Mister Wanderlust

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There's zero information on this, you have to make it up.

The only fictional example of a cloned organization I know of is the Durona Group in Louis McMaster Bujold's Vorkosigan series. They're a bunch of black market doctors cloned from the original Lily Durona, with all the females given plant/tree/flower names (Lots, Rose, Rowan, etc.) and a minority of male clones given bird names (Raven). I think there are only 30 or so of them (certainly not more than twice that), and they all defer to and follow Lily, who is over 100 years old, but with one defection and held together somewhat by outside forces that threaten them.


BigNorseWolf wrote:
Nefreet wrote:
BigNorseWolf wrote:
The ring is a bite attack. Bite attacks don't have the archaic weapon property.
I also need to nip this in the bud, because we KNOW this attack is archaic. You don't WANT it to be, but we're told right in the description that it is
Accusing me of munchkinry, dishonesty, or having anything less than a genuine disagreement over the wording of this item is bad argumentation and worse posting.

I think you're simply being accused of motivated reasoning.


Ascalaphus wrote:

It's important to realize that Starfinder Force is not the same as in Pathfinder.

In Pathfinder, Force was kinda its own weird magical energy type, different from fire/cold/negative etc.

In Starfinder, it seems Force is a descriptor that you add on damage of another type. You can have a bludgeoning weapon with the Force descriptor. It'll still hit KAC and get reduced by DR/slashing. But it'll be effective against ghosts.

There is still Pathfinder-style force energy damage in the form of the Magic Missile and Force Blast spells. There are also some aliens who have traditional force damage attacks, like the Frujai.

In addition to that, there are force descriptors on some weapons, which don't change the underlying basic physical damage type, but do allow interaction with incorporeal targets at full damage.


Nefreet wrote:
Lowering it to x1 damage would relegate a lot of characters to the trash bin.

But are there any downsides?


Trap design, especially higher CR trap design, often seems to assume a relatively small chance to find them, an easier check to disable them.


Spellslinger's Dodge is still vastly OP with combat casting as a prereq, because the proper comparison is the existing Focused Spellcaster feat, which does the same thing but worse.


Dαedαlus wrote:

Not exactly, though. Here's a few possible ways that it could still work (none of which entirely violate canon):

Golarion has had humans for untold ages. Like, billions of years ago. We know that 50 million years ago, it had dinosaurs and the like dominating, but we don't know exactly when humans first came about. They could well have been living then, as well, and had been for millions of years. Perhaps the unlikliest of the bunch, but it's possible.

Golarion is the oldest planet in the universe, but due to a unique set of conditions, it's traveling at a speed close to the speed of light, thus time on it is much slower relative to the bulk of the universe, thanks to relativity, and so the time it has felt since the universe started is much lower than elsewhere. This one gets muggy because Outer Sphere stuff and Earth-time equivalence, but whatever. This is a setting with teleportation and time travel.

Sentient life is actually a really, really new thing. Like the cosmos is ancient, but the gods only finally got around to making sentient life in the last few million years, and Golarion was the starting place.

Or maybe, the universe is relatively young, and the gods just dropped a ton of evidence for an old universe to disguise just how stinking long it took them to put down Rovagug.

Like I said, it can only be done with a bunch of really dumb assumptions.


Dαedαlus wrote:
It's also not impossible that Golarion is the first mortal world, though. Rovagug was imprisoned there, after all, and the planet is clearly experiencing development slower than Earth, not to mention that, given the nature of Golarion as a clearly created cosmos (rather than natural), the multiverse is likely far younger than the estimated lifespan of our own universe. In that way, it's quite possible that Golarion did indeed host the first life (and thus death), making their gods cosmological-scale entities.

They've foreclosed that by putting Earth in the same universe and setting the current Golarion timeline equal to 1920s Earth. You have to make a whole lot of really dumb assumptions to not have the current era billions of years after the first life in the universe, given the rampant evolution of life all over the place.

Rovagug's rampage is by necessity a very late development in the history of the material plane to this point. I do like to pretend that he destroyed most of the two trillion other galaxies out there, though, before they finally stopped him. It limits the outer planar scale issues by a few orders of magnitude, even if it can't solve them.


James Jacobs wrote:
Xenocrat wrote:
Urgathoa and Zyphus should be older than life on Golarion, tbh.
Since you have to have life first before you can have death (or undeath), that doesn't make too much sense to me. Unless you were implying that you'd rather have Urgathoa and Zyphus become established on another planet that's older than Golarion.

This is the same lack of understanding of history and scale that led to the weird timeline on Golarion.

If Urgathoa and Zyphus are really the first sentient creatures to get mad at Pharasma's judgment in their particular circumstances then it boggles the mind to believe that they aren't billions of years old and predate humanity (and the formation of Golarion's solar system), and they only have a 1/2,000,000,000,000 chance to have even originated in the same galaxy as Golarion.

The alternative is that they're minor gods in a cosmic sense and just another fruit fly flash in the pan like Aroden and the other Golarion derived gods, rather than really mattering on a universal level like Pharasma, Asmodeus, and maybe Desna.

Original undead for all of existence is a big deal, and makes Urgathoa really impressive. Original undead on Golarion is chump territory. Original undead for all of existence who also somehow managed to happen on Golarion and so late in the development of the universe is...unlikely.


Urgathoa and Zyphus should be older than life on Golarion, tbh.


Starfinder has universal biology, otherwise poisons and diseases wouldn’t effect everyone.


An assumption of competence and fairness in applying house rules.


Theconiel wrote:
Xenocrat wrote:

I’d take Skill Focus (Piloting) before Sky Jockey.

Spell Focus is eventually necessary if you’re casting offensive spells. Really all of these but Sky Jockey make sense.

Unfortunately, Skill Focus and Skill Synergy are both insight bonuses, so they don't stack. My +2 would change to +3, though.

Wrong in this case. You're a Mystic (and not a Star Shaman) so Piloting isn't a class skill for you. That means the effect of Skill Synergy is to make it a class skill, giving you the +3 untyped class skill bonus. Taking Skill Focus then gives you a +3 insight bonus.

Skill Synergy only grants a +2 insight bonus if you already have the skill chosen as a class skill.


Hawk Kriegsman wrote:
Nerdy Canuck wrote:
Hawk Kriegsman wrote:

I am in the camp that believes grenades are overpriced and underwhelm.

My grenade house rules are:

1: The listed cost for a grenade in my game is for a box of 12.

2: Weapon Specialization applies to grenades.

My players still rarely buy grenades, but they certainly loot them from enemy bodies.

Additionally my players rarely even throw grenades.

I would imagine that would interface in some interesting ways with something like a Bombard Soldier...
Actually I just read Bombard. I must be missing something looking at what it gives you.

I think he's assuming this change would give a bombard soldier 12 personal grenades per 10 minute rest, each of which would add weapon specialization.


HammerJack wrote:

Taking things to their silly conclusion , if you used the perception rules for aerial terrain from the CRB, you'd end end with the comical result of a sniper 2 miles up that would never be able to spot a creature on the ground, since 5d8x100 never allows for seeing someone more than 4000 feet away.

Other biome rules are significantly worse for snipers, if those rules are actually used. On the other hand, I don't think they are used that often.

Since clear air is 5d8x100 and clear water is 4d8x100 I think the former is missing a zero on its multiplier. That would still give you a maximum of only 7.58 miles, and a minimum of just under a mile in "clear" conditions.


I’d take Skill Focus (Piloting) before Sky Jockey.

Spell Focus is eventually necessary if you’re casting offensive spells. Really all of these but Sky Jockey make sense.


Your best bet if engaged by flying enemies is to cancel your Force Soles to start falling, then use that Azlanti Flight I Aeon Stone right before you splatter.

For best results use Operatives with a cloaking field.


Just LOL if you don’t have a sniper with Force Soles Mk 2 walking half a mile above the rest of the party at all times, outside the max range of all non-sniper weapons on the ground.


There's never been any suggestion that people who die in areas magically barred from extradimensional travel can't have their souls pass on to the ethereal plane, so there's no reason to think that the Drift's similar ban on extradimensional magic would stop souls.


If you have Token Spell you should never take your armor off, even to bathe.


Metaphysician wrote:
It is producing an effect with literally planetary range. To argue that this somehow does *not* involve transmitting anything detectable, would require more than a little explicit statement to pass the plausibility test. Otherwise, your basically saying "It is imbuing people thousands of miles away with fairly major magical effects, but no, really, its not actually transmitting any detectable signal".

There’s precedent from planar enhancements to magic. They just give you a boost, they don’t make you sense it coming from a source.


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It did seem like Ailabiens 21:2‘s position was logically correct and the AP’s preferred solution was to destroy the search for truth in preference for mthe feelings of the mob.


Agree with BNW, disguise potential is incidental to the spell and mostly useful for being a humanoid who just doesn’t look like the real you and can’t be defeated as easily as Disguise Self.


If they had an uplifted creature template all uplifted creatures would be the same except for cosmetic differences. If you want that, you already have it in the form of the uplifted bear - just call it a different animal and give it the same stats.

They're not going to give you a menu of notionally equal choices in several different categories to choose from, they have more respect for design than that.


Pantshandshake wrote:
Xenocrat wrote:
Most longarms with scopes shoot 300-600' without penalty. Taking an action to aim doubles that.

I don't think scopes do anything if you don't take a move action to aim, though. Did I misinterpret you, or is one of us wrong?

One of us is wrong. There was a thread discussing this in the last couple of months.


Most longarms with scopes shoot 300-600' without penalty. Taking an action to aim doubles that.


Schanez wrote:


But I am absolutely clueless what to do with the drone. I can buy... If my math holds up: Azimuth Laser Rifle and Battery for 425+60, a Azimuth Laser Pistol for 350+60 and a Stationwear Flight Suit for 95.

When you buy a weapon it comes with one battery or equivalent load of ammunition as part of the purchace price. Skip the extra battery and take them off defeated enemies if you really need to scrimp for credits.


Claxon wrote:

Energy damage doesn't interact with DR, it must instead contend with energy resistance.

As for kinetic damage (bludgeoning, piercing, slashing) it does have to deal with DR. Unless it is of a damage type that bypasses the DR. DR/slashing would be bypassed by slashing. And DR/magic would be bypassed by a magic weapon. I'm not sure how common these are on creatures in Starfinder vs Pathfinder. But a magical weapon wont do anything except bypass DR/magic. So if it's a material based or damage type DR you're hosed.

The Alien Archives have published only two options that have DR/slashing/bludgeoning/piercing - Mi-Go(slashing), Moonflower (slashing). AA1 DR/magic aliens include: Deh-Nolo,Dragon, Skeleton Undead, Occult Zombie, Void Hag, Witchwyrd. AA2 DR/magic creatures are Corpsefolk, Dragons, Emotivore, Haeshi-Shaa.

So DR/magic pretty much only matters for a big chunk of undead templates (but by no means all), dragons, some dark tapestry stuff, and a few oddballs. It's by no means pervasive. DR/- is more common, DR/material or alignment is scattered.


sabata00 wrote:

I’m super nervous about running the prison break in.

My party consists of an uplifted bear, a goblin, a kasatha, and a phentomite. Passing with a disguise plan is not likely to work. I don’t want to force them through and endless and deadly series of repetitive combats, but I’m worried it will work out that way.

Assuming they do make it in without getting found out, I’m still unsure of many ways the security actually functions. How do the players disable cameras without said cameras seeing them?

Holoskins are a cheap way to disguise yourself as another race if you have the underlying skill.

Unless you can stealth or use invisibility there isn’t a way to reach the cameras before being seen. I wouldn’t make piercing disguises easy to do via a camera, though, disguise your lead guy as a guard and let him mess with the camera.


The Ragi wrote:

Finally a high level only archetype, and yet again the powers sound so weak only a soldier would bother with them.

What do these anassanoi look like?

Triangular heads, three eyes, two vertical mouth skits.


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Nerdy Canuck wrote:
Xenocrat wrote:
Nerdy Canuck wrote:
Xenocrat wrote:
I think skills don't or shouldn't matter much for enjoyment of the game.

There are groups that play like that; there's also a very significant contingent of groups that DON'T play like that; for a lot of groups, skills absolutely do (and should) matter for enjoyment of the game - because that's the kind of game they're playing.

It's a bad idea to make sweeping proclamations about how the game works based on what you personally enjoy.

I appreciate a good nonsequitor as much as the next guy, but I'm also sorry you think a personal opinion is a sweeping proclamation about how something works.
"I think skills don't or shouldn't matter much for enjoyment of the game" is a pretty sweeping statement, especially in bringing it up as an argument about class balance - arguing that skill bonuses shouldn't matter to evaluating classes is a sweeping statement about how the game works, whether you intended it that way or not.

I really wish you were better at reading comprehension so we could both use our time more productively.

Expressing my own preferences and saying I think others should share them isn't a sweeping statement about anything. I imagine dinners with you must be very trying when people express a distaste for chocolate when perusing the desert menu.

In any case my primary point is that operatives aren't much better at skills to any extent that matters. My second point is that even if it were so, it wouldn't be much of a problem. If you want a skills focused campaign you can...play an operative or envoy.

I guess I am glad that we've evolved from "Class X obsoletes all other classes in combat!" and "Spellcasters obsolete all other classes!" to "Operatives are 10% better at opening doors and 20% better at spotting treasure and ambushes!" Truly we live in a time of wonders.


Nerdy Canuck wrote:
Xenocrat wrote:
I think skills don't or shouldn't matter much for enjoyment of the game.

There are groups that play like that; there's also a very significant contingent of groups that DON'T play like that; for a lot of groups, skills absolutely do (and should) matter for enjoyment of the game - because that's the kind of game they're playing.

It's a bad idea to make sweeping proclamations about how the game works based on what you personally enjoy.

I appreciate a good nonsequitor as much as the next guy, but I'm also sorry you think a personal opinion is a sweeping proclamation about how something works.


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Ed Reppert wrote:
I'm told that "ioun" is a variation of "aeon".

This is a fairly recent Paizo retcon to tie them to their own intellectual property. IOUN stones, which were something somewhat different, originated in an early 70's Jack Vance novel, then were adapted into D&D a few years later. Aeon's are a later Paizo invention that at creation had nothing to do with Ioun stones until someone realized they sounded kind of similar and wouldn't it be cool if.


Ravingdork wrote:

Mystics and envoys can get higher skill modifiers than operatives, right?

Seems to me the only thing operative's edge really does is let you go first more often and keep you from having any terrible skill modifiers anywhere. It shines better when you select class abilities that allow you to add your edge bonus elsewhere.

Mystics can be +1 over an Operative, Envoys have a higher average with a potential for more upside but a risk of being lower.

Operatives can double their edge for creature identification, untrained skills, hiding concealed weapons, and trap finding. Plus they can add it to poison/disease saves. None of those step on other classes toes in important ways.


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Ascalaphus wrote:
It's not the free skill ranks that's the problem, it's the operative's edge to all skills that's the problem. Operatives are often "by accident" as good at skills that other classes had to specialize in because it's supposed to be their niche. It's fine for operatives to be really good at a couple of skills; the problems is that they're also good at the skill other people were supposed to shine with.

I think skills don't or shouldn't matter much for enjoyment of the game. And because of rational attribute point priorities for the various classes it's not even very true that Operatives exceed other classes in "their" skills except for dex skills that no one else cares about anyway and the specialty that the Operative chose. Piloting is a special but limited case of a thing that people care about but almost no one else can compete with.

Most of the fun of playing is combat and using cool abilities, and the other classes have better cool abilities or better combat performance. The Envoy even has the potential for better skill performance on the int and social skills side of things.

Operative skills mainly serve as a backstop to makes sure you can do the utilitarian necessities of adventuring. I do not weep for the Mechanic/Technomancer who is -1 to +1 points better than the hacker speciality operative at Engineering/Computers checks at low level and 2-3 points better at mid to high level, nor the Solarion who wishes he was a better liar or bully. It's more important that the party has someone who can get the trash taken out to the curb so the important stuff can happen.


Another rules error: there's treasure in the form of spell amps of Tongues, which as a divination spell isn't legal to be put in spell amp form.


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I think the rest of the operative chassis is overvalued enough that the skills aren't actually overdone. If starship combat didn't exist, if Solarions and Mystics didn't have issues with it, or any other class (one Mystic excluded) got insight bonuses to Piloting without a feat, operatives would get a lot less grief on this front. And starship combat is the issue there, not the operative.


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Bonnapart wrote:

Wahou, Ok thanks for all this informations !

One last question and I think Ill got every things I didn't understand.

Does the extrat dommage from "trick attack" multiplie if I got a crit or not? (Like "sneak attack" in pathfinder )

Yes, you roll trick attack damage twice if you roll a critical hit.


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Deadmanwalking wrote:
Squeakmaan wrote:
There's an inevitable character in Death's Heretic if I'm remembering correctly.
I believe the character in question was an Aeon (of the 'must destroy true immortals' sort), actually. I'd have to look it up to be sure, but I don't even think there is an Inevitable for that.

It was definitely an inevitable, although the term was not used, the description, it's behavior toward the protean, and its meet up location at Axis (long before Aeons and Axis became a thing) make this clear. Maruts are dedicated to hunting down mortals who artificially extend their lifespan.


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Garretmander wrote:


You probably want to spend skill points in your specialization skill. .

You don't want to do this, because you get skill points in your specialization skills for free at each level.


A new AP this week means new PC rules options. Here's a brief summary.

Archetype

Deep Culture's Specialist
9th: Identify as an SLA 3/day is pretty bad, picking up Retrocognition at 16th is better, but it only works in solar locations.

12th: Once per day you can take 10 minutes to add a free flaming fusion, plus a weak burn crit effect, to multiple weapons. It only lasts one hour. If you have a pressing problem at 12th level that can solved by converting half your damage into fire you probably aren't playing SF and you certainly aren't playing inside the sun in SF, but if you somehow are this is a thing, I guess. As long as you have 10 minutes to prepare.

18th: You get Fire Resistance 20, and treat radiation as one level lower before applying its effects to yourself. It's not, precisely, just way late to be a marginal improvement over armor protections and the ubiquitous (and cold protecting) Thermal Capacitor armor upgrade.

Hybrid Items

Antipathy Unit, level 10: A bulk 5 item that can make a 100' radius field that keeps people out if they don't pass a DC 19 save. You can set it up to exclude your party from its effects, making it potentially useful for thinning out melee opponents who want to close with you. Put it on the back of some power armor or a vehicle, maybe.

Psychic Resonator, level 12: Bulk 100. Effects: (1) Doubles the range of all telepathy on the same planet(!) if I'm reading this right. Expect some redundant installations on Castrovel when the technology leaks. (2) If you have (limited) telepathy you can use it as a system wide comlink to talk to anyone you know who is in the same star system. Expect this to be installed in a few high end command ships when the technology leaks; I'm guessing there's no widespread jamming/interception technology or light speed delay. (3) If you don't know the recipients, you can broadcast telepathatic messages to large groups of people at range of plot.

Vehicle

Protector Chariot, level 12: Very racially locked, you need a race, a feat, and an alignment to bond with a specific vehicle. For those few this is a huge land/air vehicle that can transform into other vehicles.

Starship Options

Psiostatis Pods: Expansion bay option that provides total stasis for populations doing sublight travel over centuries or millenia. Doesn't work in the Drift. Not useful to PCs.

Solar Shield Channel: A special ship upgrade that lets you go solar exploring but when active hurts your shields, gives you protection against certain solar themed weapons, and prevents your use of the same types of weapons. A necessity for solar explorations, useless otherwise.

PC Races

Anassanoi: + wis/cha, -con, full (not limited) telepathy, some other normnal stuff like blindsense and skill boosts. Also a big weakness: you treat dim light as total darkness.

Planar Scion, Oread: +str/wis, -cha, acid resistance, darkvision, can convert dealt acid damage to bludgeoning, energy ray SLA but acid (or bludgeoning) only, so what's the point.

Bottom Line

Not a lot of rules content this month, and nothing to get excited about.


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Starfinder has a persistent issue with calling things radiation that do not follow the basic radiation rules. A Solarion ability comes to mind, as do several challenges encountered in SFS modules. If you follow the straight radiation rules it's either transient, trivial, or deadly, depending on the level and your gear, so it's not conducive to good encounter design.


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I wouldn't allow an armor upgrade that isn't compatible with Power Armor to function through power armor when attached to Light Armor. I would allow an armor upgrade that isn't compatible with PA to effect the wearer (internally directed) when worn on LA under PA.

But looking at a list of armor upgrades, that distinction doesn't matter to any of them except maybe the Spell Reflector. All the others that are LA or HA only look like they interface or effect the exterior world enough that I wouldn't allow them to function through PA.


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Claxon wrote:
HammerJack wrote:
There are still some fairly common applications for the extra move action. Enabling 1st round full attacks or trick attacks from people that didn't have a weapon drawn isn't that niche.

Maybe my party is in a minority, but for the most part if you're not in a "safe area" weapons are always drawn and in hand. The only time they aren't ready is when the party gets jumped in an area they think is safe.

If you're an Operative who isn't always walking around Abasalom Station holding a pistol with a Glamour weapon fusion so it looks like a datapad I don't even want to know you.


Garretmander wrote:
Xenocrat wrote:

Uh...

Enemy ship statblock wrote:
Flak Thrower The flak thrower’s physical ammunition burns up in stellar plasma after the second range increment (10 hexes). Therefore, in combat inside a star, the flak thrower can hit nothing beyond that range.

...uh, what? Can't starship weapons hit several times past their range increment at a penalty normally?

Or is it that the 'flak' can apparently survive 60+ miles inside the sun?

Point weapons can only shoot one increment. This is a point weapon.


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Elfteiroh wrote:
Also, I'm pretty sure it was stated somewhere that gods in the Lost Omen setting don't really "need" followers. Their power is not relative to them like in Forgotten Realm.

Gods don't need them for personal power (for things like punching another god in the nose or erasing a few stars). They do need souls for creating more outsiders or growing the plane they inhabit. Asmodeus is interested in both of those outcomes.


Uh...

Enemy ship statblock wrote:
Flak Thrower The flak thrower’s physical ammunition burns up in stellar plasma after the second range increment (10 hexes). Therefore, in combat inside a star, the flak thrower can hit nothing beyond that range.


Two new races in Dawn of Fire #5, Solar Strike.

1. Anassanoi are noteworthy as a way to get full telepathy at Polymorph 2 as a racial trait. Pick a form with this, save a spell known on Tongues, maybe.

2. Planar Scion, Oread. This is the one interesting thing about them.

Earth Affinity racial trait wrote:
Whenever an oread deals acid damage including with spells such as energy ray), the oread can change it to bludgeoning damage instead. This doesn’t change anything else about the effect dealing the damage.

A useful ability if you like to go in on big damage Disintegrator weapons, save a fusion or two and use this instead to avoid tough resistances or immunity to acid damage. Works on spells, too, but the Technomancer acid spells aren't not my favorites and you can just shoot or cast a different spell rather than worry about those being resisted.


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adam morin wrote:

I'm going to Hijack my original post to ask another envoy question. My planned build for my Envoy is a combat medic i took Inspiring Boost at 1st level and plan on taking the battlefield medic and Surgeon Expertise Talents and 3rd and 7th, at 2nd level i did the Get 'em Improvisation with the original intent of doing the clever feint, clever attack route. Now I've changed my mind and have decided to have my Envoy be more a 5E D&D bard with the Improvisations like Hurry and Improved Hurry and others that grant my allies more then there standard set of actions in a round. My question is will I be gimping the group by not contributing to the damaging the enemy part of combat or does the granting extra actions move with Hurry and a possible standard with the Improved Hurry at 12th level more then make up? or should i build around being more a jack of all trades with a little bit of combat help doing the clever feint route and hurry route (or other improves that give actions to allies)?

I agree with the others, it depends on party composition. Basically, does an ally have a more productive use for a move/standard action than you do?

Technomancer's can benefit a lot from a move action (Empower Weapon on top of a full attack), both Technomancers and Mystics can benefit from a standard action (cast two spells in one round), but they can also benefit a lot from you debuffing with a boosted Intimidate used to demoralize, which can be done as your own move action with the Improved Demoralize feat.

Talk to your party and see if they have some really good combos they could and want to build around if you were to provide them with bonus actions.

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