is, so an extra defense against ordinary attacks seems a bit superfluous at the moment.

Grand Lodge

Why not a classic Fighter/Wizard, like me? As soon as I hit 5th level, I lose my spell failure chance, but even with it I've been doing pretty well. Feel free to click my name to see some of my stats.

Grand Lodge

BigNorseWolf wrote:
Mithril Buckler - No arcane spell failure, and you can still cast with that hand.

I actually use a wand of shield. Better investment for the scope of a level 1-12 career, IMO.

Quote:
Check out mergy's methods on his blogs or the PFS boards for some advice on consumables.

I'm already a fan. (Clearly you haven't moused over my name yet!) ;)

Grand Lodge

ZomB wrote:
Glitterdust is a top pick and one of the first two offensive spells I would take from second level spells. I assume therefore you already have Create Pit and Mirror Image.

I see little need for mirror image - I'm usually the table's tank via AC alone.

Quote:
What second level spells are you going to pick next level if you learn Glitterdust now? (unless you aren't going wizard next level) there aren't that many great second level spells.

It'll be a divination spell plus something. Not sure what. I guess I could just wait one scenario to grab glitterdust.

Quote:
Maybe Bull's Strength for the BAB problem.

Have it. I don't anticipate using it much, though.

Quote:
Maybe Darkvision as a bonded item emergency cast when in Darkness.

Oh, now there's an idea.

Quote:
I assume you already have a See Invisibility scroll for casting from the scroll at need.

Actually, as a diviner, I prepare that one every day in my bonus slot.

Quote:
I think folks avoid Acid Arrow because its just damage and therefore overlapping with the fighters or archers role (and nowhere near as much damage as a fighter or archer does). Useful, SR avoiding (and DR avoiding) damage, so circumstantially better, but generally just damage and no other utility.

Fair enough.

Quote:
Isn't an Amulet of Spell Cunning 10,000gp? More expensive than a 3rd level pearl of power - and I don't rate 3rd level pearls.

As an upgrade from my bonded item, it'll only cost me half that. :D

And unlike a pearl, I get to use it every day, and can split it up if I like. (Anticipating incorporeals? Three extra magic missiles!)

Grand Lodge

Jiao-long wrote:
Crysknife wrote:
Why not a STR enhancer?
Because I'm a frontliner with d6 hit dice and 12 CON. Priorities, man! ;)

On second thought, a STR belt might help with my piddly BAB. Gah! More decisions! :(

Grand Lodge

Crysknife wrote:
Why not a STR enhancer?

Because I'm a frontliner with d6 hit dice and 12 CON. Priorities, man! ;)

Grand Lodge

Paladin of Baha-who? wrote:
What weapon are you using currently?

Masterwork longsword.

Quote:
Adamantine is mostly useful for sundering things and bypassing DR, I wouldn't think that 5th level PFS scenarios would have many enemies with Dr/adamantine. Unless you've built your character to be a sunderer, sundering is just too hard, which seems unlikely if you're going the EK route.

I could be wrong, but I've been under the impression that most constructs have either DR/adamantine or hardness, and constructs show up now and then in PFS. Am I mistaken?

Quote:
Glitterdust is good.

Indeed.

Quote:
Acid arrow is lame.

You don't like damage spells that aren't subject to SR?

Grand Lodge

I'm one scenario away from hitting 5th level (you can click my name for my stats). I have about 4,700gp to spend, and I'm not sure what to get. Here are some of the things I'm thinking of:

• Adamantine longsword
• +2 CON belt
• +2 INT headband
• Ring of Protection +1
• Scrolls of glitterdust and acid arrow to scribe into my spellbook

What should I be looking at getting first? I'll get all of those things eventually, I just can't decide on the order.

Other relevant info: I already have a +1 mithral chain shirt. My bonded item is an amulet, which (once I have 27 Fame) will become an Amulet of Spell Cunning for a cost of 5,000gp. I currently have 22 Fame.

This is a PFS character.

Thanks!

Grand Lodge 2/5

Amara Li wrote:
Jiao-long wrote:
Zarta Dralneen wrote:
Perhaps you should state only the truth instead of using me as a mouthpiece for your own delusions.
The way I hear it, you're quite popular to be used as a mouthpiece. Exactly the type of whoredom I've come to expect from so-called nobles here in the western lands. Take a lesson from honorable Tien women and get some class.
It behooves us of the Lantern Lodge not to rile the hornets' nest that is Chelish ire. While our methods may differ from others in the Pathfinder fold, we should lead an honorable example and not stoop to petty squabbling.

I do not feel that the mighty land of Tian Xia has anything to fear from Cheliax; nevertheless, I will heed your commands as always, Good Lady.

*bows*

Grand Lodge 2/5

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Zarta Dralneen wrote:
Perhaps you should state only the truth instead of using me as a mouthpiece for your own delusions.

The way I hear it, you're quite popular to be used as a mouthpiece. Exactly the type of whoredom I've come to expect from so-called nobles here in the western lands. Take a lesson from honorable Tien women and get some class.

Grand Lodge

The Sapphire Onion wrote:
I would still consider Glitterdust. You have spell focus (conjuration). It is a group blind (the best bit), and its not just you that needs to see invisible characters.

I suppose that's a good point. Alright, that's moving further up the preference list.

Quote:
However Create Pit is such a useful spell, I don't think 2 memorisations are a bad thing, and I would be tempted just to wait for the next level and 2 more spells including Glitterdust.

True... Hm...

Quote:
And hope to bump into another Arcane caster.

Indeed, indeed.

Grand Lodge

Hm... frigid touch does look appealing...

Grand Lodge

Mudfoot wrote:
Darkvision (unless you've already got it by race),

This seems like more of a "once in a blue moon" type of spell, so I carry a potion.

Quote:
Touch of Idiocy (no save, RP uses and you're good in melee for touching)

I'm already good in melee. :)

Quote:
Minor Image (all kinds of fun),

Opposition school.

Quote:
Levitate.

Hm... That seems pretty situational, but good. I might carry a scroll for usage rather than scribing it. Thanks!

Grand Lodge

Although you're right for the most part, the minute you let your guard down you'll run into an Osiriani oracle of flame or a Taldan magus and suddenly your face is exploding before you know what hit you. ;)

EDIT: But I digress! So back to spells - looking for something worth preparing almost every day at 4th level alongside create pit and see invisibility.

Grand Lodge

I carry a wand of infernal healing. :D

Grand Lodge

Abraham spalding wrote:
also you can use it to put your allies out of fire if need be as well.

Okay, definitely didn't think of that. Intriguing. I might take it later on, or get it into my book for bonded item use. But probably not what I'm looking for right now for "spell to prepare most days alongside create pit and see invisibility for at least the next three scenarios".

EDIT:

Quote:
I'll notice you seemed to have ignored the other spells I listed.

Unless there's an edit that my browser isn't showing me or I missed an earlier post, I addressed them all.

Grand Lodge

LazarX wrote:
Jiao-long wrote:
LazarX wrote:
Consider at least buying a scroll of floating disk. For when one of your comrades is down or incapacitated. It might be the key to getting him or her out alive.
In what way is this superior to simply eliminating the threat at hand and then dragging them out?
Because sometimes... you lose. Sometimes you need the speed and the reduced encumbrance in hauling away the fallen. Sometimes you can't eliminiate the threat and you've got to haul ass out. The floating disk spell may very well make the difference in not leaving the fallen behind.

Fair point. But none of my PFS compatriots will be able to get raised for another level or two, so it's not a high priority. ;)

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