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Given the historical use and need for slings to actually have a reason to exist, I'd say yes.

In Eberron the answer was that elementals are thoroughly alien minds with desires that don't truly make sense to humans: The fire elemental just wishes to burn, not caring about who/what burns.

Archives of Nethys tells me Mystic Past Life alternate trait is PFS legal and Samsaran. That's leaps and bounds more useful or distinct that the others get (Reallocate skill points for a negative level+time, bloodline/a decent number of exclusive feats, and a once per day SLA that doesn't last long enough to build around). Samaran casters get to poach all kinds of crazy useful spells with that trait. This is particularly useful for Divine casters since Hunter (strictly better than Ranger if allowed), and Paladin get massively discounted spell levels and potent unique spells where Bloodrager doesn't.

No idea if occult casters are PFS legal for mystic past life or if archetypes are valid for MPL (there's a few that shift casting type), but it's great even without them.

Idealist (Cleric)'s description really should mention "Selective channel is explicitly legal for use with Invoke Realm. This makes dead/wild magic and "no gravity" really shine by turning them into no-save shutdown spells that don't hurt the party." and have
No gravity and/or dead/wild magic plane: +2 Power, +1 versatility.

As for Shaman, most hybrid classes struggle in popularity (see Open Gaming Network's character survey) suffer from the question of "why?" you'd use them over the base classes. While Warpriest (via Fervor among other things), Brawler (mundane fist user), Bloodrager (a magically incline martial that isn't a full on gish) and Investigator (mundanish smart guy) have their niches (themetically and mechanically), Shaman doesn't really do much Witch and Oracle couldn't. Plus it's the only class in PF that's MAD with two mental attributes.

If you're looking for the old, more binder-esqe version, it wasn't just scrapped, it was never completed. The playtest said they weren't completed and to just use the handful (5ish) that were completed till they made the rest.

avr wrote:
Shizuru's favored weapon is the katana, not the wakizashi. A wakizashi is an exotic weapon so this matters.

This can be worked around with two katana and an Effortless Lace on one. As mentioned though, two handing is superior to dual wielding.

Bits and pieces. For instance, Charles Curtis's unusual entry into law works for wizards that aren't high class.

I was thinking more symbolic than anything. But if you go that route, might as well write absent (but inducted) council members votes with the majority.

Thinking some more, the "everyone votes" solution might work if the the exact legal phrasing for setting up the council means only the proper heirs are truly on it.

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UnArcaneElection wrote:

If only Sorcerer had an archetype that got Skald's Spell Kenning . . . .

Philippe Lam wrote:
WagnerSika wrote:
Hell Knight Signifier in Hells Rebels? I am not very familiar with that AP but rebelling against the State does not sound like something the Hell Knights would approve of.

Ultimately, Hellknights are loyal to the concept of law as a whole, not specifically to a country or an individual. They view any chaotic act as crap in nature, but there's justifying Kintargo could use another kind of governance. If an order decides to attack the empire, they would still be fine with their own code even if the majority would disagree. They don't especially like much the queen creating a shadow order of Hellknights without approval of their leadership, either (the Glyph).

{. . .}

Also, ** spoiler omitted **

Non-spoilers from Player's Guide

Hellknight (The Inner Sea World Guide) or Hellknight Signifer (Paths of Prestige): While on the surface this might seem an inappropriate choice for Hell’s Rebels, the development of the rebellion in Kintargo actually does set up opportunities for a Hellknight PC to take part. You should speak to your GM about this option if you wish to play a Hellknight hopeful, as he or she will have advice on what orders would be best to join. In any event, you should avoid focusing your character on the more infernal or diabolic options available for the class.

Less blatantly...

Order of the Torrent: Kintargo’s own Hellknight order has been strangely quiet since martial law was enacted, and its leader, Lictor Octavio Sabinus, has been missing entirely.

Your interest in one of Kintargo’s celebrities could be completely benign, with the NPC acting as a muse, inspiration, or role model for you that you used to guide many life choices leading you to this day.

all five of the local legends listed below have been rumored to have ties to the Silver Ravens
Octavio Sabinus (male human; Strength): The Lictor of the Hellknight Order of the Torrent might seem an odd choice for admiration, but Octavio’s physical stature certainly lent him all the support he needed to command a room

I read the first part as must include, not exclusively so. I supposed "consist of" without a word like primarily or mostly tends to mean only.

If she's still alive, what stops her from praying to her god? Even if she doesn't have a holy symbol (which is actually pretty difficult since Hellion's holy symbol is a weapon that can be created with Instant Weapon, a spell without a DF requirement), she can still prepare spells. Kingmaker (the VG) has multiple bits that outright say it's the norm, not the exception, for deities to talk to their clerics (though it's not clear on if these are two sided or not).

Document link

I'd add to Warlord
(Dip) Power +0, Versatility +0
The class don't actually lose anything at the first two levels (the ones everyone dips) except armor and all martial weapons and Evasive Dueling is 100% optional. If you already have proficiency with armor and all martial weapons, you don't actually lose anything but do gain a few exotic weapon proficiencies.

Sandru: Actual Swashbuckler (though that's mechanically pretty lame), Standard Bearer Cavalier/Scaled Fist Sensei/Battle Herald (though the NPCs already have a source of Bardic Music unless you change that), Warlord (3PP).
Ameiko: Imperial bloodline Sorcerer (Don't let her reach level 16 if you do this. Otherwise she's just a Robe of Arcane Heritage away from immortality),
Koya: Easily the one the plot depends on having in-class the most. Her religion is important, and I think there's a few references to spells she can cast.
Shalelu: Nature focused bow user is largely locked into Ranger. Her one spell isn't important, so she could be a slayer.

Does Thrune have any way of knowing if the Board of Governor's motion is valid or not (if it had all the family members)? When reading that bit one of my first ideas was making a "Board of Governors" of the entire city (aint no rule the council has to consist only of those families, it has to be unanimous or the board have any other power). Carliss's situation stops that from working unless there's some distant relative who has a claim in the city, but I doubt Cheliax would go for broke on the chance one line is truly extinct.

If your reason for wanting charisma is purely social stuff, consider take the Cunning Wordplay or Student of Philosphy trait OR Orator feat to use your intelligence to Diplomacy and/or Bluff.

Such errors are a long running tradition! Almost (?) every NPC stats block Wizards of the Coast published in 3E had a serious error in it.

Since this is necroed anyways, I point out the rules for oils are virtually non-existent.

Nicolas Paradise wrote:
deuxhero wrote:

The PCs are like... 6th level, maybe even 7th, at that point. I assume most of the people in the stands are level 3 or lower and would die to an AoE. I don't think the gang members are suicidal. If you really want to have such an encounter, add an outlaw troop.

As for Hellion knowing they killed Meyanda, she was his high priest and he has less very few clerics (8 fixed ones, plus a 1/25 chance of 1d8 as random encounters). Hellion would absolutely she is dead, if not who killed her.

He would definitely know she failed but he has no way of knowing who did it he is not omnipotent his divinity is very weak and some of his followers are bordering on being more powerful than him.

"if not who killed her". He may not know who did it, but he'd know she's dead.

The PCs are like... 6th level, maybe even 7th, at that point. I assume most of the people in the stands are level 3 or lower and would die to an AoE. I don't think the gang members are suicidal. If you really want to have such an encounter, add an outlaw troop.

As for Hellion knowing they killed Meyanda, she was his high priest and he has less very few clerics (8 fixed ones, plus a 1/25 chance of 1d8 as random encounters). Hellion would absolutely she is dead, if not who killed her.

For Norgorber, it's established him and Aroden are enemies.

Norgorber represents the darkest urges of humanity, the murderous, self-destructing impulses that keep the race unable to escape its worst depravities. That the villain managed to coax divinity from the very Starstone that Aroden had raised from the ocean depths made Norgorber—and his debased followers—sworn enemies of Arodenites everywhere.

If he did it, at least (according to Starfinder), he'll get what he deserves, being devoured by Lao Shu Po (and even if he didn't, he's still an evil god that deserves it).

Achaekek seems like a good candidate.

If we rate Idealist only on Alignment, Gravity and Magic...
Power +1, Versatility +1
Power +2, Versatility +1 for a plane with no gravity, and/or dead magic when paired with selective channel.
Power +0, Versatility +1 for a plane with normal alignment, normal gravity, and normal/narrow changes to magic (worst case).

The extra spells have no cost and are strictly better than not getting them. Alignment trait allows you to inflict a -4 penalty to all mental score based checks in the bubble, which an OK effect. High or, especially, no Gravity can totally shut down a good number of enemies, especially at low levels where flight is less common. Adding plus two to the caster level of your entire party via enhanced magic is a pretty good trade for channel energy. Having an anti-magic field you and your allies are immune to is a really nice effect.

Sorcerer/Wizard and Cleric list (plus Druid/Witch with item/feats) have plenty of raw power spells within them in addition to their versatility.

Dead God's Hand Description wrote:
Based on Pathfinder Publisher Erik Mona's multi-year, multi-group office Pathfinder campaign, The Dead God's Hand takes new players and Game Masters on a deadly adventure filled with dungeon exploration, ancient mysteries, and phantasmagoric tests that see them reliving events from the life of Aroden, the dead god of humanity whose murder triggered the beginning of the current age!

(On a side note with Dead God's Hand and the descriptions of the second 2E AP, it looks like we'll learn more about Aroden. Neat.)

Who do you think did it? Why then?

Aroden had a lot of deities who would benefit from his death and many enemies of deity power. Asmodeus gained the most from his death. The Aboleth still have a grudge against Azlant as far as I know. Do they have a deity?

For why then, I think it's just that a god could be literally anywhere, but this time they knew where Aroden would be.

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If the Extinction Curse PCs run a circus, are they still murder hobos?

I think you're underestimating how useful Spell Kenning is. At the very least it's a way to remove conditions at a speed (same day instead of next day) even prepared casters often struggle to do and spontaneous casters (like Skald) are totally inept at if it's not scroll friendly. That's not even getting into the utility of having any sorc/wiz spell usable on tap or the many ways to expand what list you can pull from. Spell Kenning is so good that if an archetype gave a fullcaster Diminished Spellcasting in exchange for Spell Kenning, I think it would be worth a serious look.

As for Idealist effecting time or not, the change to Astral Plane isn't actually related to the time effect: The Astral Plane is merely listed as "Timeless". The line is actually overwriting the Astral Plane's magic trait of "enhanced (see Magic on the Astral Plane on page 153)".

Page 153 wrote:
All spells and spell-like abilities used within the Astral Plane can be employed as if they were improved by the Quicken Spell or Quicken Spell-Like Ability feats, though this has no effect on spells and abilities that have already been quickened or on spells from magic items. Spells thus quickened are prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell or ability can be cast per round.

Age of Worms defaults to Greyhawk, but I felt the official Eberron conversion held up pretty well. The Eberron flavored twist it gives a set of allied NPCs works really well.

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Idealist (Cleric):
Best case: Power: +2 Versatility: +2
Worst case: Power +0 Versatility +1

Planar Bond is a straight upgrade, giving extra spells as spontaneous options for no cost. The real big star here is Invoke Realm. Invoke Realm's power is highly variable with plane selection, which is very setting dependent if you aren't using Golarion. Regardless, it's pretty easy to bust.

Note the bolded part in it "Within the radius of the idealist’s channeling, all alignment and magic planar traits are suppressed and replaced with the traits of the plane that matches the idealist’s planar bond. This includes alignment, gravity, and magic traits (see pages 58–63 for information on planar traits.)". It includes those effect, not is limited to them.

This means, depending on your plane, you can render flightless creatures unable to move, give some kind of pseudo flight, make the ground sapient, make objects impervious to everything, create an area of water, make people save or be blinded as well as save or explode if they're at full HP, stop magic, give everyone (including yourself) +2 CL, and everything time trait can do. Remember: the only spell that even slightly fiddles with time, Time Stop, is a 9th level spell for a very good reason, and one could argue that only speeds you up.

Even if Invoke Realm did nothing and just cost Channel Energy, for several planes the extra spells are worth what is normally just a battery of extra healing.

Sunsinger (Skald)
Power -1 Versatility -2
An archetype replacing Spell Kenning, a classmaking source of tremendous versatility for a Skald, needs to have a damn good ability to make it worthwhile. Channel energy but slightly better against sun hating creatures is a horrible trade.

Invigorator (Paladin)
Power -2 Versatility -2
You get to give (not that much) damage reduction a very limited number of times per day in exchange for smite? That's giving up most of your offensive for very little defense.

Sword Devil (Ranger)
Power -2 Versatility -2
In exchange for pretty much anything class defining (other than combat style), you get a random assortment of swashbuckler levels, including strictly worse weapon finesse at level 4, three levels after you want to start hitting things with dexterity.

Death Druid? I'd say this largely depends on how Phantom compares to animal companion+wild shape since the other abilities are solid improvements to largely niche abilities but minor compared to AC+wildshape. I don't really know spiritualist class enough to tell if one is even worth just the AC, let alone both.

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Fighter can used Advanced Weapon/Armor Training's item mastery to mimic casting a few impressive effects. There's a guide to it. The Conduit Feats from Planar Adventures also add some SLA abilities to Fighter.

The ease of reaquiring a familiar was considered in those ratings. Use the bonded item ones, but note at top the action economy manipulation makes familiars more attractive than replacements.

Familiars have gotten a lot of support over the years, but the thing that makes them so much better is smashing the action economy with UMD, which was in core. This was true in 3E, it's where the Lightning Warrior joke came from, it's just nobody really wanted to use them since they'd destroy your hard earned XP if killed.

The Runelords were also mythic. Razmir is not, yet as a Wizard capable of casting 9th level spells can easily be mistaken for one.

I'd go with just really powerful important people unless they have Divine Source.

Some of the more advanced pit spells have damage over time on them that's good enough when the target can't possibly escape them.

avr wrote:

A cruoromancer takes the dhampir's usual problems with healing and turns them up a notch; if infernal healing isn't available or devil blood costs money they've got to ration their blood infusions very carefully. I don't know that I'd change the ratings, but they are fragile. Also, a vetala-born???

vetala-born wrote:
Ability Modifiers +2 Dex, +2 Wis, –2 Int

d20pfsrd shows them as +2 dex, +2 int, -2 wisdom. That may be an error on their part. Assuming Archives of Nethys is more accurate (likely so), replace that line with Jiang-Shi born.

As for healing, if you're going to be an undead controlled necromancer, I'm assuming you're in an evil campaign. That means you're cleric/warpriest/inquisitor/antipaladin gets spontaneous negative energy. Failing that, just get a Wand of Inflict Light Wounds.

Chronicles of Legend adds some nice toys. Alternate capstone is unclear what it replaces (talent or Vengeance Strike), but gaining two talents AND being able to ignore specialization restrictions (potentially even archetype restrictions!) is really good. Almost a full page of new talents, many of which are great. Volatile Arrows has insane nova potential on an archer based vigilante since it can be applied per attack (Fast Bombs, but rapid shot/haste applies and you get full BAB) and you can take it again to gain a discovery to boost the bombs. Steel Soldier lets you hide an entire suit of armor as easily as a dagger and makes the gauntlets a pair of cheaper than normal magic weapons (Removes one of the weaknesses of TWF).

Malleable Flesh gives unlimited shapeshifting and the shapechanger type (which qualifies them for a good number of things that are supposed to be Kitsune only or off limits to PCs). Morphic Weaponry gets you versatile natural attacks (You might be able to create tentacles for hands free natural attacks though, as with all things Oozemorph, it's unclear.). You can stack Gruesome Shapechanger, Startling Shapechange, and Shapechanging Savage feats to unleash a series of debuffs on your enemies at once (fort or sickened, swift feint against one foe and free Dazzling Display).

EesiOh wrote:
I am beyond offended that you said there aren't any good religious heroes, what about muh boi Jean Paul Valley (Azreal) or, as a meme answer Bibleman

There's always The Spectre, though he's been more more plot device than hero for decades.

Familiar: Power -0 Versatility -1
Bonded item: Power +1 Versatility -0
The 5th (and to a degree 10th) level ability is the star here. In the hands of a vetala-born, this archetype is one of the best undead controllers in the game, gaining 1.25x times the undead controlled, bigger undead creation and the ability to desecrate for almost free. Since the abilities are damage and not sacrifices, technically damage reduction helps, but no sane GM will allow that.

Familiar: Power -1 Versatility -2
Bonded Item: Power -0 Versatility -1
Generally if you suddenly need more of a spell, it's not going to be the same spell you suddenly need more of all the time. To get good use out of this, it needs to be a spell that's 1: Not something you always want prepped but want a lot of when it is needed 2: Can't just be scrolled 3: Isn't needed this round (because it takes a full round action to convert) but is needed this minute (because then Fast Study would be better) 4: Is a wizard spell. This is a relatively narrow criteria that does have some candidates (protection from/resist energy) but it will be difficult to find one for every level.

Wind Listener
Familiar: Power -1 Versatility -1
Bonded Item: Power -0 Versatility -0
Being able to spontaneously cast any divination you know is a pretty good effect, especially since divination has a good number of situational spells. Not so good it outclasses a familiar's ability to break action economy (let alone its many other uses), but definitely a nice one. Also perception is a really good skill to have, though the bonus to notice abjuration auras could be great (notice things with abjuration auras) or useless (since Detect Magic and spells based on it don't require a perception roll) . The later abilities aren't that great (though not terrible enough to dock the rating) and only one thing is class level dependent so this is a good option for dips.


How does Thanaldhu impersonating Carver bluff off the fact that he can't cast spells even though the real Carver can? That seems like a big hole in his disguise.

The main one Carver knows that the PCs would ask for would be Cure Light Wounds (just to stretch daily healing upon returning to town). I suppose the fake could claim he used his slots on the other replaced townspeople today already, but that invites a lot of follow up questions.


If not, is there a RAW way to do it (short of the crude and cruel flaying skin then healing it)?

Trial of the Apprentice is a third party AP dedicated to this.

Of the official ones, Crypt of the Everflame is pretty good module for beginners with generic undead being the worst content wise (and in video games, that doesn't even warrant an E10 rating), plus plot-wise it's a coming of age scenario that could have younger than normal PCs. It has a pair of followup modules, but book 2 is sketchy on use for young children (or players that aren't idiots since it outright tells you to homebrew if the players don't jump in front of the railroad tracks and do something really stupid) while book 3 is kinda meh and needs an in-character way to tell some treasure is fake patched in. Iron Gods doesn't really have anything too bad, but tech rules aren't exactly for new players (especially so if you're converting to 2E).

Going further back, to my memory Age of Worms doesn't really have anything beyond typical undead and generic "bad guy will destroy the world if you fail", especially so if you flavor Diamond Lake's missery as primarily the result of a historical style "company store" type scam. Red Hand of Doom is a bit higher level, but has no content problems I can think of beyond the generic ones I've mentioned already. Level range starts where Trial of the Apprentice leaves off (If anyone knows of a good module that goes ~3-5 and could be worked to connect Crypt of the Everyflame to RHoD, I'd love to hear it), though you may need to adjust the story a bit to make that work.

Wonderstell wrote:
deuxhero wrote:

Arcane Exemplar

If it got at least light armor casting it would only be 0/0, though still worse than an actual Magus at pretty much everything.

Is the jump between not having and having light armor casting really that big?

I feel as if you'd have comparable AC using Mage Armor at early levels, and later on you'd rely on miss chance/mirror image anyways.

If it was something like Silksworn that made it a very good caster despite only getting 6th level spells, it would be one thing. Problem is its class features are otherwise all gish based, and a few hours of +4 AC isn't cutting it at earlier levels, so it's a gish that is ultra squishy or caster with no class features that only gets 6th level spells, comparable to Adept but without the sheer discounts that gets. If anything -0/-0 for if it got armor (which I only gave it because Omdura is far on the weak end of tier 3 already, largely outclassed by Warpriest) is overly generous.


Arcane Exemplar
Power -2, Versatility -1
Trade away some unimportant features and change your casting list in exchange for being a Magus without Spell Combat, the most important part of being a Magus. It's a truly terrible archetype because it casts arcane spells without getting armored casting. If it got at least light armor casting it would only be 0/0, though still worse than an actual Magus at pretty much everything.

Exemplar of War
Power -2, Versatility -2
Omdura is pretty much entirely dependent upon being a spellcaster with a good list to not be a bad class. Giving up spells entirely for some extra bonus feats is absolutely and utterly not worth it.

Unchained Summoner:
Construct Caller
Power -0, Versatility -2
The changes to Inevitable Eidolons are minor and not worth a rating change. The big change is trading Summon Monster for a few extra evolutions, which prevents you from accessing that excellent toybox.

Devil Importer
Power -1, Versatility -1
Losing celestial summoning sucks, even if you're evil anyways since evil tends to fight evil a lot and likes the option. Otherwise the trades are about even overall and it would only be 0/0.

On Oracle, three corrections:

Cyclopean Seer has the words power and versatility mixed at the top. Should be Power -1, Versatility +0.

Spirit Guide should say
"You gain access to any hex and all spells from one of the shaman's spirits, and can pick a different one each day." as the current description misses the spells part (which is the big draw).

Divine Herbalist is the OGL friendly name. Its true name is "Pei Zin Practitioner".

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I posted 3 Oracle archetypes that aren't yet included in the document back on page 22.

Ocean's Echo
Power +1 Versatility -0
For the low price of three revelations, you gain all the useful Bardic Performance abilities at full power with no restrictions. Only one of the spells (Sound Burst) is already on the cleric list, and it's not a bad one. Not getting any revelation till 7th level (and thus not being able to take Extra Revelation) hurts a bit, but not enough to cost versatility.

Planar Oracle
Power -1 Versatility -1
This archetype swaps out the bonus spells for a bunch of spells already on the Cleric list (Shadow Walk aside), and they aren't even good ones to have every day. It also swaps out the third revelation with one that's actually strictly worse than one 4/6 of the recommended mysteries get. The final revelation also doesn't understand how Native Outsider works. This archetype isn't cripplingly bad, but it's terrible in the sense that archetypeless is better than this at literally everything.

Power -0 Versatility +0
This archetype is just one weird (but useful) revelation, some decent bonus spells and some OK skills. Immediate action free augury or free commune is worth a revelation, and might even be worth Abundant Revelations.

River Soul
Power -1 Versatility -2 (-1 in water campaign)
Whoever wrote the replacement curse missed that Oracle curses are a class feature and are, at worst, supposed to be a hindrance in exchange for a greater boon and instead wrote something that has a pure, crippling, negative. The wording means even if you have a backup vial you're screwed when one is destroyed. This could be forgiven if the rest of the archetype was awesome, but it isn't. The first revelation could be useful if it was always on, but with a duration measured in rounds it's useless. The 11th revelation is almost never usable (water campaigns tend to be based on oceans/seas, not rivers), is very unclear what it does if usable (the author seems to have forgotten how big rivers are), and pretty useless even in the best case scenario (you can hide in a single point of a river for an hour). Some of the spells are OK I guess.

It's already rated.

Magic plants largely exist as dungeon features to include water walking/portals/ect. in more "natural" dungeons (and provide a bit of healing that can't be sold at profit or stockpiled in case of goodberry bush). The gold is largely arbitrary since even with Harvest Season to remove the growth time, they're not really useful to PCs.

It's really good against enemy ranged attackers that don't have AoE effects since it provides concealment even if you're not in it and just have it between you and them.

Gods and Magic wrote:
Followers are forbidden from using imbue with spell ability (or similar spells that grant spellcasting abilities) on targets who cannot normally cast spells or use spell-like abilities; it is considered an unworthy sharing of blessed magic
Inner Sea Gods wrote:
Priests of Nethys use imbue with spell ability to teach apprentices how powerful magic feels; sorcerers and wizards who worship Nethys may learn it as a 4th-level spell, and bards may do so as a 3rd-level spell. Nethys’s followers are, however, forbidden to use spells that grant spellcasting to share magic with those normally unable to cast spells or use spell-like abilities.

How do Oracles, who are given their abilities, work with this? Does Nethys consider himself above this rule? Does he not have them (like Apsu)?

blahpers wrote:
There are the heat/cold/aerial adaptation wild talents. I don't know of an equivalent for geokineticists, though.

Flesh of Stone's DR applies against bludgeoning damage from Earth Blast.

There's only two ways in the system PERIOD to have a higher BAB than your class gives you directly that I know of. Warpriest has full BAB for their bonus feats and Trappings of the Warrior gives occultist/relic hunter inquisitor full BAB.

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