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A +1 holy longsword still does slashing, not good, damage...

Quote:
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction.

Actually, if anything the way it mentions the weapon being good aligned is a point in blissful's favor.


None of those items (except maybe the carriage) have a DC higher than 15. You still auto succeed on a 1.


Take Alchemical Allocation (2nd), even if you have to blow all your picks to get it. No matter what the rest of your party is. It's insanely versatile and powerful. Use it with a 1200 Potion of Barkskin by a 12th level caster to get all the benifits of Barkskin for yourself (though not your party) everyday. You can use it with any Elixir item for a variety of benifits, but most obviously various +10 to skill bonuses for an hour (Stealth, Acrobatics, Swim, Bluff, +20 Disguise, Climb+Survival in mountains), free metamagic from Concordance (use it to extend all your buffs!), and Shadow Walk from a 2nd level (though at your level you have teleport). It's even immortality if you get your hands on some Sun Orchid Elixir.

Hell, make Amplify Elixir your 3rd level pick and it's even better..


Huh, I didn't notice Tumultuous Spell, unlike the other three aligned spell counterparts, lacked something to add the descriptor.

How about Blissful Spell against a Kyton's regeneration?


Azothath wrote:
unless the caster has knowledge about glassmaking. The table will be crude unless the caster has knowledge about woodworking or carpentry.

Crafting is usable untrained and by the time a typical PC wizard can cast fabricate that wizard will have an intelligence bonus high enough for the fairly complex items, and buff spells will make even the highest printed quality DC obtainable.

Starting with an 18 after racial bonus, +2 from level up, and +4 from headband (If our wizard has Craft Wondrous Item, +6 is entirely possible. Even our wizard doesn't have a headband for some reason, Fox's Cunning gives the +4 enhancement bonus to int for the purpose of skill checks) our example Wizard has a +7 intelligence bonus. That's enough for a "high quality item" (DC15).

Add Guidance (+1 Competence) from the party's divine caster, Crafter's Fortune (+5 luck), Heroism (+2 morale) and that's +15 without leaving hardcover (or hiring an arbitrary number of Experts to stack aid another and reach arbitrarily high numbers). Take 10 and you can hit DC25. The highest craft checks I can find are 35 (45 with both modifiers) for CR16+ mechanical traps... of which none actually exist. The highest checks I can find for something that actually exists is DC30 for a few alchemical items and the Weakened Floor trap (which really shouldn't be its CR, and especially not its resulting craft check.) and that's definitely reachable with other buffs and tricks.

Suffice to say, a Wizard has no issues getting the skill bonuses needed for fabricate. Sorcerer might though.


Quote:
Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.
Quote:
Chaotic: Spells that draw upon the power of true chaos or conjure creatures from chaos-aligned planes or with the chaotic subtype should have the chaos descriptor.

Will Tumultuous Fireball kill a Marut? Something like Chaos Hammer obviously should, the damage is explicitly from chaos, but I've got no idea on Tumultuous Spell stuff. It obviously should but I can't tell if it's RAW.


You're making a charismatic half-elf that doesn't take Eldritch Heritage?


And since the bonus of Ice Armor is not an enhancement bonus (indeed, it doesn't even say it's actually any catagory of armor), it can have Magic Vestment added to it. Functionally a free, weightless +3 Mithral Kikko (or +2 mithral breastplate with no ACP) for, at level 8 (which is the minimum I'd use it over real armor at), 8 hours a day. At level 12 this becomes +9 AC with DR5 (nifty for a bit but no scaling)


Planar Adventures says Planar Ally spells from him get Aeons, Elementals and Sphinxes. Irori's contradict previous material, though I see nothing wrong with the others.

Perhaps, in keeping with his split personality, his realm is populated multiple groups of opposed outsiders that only fear of retribution by Nethys himself (his contradictory philosophy never says he ignores threats or those fighting in his "home")? Perhaps it's a meeting place for these outsiders to form parties and act against agents of Rovagug, as the world breaker is one of two things (using imbue with SLA to give magic to non-casters being the other) that he consistently opposes?

Perhaps some of his most powerful elementals have the Sorcerer class template? It's officially (in CR terms) only as powerful as half celestial/half fiend.

edit: The PF2 playtest gives him the anathema of "pursue mundane paths over magical ones", bringing us to three things. Doesn't change anything of gthe above.


Alignment
Wealth by level/mandatory magic items
Sorcerers (and Oracles) being behind Wizards in new spells because Skip Williams irrationally hated them (something he has admitted) and how PF never bothered fixing it
CMB/CMD not scaling right
Martials having only "attack", "charge" and the special attack they put half their feats into.


Relatively few classes would prefer an extra +2 to a feat. It's powerful, but still worse than human for most things.


How about plant stuff or early remains for the tree idol?


Keeping a +1 light slashing/blunt/ranged weapon in addition to your main weapon is prohibited under this system.


I wasn't talking about a whole books, I was talking about speciffic items. MIC and SC are two of the most popular 3.5 books for having consistently good material, even if it was reused and using the reprint to do small updates/fixes. Even then the alternate title of "Best of Softcover Books" is worth discussing.


Yeah, but "NPC we bothered giving HP for doesn't die" and "good align PCs attack a torturer on sight" aren't exactly odd cases.


Depends on what exactly you mean.

Most core races aren't all that strong except for Human, Aasimar, Tiefling (these two appear in the original Bestiary which is still core rules even if they aren't core rulebook.), Half-Elf (with alternate racial traits or on charisma based classes base Half-Elf is fairly meh) and (for some classes) Half-Orc/Dwarf. You could answer "most non-core races have significant advantages over core races" since Gnome in particular is one of the weaker races overall.

Human however is the most powerful race for nearly all classes and you could easily say. The only class I would say Human is actually significantly behind another race is Summoner. There Half-Elf reigns supreme since immunity to sleep effects (causes Eidolon to vanish), and the FCB of extra evolution points are much better than what Human gets while free Skill Focus is equal to free feat on most charisma focused classes (since Eldritch Heritage is such a useful feat). In general for Pathfinder the core books have by far the most broken material in the entire game with classes like Wizard and Cleric or spells like simulacrum, gate, color spray, sleep, fabricate, and teleport are the most broken of all.

The only races that are significantly more powerful than human are the following: The races in the ARG that are explicitly labeled as "Monstrous" or "Very Powerful", Syrinx/Wyvaran (at single digit levels only. There at will fly is very powerful, but at double digit levels everyone has it.) and Drow Noble. Don't allow players to pick from "Variant Aasimar/Tiefling Abilities" table freely (let them roll if they want to) as several abilities (ability score boosts in particular) are blatantly better than the default SLA, though the "Variant Aasimar/Tiefling Heritages" are perfectly fine.


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It's a bit weird the module gives absolutely no information on what to do with Campre Linweigh if he survives. He could know most of what Winter will know, though how he interacts with the gate guards is unclear.

Also there's line of effect to the first doppelganger, but how she reacts to being hit with attack spells/Kinetic Blast isn't mentioned. Likely stop what she's doing, open the cell (round 1), enter and attack (round 2) then full attack as possible (prob only to negative HP to torture as revenge.), but weird it's not mentioned at all. Also


Savage Tide has sidebars about making it so you're working for the bad guy of the first module. Problem is they don't really work, not least of all because you destroy said bad guy's organization before you get the chance to join it. They're generally very underdeveloped too.

I'm fairly sure the Kingmaker, Skulls and Shackles and Hell's Vengeance (plus third party Way of the Wicked) are all that support the party being evil as the overall plot instead of merely self preservation or seeking revenge.


Just remembered the only update elemental spell lists ever got was buried away in Planes of Power


Animal Companions are boned unless you give them progression of their own. Eidolons aren't TOO hard to work in since they already split bonus with master, but still requires a house rule however simple.


No.

Quote:
Creatures that are immune to effects that require a Fort save (such as constructs and undead) are immune to pain effects.


the nerve-eater of Zur-en-Aarh wrote:
If you count pre-Pathfinder Paizo APs, Age of Worms has a ton of dragon enemies including one who gets by far the most build-up and time of the villains and is effectively the #2 by plot significance but the #1 for memorable.

Even then, since final boss is a mass of worms it's pretty easy to say the mass is vaguely dragon shaped. That's literally all you need to do.

Of note is that the official Eberron conversion greatly increases how much dragon stuff there is going on in the AP.


Ciaran Barnes wrote:
4-level spellcasting isn’t very impressive, and the assassin’s soellcasting audfered from ASF, which makes wearing armor tricky, which is not good for a weapon-wielding class.

It wasn't just 4th level casting, it was 4th level casting at double speed (which works out to normal speed). The spell list was small, but did a lot of things to help your sneakyness.

They didn't suffer ASF since "an assassin casts spells just as a bard does". That DOES create the problem that an assassin's spells always have verbal components though.


With PF1 coming to a close, I wanted to see what the forums thought were the "Best Of" softcover rules content. A lot of the stuff that gets mentioned out of these is just for being plain old broken (Sacred geometry) or useful for only fairly narrow builds and there's a lot of junk to sift through. Mention any tweaks you'd give it. Non-unique items from AP/modules worth a mention too.

Adaptive Shifter/Fencing Grace: Stealth fixes for hardcover stuff. Nothing more needs to be said

(Greater) Bladed Dash (Inner Sea Magic): A simple spell that does something most gishes want to do AND it plays nicely with class features? This is great. Should be added to the Bloodrager list now that that class exists though.

Eldritch Scoundrel Rogue Archetype (Magic Tactics Toolbox): A major change to the base class that's still reconizable and fills a distinct roll. Accomplished Sneak Attacker to go Rogue 1/Wizard 3/Arcane Trickster is more powerful, but the simplicity and doing it from level 1 is nice. Should let them cast in light armor (but make them get proficiency/0 ACP armor) or at least make that a talent.

Ancestor Eidolon Subtype (Blood of the Beast): A flavor rich option that's actually backed up by fun mechanics. I'd make the effect HD advance to 3 at Summoner 8 (giving a Rogue Talent and better caster level for Sorcerer) and 8 at 16 for a smoother curve. Also alter the wording a bit so Half Elf/Half Orcs can have Humans/Elf/Orc ancestors. Maybe drop alignment restrictions (Blood of the Beast's crunch was pretty solid in general)

Bladed Dash (Inner Sea Magic): Does something most gish want to do with efficiently and it plays nice with the Magus's class features as a bonus. Add it to the Bloodrager list.

Advanced Armor/Weapon Training (Armor/Weapon Master's Handbook): Class features? On the Fighter? Yes!

False Face spell (Heroes of the High Court): Solves a lot of deficiencies for polymorph disguises at low levels.

Cornugon Smash feat (Empire of Devils): Makes Intimidate on melee types actually worthwhile. Hurt by PF's uneeded nerf to demoralize, but whatever.

Dhampir alternative heritage (Blood of the Night) Kitsune alternate racial traits (Blood of the Beast): Breath some new life into non-core races.


If a good aligned Oracle's player picks oh... Screaming Flames (unlike Clerics, Oracles don't have alignment restrictions on spells) is it something their deity has cursed them with or something they have chosen to learn by tapping into their ability?


Are there new construction point abilities for animated objects?


When exactly are the PCs supposed to rest once entering the hut? Given multiple high level NPCs in Whitethrone with their literal army want them dead and the previous book concluding the adventure explicitly says they should get away, I can't see the PCs doing it during the last book. Problem is this book starts right after the warp and includes combat encounters. Are they supposed to sleep in A1 (and/or library) before doing anything?


I'm looking for a guild of mages that isn't tied to any religion (as the church of various magic gods like Nethys are), and openly exists (not just secret cells of undercover/infiltrators) in a decent number of countries (unlike Order of Cyphers or the like which is focused on a country or region). I looked for mages guilds on the wiki, but I couldn't find. Any ideas?


Hexcrafter Magus archetype.


James Jacobs wrote:
As for a full list of all NPCs in an Adventure Path... that's something we could do but it wouldn't be a thing we could even START until the last Adventure Path was wrapped and shipped... which happens after the first adventure path in a series is in print and available, typically. So it's pretty close to impossible for us at this point to do something like this and have it available on day 1.

What about a latter published GM's Guide PDF with stuff like this (and maybe an odd designer note if a writer wants to.)? I remember Red Hand of Doom's Creature Appendix Web Enhancement being useful.


It's not just the drake archetypes (which take up most of the book's crunch) in LoD that are terrible though. Stuff like the Dragon mystery (It works, but feels very cut and paste. The one unique revelation is incompatible with half the others and requires you wait till level 11 to take it even though it's the kind of thing a character has to specialize in to get the most use out of), Draconic Ally (For a third level spell AND 250 GP I can call something with 2 HD and 18 with no non-combat abilities!) and Tatzlwyrm Style (very niche and will rarely happen till the last feat). There's the draconic animal companion template in UW, which is technically an attempt (and better).

Potions & Poisons has a lot of nice crunch.


Apron of the Careful Chemist is easier to reverse price. +2 dex (4000), +2 competence on Craft (Alchemy) (400) and increase alchemical bonus by 1 (???) for 5200. If there is a cost increase, it's less than 800 GB.

@chibikami

Quote:

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.


Since there's official rules for running pre-adult characters and one as an iconic I'm curious which APs are best suited story wise and thematically to including one in the party. No plans to actually run one, but I thought it would be an interesting thing to look at.

Shackled City isn't too hard to fit. Indeed there are at least two closely related reasons why a child is looking around into the disappearance: Find a friend and/or "Why are they trying to kidnap me?".

Age of Worms' basic hook ("Get rich enough plundering a tome that you can get out of this hellhole") works well enough for younger characters.

Rise of the Runelords has an opening suited to unlikely heroes. Finding a reason to drag them into the future books is harder but hardly exclusive to.

Jade Reagent is the best setup for it with the Younger Sibling campaign trait. A young Imperious bloodline Sorcerer would have few problems fitting into a party for this AP. Indeed it mitigates the issue of the group's main talker being a child (as the natural choices are almost always Oracle and Sorcerer) somewhat with their position.

Skulls and Shackles could accommodate a relatively young (mid-teens) characters, I doubt the press gangers checked for ages. Anything younger gets a bit absurd thematically I think: It may be a pirate AP but it's not Treasure Island.

Strange Aeons outright makes it impossible as written, though it could work well with a small adjustment

Spoiler:
The PCs have explicitly been in the count's service for at least a few years. Indeed it was required for the whole memory sacrifice thing to work in the first place.

If you wanted to make it fit however, there's the option of making the young PC the count's child. Now that sounds like fun.


Though being an Eldritch Horror AP kinda makes issues thematically.

Kingmaker has a weird hook to include a child in (and overland movement of small characters is a big pain in a campaign so focused on overland travel) and putting a child in any of the leadership positions has issues. Plus the timescale is long enough a character may stop being a child by the time it's over.


I'd say the highest overall rules quality is Blood of Beast. Plenty of interesting and useful options there.

Worst is Legacy of Dragons, by far. It's mechanically terrible and the fluff isn't much use.


Well all the game rules in them are OGL, so a lot depends on if you like having the rules in a book or are fine with electronic/self printed versions.

If you aren't interested in referencing the rules off a physical book, it's mostly where you're setting the campaign. Check the Pathfinder wiki and look at cited sources for things you find interesting. Most of the 3.5 books are probably avoidable because their canon been overwritten for the most part.

If you're worried about balance, don't be. The most broken stuff is all in the core rulebook. If anything, most content in non-hardcover tends to be underpowered and the exceptions (Sacred Geometry) are well documented.


I don't recall Age of Worms having many issues for an evil party. There's one scene that could generate some fun reactions from evil PCs

Spoiler:
When Diamond Lake is destroyed after the tournament. Diamond Lake isn't that great a place to live so evil PCs could be "eh, never liked it anyways"

There's also third party APs. Way of the Wicked is explicitly meant for it. Northlands Saga works well for neutral, but has enough bits where PCs are expected to do something because of social pressure against honor.

For modules Crypt of the Everflame works fine with "bitter" evil that's no out to conquer/kill/destroy stuff as the hook is "your community forces you to do a coming of age ritual". Follow ups do not.

Strange Aeons is an interesting one due to the amnesia thing. Plot actually works fairly well for evil characters though

Spoiler:
"you're the same jerk you were before amnesia" is a bit lacking. You could alter it so the PCs and the Count were originally good, but the count descended into madness and evil while researching Elder Mythos for some reason and he chose to sacrifice their memories out of (correct) paranoia they'd stop his work. Now that sounds fun.

Hollow's Last Hope/Crown of the Kobold King/Revenge of the Kobold King is a free 1-6 series with hooks that need no or (in the case of 2) minimal adjustment.

Spoiler:
1: Cure the disease threatening your village (including you) 2: Save some kidnapped children and it already encourages giving the PCs some relation to the kids 3: Kill an undead dude that's trying to kill you

Speaking of free modules, there's the We Be Golbins series.


Hell's Vengeance or the superior third party AP Way of the Wicked. They're Evil vs. Good and Evil vs. Evil at some points.

Skulls and Shackles apparently allows for very selfish neutral or outright evil PCs and I don't think the enemies are good.

edit: There's an argument to be made that Strange Aeons is vs. Chaos


False Face wrote:
This spell alters details of your appearance so that you are no longer recognizable as yourself. Your new appearance is within the norms for your race, ethnicity, and gender. You lack control over the details of your appearance; however, when casting false face, you can choose an appearance you previously used, allowing you to maintain specific identities.

This spell was written on the assumption it would only effect the caster. Normally that wouldn't be much of an issue, but it's on the Alchemist's list and Infusion lets an Alchemist effect others with personal only spells. Also the spell lacks any mention of age except "within the norms" (Technically most polymorph effects have this, but "apparent age" would easily be covered by the details).

An old male elf alchemist gives a human female child an extract of False Face. What happens?


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Both False Face and False Face, a spell and unrelated item, work.

Slim Jim wrote:
polysanity wrote:
Hat of disguise is how my alchemist is hiding his dragonfly wings currently. Beats wearing a baggy robe and having to drop it at the start of every combat.
Note that you'll need the "Greater" variety of the HoD (as that version dispenses Alter Self rather than the insufficient Disguise Self).

How so? This thread is about hiding wings, not removing them. The 3.5 version which "cannot change your body type" may have issues, but the PF version, which changes this creature type*, does not.

*WHY they made this change I have no idea. This means the spell is sufficient to allow a minotaur to disguise as a centaur (4 legs) but not a giant (which is just a different head) and native outsiders can't appear human with it


AoE spells don't do anything special to creatures that take more than one space, but Screaming Flames isn't a normal AoE spell.

Quote:

Effect a sheet of flame up to 15 ft. long and 10 ft. high that moves 15 ft. in a straight line. [...]

A sheer wall of flame appears and rushes away from you.

Tendrils of fire reach out of it, shaped into skulls screaming in agony. When the wall passes through a creature’s space, that creature must succeed at a Reflex save or take 1d8 points of fire damage for every 2 caster levels you have (maximum 5d8). Any creature taking fire damage must also succeed at a Will save or take 1d3 points of Wisdom damage. Deaf creatures receive a +4 circumstance bonus on their Will saves.

Seems to me the wall can pass through a creature's space 3 times if they are large enough, dealing damage each "tic" (fireball by contrast only hits on one tic). Similar to how a creature moving through an occupied space provokes AoOs each square (even though a creature can't take them all do to AoO rules it still provokes separately).


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The book itself says Oracles that worship Apsu. The easy solution is while he doesn't make Oracles, an oracle can be empowered by another god (I'm actually fond of the good aligned Oracle of evil deity concept) and worship him.


Merciful Spell
Hellfire Ray

The Metamagic frees it of the whole "creatures killed by this go to Hell" because it can't kill (barring using it on an already KOed foe). Obviously, by RAW, it still is [Evil] as nothing about Merciful Spell changes that (that's why I'm not putting this in Rules Questions). I want to know what you'd rule it as.


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Use the alternate name of "The Cage" if you want something more interesting. Similar to how we're "Terrans" even in English.

"Cageborn", "Cagespawn", "Cagechild" ect. have a nice ring to them.


Detect Magic. Despite Analyze Dweomer's text, there's no restrictions on IDing artifacts with anything that doesn't explicitly say you can't. The spellcraft rules say nothing about artifacts. Anything that says you can't is a holdover from 3.5 where you needed a spell to ID an item.

Most artifacts are only DC35. Given you don't need all that long, it's pretty easy to buff up and clear that hurdle.

Assuming you're a 5th+ level (some APs dump artifacts on you this early) wizard with a 5th+ level cleric in the party
+5 skill ranks
+3 class skill
+4 intelligence
+2 Fox's Cunning (enhancement to intelligence)
+1 Prayer (luck)
+3 bestow insight (insight and roll twice)
+1 Guidance (competence)
+2 Heroism (Morale)

+21 and roll twice take better isn't take 10, but pretty decent odds. Likely a way to make up that +4 I overlooked. Hiring multiple skilled laborers to aid another could work, but I doubt GMs would allow it.


Despite the aura rules giving artifacts as a CL21+ aura, most artifacts only have CL20. It's also not too hard to have a non-artifact with CL21 or higher, just have a high level Wizard with a way of increasing his caster level create a scroll.


Sounds like a good group for Way of the Wicked. The sandboxy elements are easily contained:

Book 2:
Book 2 has them manage a lair for a few months, with a firm time limit, but the monsters they've recruited mostly desert get crushed to death when their base falls apart at the end of the module.

final book:
The final book has a firm time limit and boils down preparing for the final battle. After that it's just the closing verse.


I take it the presence in third party is a mistake?

The main gain of Ghost in exchange for defense losses is incorporeal (though it is easily countered with a dozen ways to get Ghost Touch temporarily and if it's a CR20 BBEG the PCs should see it coming) and the difficulty of stopping it permanently (but by that level PCs can easily overcome it if it's an important foe. Even sheer brute force via Trap the Soul works). 20d6 no AC no DR compares decently to the Kraken's standard ~110 (if all hit) average damage.

For what it is worth, modules and APs pretty much never use ghost as something to smite and kill: The challenge is always putting it to rest forever.


Strange Aeons is relatively straightforward

Strange Aeons in two sentences:
Count steals memories of the PCs for ritual with great old ones and throws the PCs in an asylum. They escape, chase after him, getting their memory back in the process, find him and stop him.

The main obstacle is the GM needs to figure out the PC's backstories (as the player's guide mentions). There's some material to work with, but working in some more unusual options might be a challenge.

There's also the Northlands Saga which, for better or worse, has fairly disconnected parts (to the point the final bad guys aren't mentioned before the last module). This was a result of the middle being written first and the later parts being made from notes instead of the original author.

Way of the Wicked is also an option for third party AP. A lot of the bad guy's plan is explicitly given to the players because they're knowingly working for him. The parts he doesn't tell them are pretty easy to understand and the good guys are pretty straight forward.

If you wanted a bit off the beaten track, Eberron's Forgotten Forge (in the main setting book)>Shadows of the Last War>Whispers of the Vampire's Blade>Grasp of the Emerald Claw series fits what you want and takes the players from 1-8/9 (I forget). All the Eberron rules stuff has been converted to Pathfinder.


I really doubt it was intended that Alter Self only let you become the most common ethnicity of a species. Several alternate racial traits aren't the result of exceptional individuals but ethnicity and sub-species (most blatant is the half-elf options for half-drow, but some others exist).


That's what I was thinking but it seemed like such an obvious situation I was sure there had to be an actual explicit rule on it.

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