Petrune

malcolm_n's page

195 posts. No reviews. No lists. No wishlists.


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Brian Bauman wrote:

Hello, Malcolm_n,

This is a serious issue and we've found the source of the problem. Someone from CS will be reaching out to you within the day.

I appreciate it, and please believe that I really tried not to have to come here and post. Like you, I'd love to get these issues taken care of quietly and privately, which is why I waited until now to actually do this.


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Xenocrat wrote:
Why debate it, when you can just ignore it? Paizo is getting away from slavery, one hopes this applies to their customers as much as it does their fictional creations.

That's... um, well, that's definitely a point of view to have; if I've read it correctly, and I hope I'm actually misunderstanding your intent there.


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This is so awesome. Congratulations to everybody, and thank you so much for the recognition. :)


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Jason Bulmahn wrote:

Nice effort everyone! I am very proud of all of you for getting so close!

Maybe next time...

But never fear faithful Pathfinders, we will have plenty of additional reveals for you in the coming weeks leading up to the big release on August 1st!

Maybe once the game comes out in August, you can post something about what the big spoiler would have been. Just out of pure, morbid curiosity at that point. :)

Stone Dog wrote:
Thank you, Malcolm. You have been a diligent and appreciated scribe.

It has been my pleasure.

malcolm_n wrote:

Finished for posterity.

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Finished for posterity.

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I've got nothing more to give :( I did another pass on my feeds and social media, but nothing.


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I cast one final net out in hopes of catching somebody with #85. Good luck to everybody still searching and thanks for sticking to this. It's been a fun journey, regardless of the outcome later today.

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Bleh. Just spent the last hour scouring Google in hopes that we missed it somewhere. Nothing turned up as of yet.


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New page, still #85 left to find.

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Good morning all. To anybody just joining us now, Monday's the deadline, and only #85 left to find :D

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PossibleCabbage wrote:
I mean, there is the faint hope that someone has #85, and is sitting on it until the last possible moment in order to reveal it with the most drama.

That's kinda what I thought too. Though if they are waiting, I'll celebrate them equally as strong should they post it tonight (hint hint)


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To anybody just joining us now, Monday's the deadline, and only #85 left to find :D

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Blave wrote:

Ignoring the search for #85 for a second, I just realized that there are less then 7 weeks until release (YAY!). Didn't they promise to talk a lot about second edition once it is done?

Other than the "100 Spoiler Hunt of Madness" and a couple of tidbits revealed during PaizoCon, we haven't really gotten anything, did we? I mean, the blogs about the regions and stuff are nice and all but I was hoping for something more substential rules-wise.

I was kind of expecting blogpost like those leading up to the Playtest. Shouldn't that start about now? Will we get any at all?

EDIT: Went through the old blog posts. They started revealing stuff about PF1 in may, about 14 weeks before release.

I believe they're planning to start rolling this stuff out when Jason's back, and he was just going to put in extra should we achieve this goal of finding the 100. So probably Monday they'll have their first article around 2pm EST.


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Gorbacz wrote:
Ah, those globally recognizable American cultural references ;-)

As an American, I do not get that reference in the slightest.

4 days to find 1 of 4 cards available to the public. It’s madness, I say


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Good morning everybody! 4 days left, and only 85 left :D

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I know the Paizo Twitter account posted and since we've gotten down to this last one. Hopefully in the next couple days we get that one final person who throws 85 up for us.

I watched the video finally where the cards were handed out. I didn't know attendees were actually told about this thread beforehand. Hopefully somebody is just holding out to be the hero of the day.


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Good morning all. Friendly reminder to please take discussion of cards to their individual threads so this one remains open to get that elusive #85

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And may the odds be ever in our favor!


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Only 85 left :D

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FedoraFerret wrote:

20

26

For the folks keeping up databases.

thank you, i just saw these too!

Cards remaining are 50, 72, 85

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Awesome! Thank you Ediwir and please thank your discord too :D

Cards remaining are 20, 26, 50, 72, 85

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New day, new page: Cards remaining are 20, 26, 50, 51, 72, 85

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Interesting about the only 4 of each printed, but I agree with the math above. We're technically at the point where we either will or won't find these and there's not much more we can do about it.

Unfortunate, too, but with such limited quantities, I can understand why it's so hard.


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My only issue with this is I would prefer people not think we have all of the legit cards and stop searching. Other than that, yes they're well done. If they were just translated into goblin-speak that would be fine too as we could decipher them.

Given the patterns with the rest, you're probably close to right on all of them, but I'm betting we still need the real cards for it to count.


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New day: Cards remaining are 6, 20, 26, 50, 51, 72, 85. Please ignore the false links above.

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New day, new page: Cards remaining are 6, 20, 26, 50, 51, 72, 85

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I'm reaching out to different sources I know, but no luck so far on the last few cards. 6, 20, 26, 50, 51, 72, 85

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It's a positive change overall, but dwarves effectively net 0 or negative change (if you took the feats that are now heritage) compared to other races.

Dwarf cleric on Sunday - I can get away with wearing medium armor because it doesn't reduce my speed any more than a human wearing said armor. I also resist enemy magic so that I can focus more on healing my allies and not worry about potentially being knocked out with a spell.

Same cleric today - I can avoid magic, but you might die while I make my way over to you for healing unless I want to spend my entire round healing you from here, in which case you get fewer hit points back which are likely to be negated by the very next swing against you.

It would have been equally easy to just leave the ancestries and their feats as they were and let characters pick 2 at 1st level instead of 1 (limit 1 heritage feat). It feels like needing the sink fixed so you can wash dishes, then getting a combo dishwasher, disposal, and compactor instead. It is very nice and appreciated, but the sink still leaks water when you turn it on.


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Note: We do not have an alchemist.

At 7 levels in, one member of our party, the druid, only ran out of resonance once, and it was during the last battle during Sombrefell hall when he went ham with his necklace of fireballs (it does cost 1 resonance for each ball because of the action involved, right?). For the most part, our cleric has been perfectly fine with healing, and the rest of the party's use of single magic items hasn't taxed them. With the new chapter's suggestion to have two dedicated healers, we rolled up the druid to help.

I don't know. I can't speak to anybody else's experience, but we as 5+ year players and a 16+ year GM have no issue with the current state of resonance, even insofar as using our fill of items during the playtest adventure.


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+1 for the basic saving throw (Reflex) or Saving Throw [Basic] Reflex.

Also, Please use some of the newfound space to bring back what list(s) the spell can be found on at a glance.


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This example will be simplified, but currently extends to most aspects of PF2. Mostly, it boils down to changing terminology when you don't have to because you want to be different. Also, I want to clarify, I'm writing this after a good discussion about terminology with my group where they expressed these concerns and I'm summarizing everything here.

Toughness in Pathfinder 1 reads:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

In PF2, you get:
You can withstand more punishment than most before going down. Increase your maximum Hit Points by your level or 4, whichever is higher. When you reach level 5 and every time you gain a level thereafter, adjust your maximum Hit Points gained from Toughness accordingly (for example, at level 7, this feat would increase your maximum Hit Points by 7). You also gain a +1 circumstance bonus to recovery saves.

Reading this as a GM, I can see that it's largely unchanged (I'm 90% sure, anyway), but my players wanted to know if this means at 5th level, you get 5 extra hit points, or only 1. It can be interpreted as I gain 4 hit point, but starting at 5th level I gain hit points equal to my level at every level. It's wrong, but at least 1 person has thought so.

Why?
What about the way you write PF2 means you have to write Toughness in this way? There's no mechanical reason, no keyword there that would explain the extra paragraph of text. You could change the PF 1 version to +4 hit points to start, and at every level beyond 4, you gain +1. Oh, and you also get +1 circumstance on recovery saves (I'm paraphrasing here, but you get the gist I hope).

I know it's a new edition, and that some things have to change how they're written in order to fit in the new car smell keywords we all have to learn anyway, but things like this become weird as a result.

I like the playtest so far. Seemingly, it has worked better for my group than a lot of others from what I've read, but that's because I've given it a fairly thorough read-through (I totally didn't get dying, but that's fixed now anyway) and keep a document that places changes side-by-side between editions.

If the goal is to transition willing players into 2e from 1e, don't do what 4th edition D&D did by alienating them with the text/format. Start with the current game as a basis, and upgrade only where it makes sense/is necessary to include new terms and phrases. The ground-up approach is great for Starfinder, where you already know you're playing something quite different. If you're making a fighter today and a fighter tomorrow, he should read like a fighter on both days.

Anyway, that's just my 2 cp.


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Arakhor wrote:
Which is fine for vocational lores, Xenocrat. Noble Lore? Vampire Lore?

Maybe you ply your trade at being a noble? Or maybe you are the guy other adventurers come to when they don't know anything about vampires, so you charge them for it.

On a more serious note, I think most can agree that the skill can at least do with a little clearer direction. It may not need to be more powerful, that's fine, but at least give us some help in making it actually transparent on its usefulness.

Also: A list for anybody who doesn't want to keep jumping back and forth. If I missed any, please add them.

Academia
Alcohol
Animal
Deity-Specific (Desna, Sarenrae, etc).
Desert
Entertainment
Farming
Gladiatorial
Hunting
Labor
Mercantile
Nobility
Sailing
Scouting
Smithing
Underworld
Vampire
Warfare


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A lot of what will help archetypes sink or swim (see what I did there?) will be their presentation. If they're still presented as a dedicated standalone 1-ish page option that lists all of the things they offer (including class feats), then blending in class feature altering abilities will be cake.

^^This is how I believe they will be presented^^

If they're just piles of feats among the other feats, it'll take more away from them than just flexibility. They'll lose identity too.


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Melkiador wrote:
Lol. Boat shoes. Shoes in the shape of boats.

If a boat is defined as anything capable of floating on water and supporting my weight, I could find a way to craft these...

See, now I have my heart set on finding a way to make a useful pirate without it being a nautical campaign. ;) Cap'n John Cardinal I'll call him.

I'll post my results as the playtest progresses.


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Melkiador wrote:
MerlinCross wrote:
Only thing I like is that they've shot(or attempted to) power gamey builds in the foot.
Power gamers will always find a way. Though in this case, I couldn't imagine any power gamer ever taking this arch2type. You'd have to have some really bad class feat options for those things to look tempting.

Haha, stepping into power gamer mode for a moment, what technically qualifies as a boat? Do I have to have water? Or can the boat be on land?

If I declare something is my boat, even, say a tub of sorts, could I haul a tub around with me, jump from it onto a rope, and swing at my enemy to get the extra damage?

Clearly, that table could be used as a boat in the right circumstance! Boats boats boats.


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Childeric, The Shatterer wrote:

Am I the only one that absolutely hates that practically EVERYTHING in 2nd edition has been reduced to a freaking feat.

racial abilities: nope, they're ancestry feats now so you have to be a 7th level dwarf to get what 1st level dwarves used to get for free.
automatic improved skill abilities: nope, they're now skill feats that you have to take in order to do the same stuff you could do for free just for putting ranks in the skill.
class features: nope, they're now class feats that you have to take just to acquire the class features you used to get for free.
archetypes: nope: they're now feats you have to take instead of taking one of your limited class feats.

I realize that one of the goals of 2nd edition was to simplify and streamline character creation, but there must have been a better way to accomplish that goal.

It's all just names and labels, man. :) Call them racial traits, class features, and archetypes to your heart's content. At this stage of PF1, they're all practically feats in some way anyway, just not blatantly so.


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Some major additions are on the way this year with Player's Advantage: Monster Trainer coming in December.

In anticipation of the new book, I have gone back to John Reyst's d20pfsrd and cleaned up the monster trainer class page, which was a little disheveled after the website moved. Now, it's cleaner, prettier, and I've even added some minor updates that will be included as a sidebar in PA: MT to help monster trainers better understand how to capture and train their monsters.

I'm really happy with how this update is turning out, but If you've followed us for a while and have played or are playing a monster trainer, take a look at this cleaned up text on the website and let me know what you think here or on our Facebook page.


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Desha wrote:
*snip*

Thank you for the kind words. Please, I encourage anybody who's bought a copy to at least rate it. As you said, you have your own feelings. Let them be known (I'd certainly appreciate it). Not sure if you can do just a rating here, but there's also Drivethru RPG and the d20pfsrd store if not. :)

As I'm moving forward, I'm taking everybody's (End, Ssalarn, etc) thoughts into consideration and making sure that I address any open issues with future options, such as the monster psychic and monster binder alternate classes that will be available hopefully in the coming months (first as open playtest and then PDF/Print).


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Thank you for the review. I will use what I can of it to push forward and continue to improve on my work.


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Hi Scott,

Just wanted to pop in and thank you for maintaining this list. I appreciate the add on both the journeyman and the monster trainer.

Thanks again!
- Kevin


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The monster trainer is now officially available for your referential ease on d20pfsrd along with a handful of sample monsters and links on existing monsters to help those in search of what to capture. Enjoy!

http://www.d20pfsrd.com/classes/3rd-party-classes/northwinter-press/monster -trainer


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The soft cover is now available over on drivethru rpg. Not even kidding, it looks very nice. Is there a way to do POD here? If so, I'd love to explore the option. Anyway, I'll update again when the premium hard cover finally gets approved.


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Ssalarn wrote:
Will a print on demand option be available again anytime soon? I'd like to gift my old copy to one of the GMs who plays in my Third Party Thursdays game and grab a new one with the updates.

Yes; I'm finalizing the POD for both a premium print copy and a soft cover. It'll be a little more expensive to print (no change to my own cut), but the general quality will be higher and it will include all of the additional content (like a premium version, almost).


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Mad Alchemist wrote:
When are you expecting to release the next update to the PDF?

Short answer: As soon as the Paizo Staff reviews it and puts it through (there will be an email).

Long Answer: Sorry it took me a couple days. When making updates such as these, I'd hate to send something out and have to immediately fix an issue that was missed despite my best efforts.

As the email will state for those who already have this product, this is the last update I intend to make to this particular document. Anything else changing or updating the way something plays (a monster, the trainer class, or any archetypes) will come in future supplements/expansions going forward (which may or may not be free based on the content). I have greatly appreciated everybody's feedback/input about this product and my work on it. I love it dearly, and look forward now to adding to it in the very near future.

I'll, of course, keep watching the thread and chiming in on the conversation where relevant, or hit me up on Facebook (the Northwinter Press or Mystical: Kingdom of Monsters pages). I'm always happy to chat about the Kingdom and its denizens or even just design in general.


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Nate Z wrote:

I....I can have a bullete?

0.0

*adds the hell out of this to his cart*

Bulette, behir, rust monster, pit fiend and my personal favorite, a jub jub bird. Pixie, unicorn, satyr, too. And that's just some of the Pathfinder stuff.

For genre savvy players, there are some monsters very similar to popular characters in different parts of nerd-culture like Doctor Who, Harry Potter, and the Final Fantasy series. :)


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In my experience, Pathfinder fans are also fans of goblins. This is due, in large part, to Paizo's love of the creatures.

But what about gremlins? To me, gremlins present a fun, more magically inclined alternative to goblins who gain more from working together. See, for Haunted Eve, I have several gremlin monsters that a Trainer can capture, but the piece of these guys that I enjoyed most was the Monstorin racial stats for them. See here:

+2 Str, +2 Int: Gremlin monstorin are vexingly smart and surprisingly strong for their size.

Small: Gremlins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fast Movement: Gremlins have a base speed of 30 ft.

Gremlin Heritage (Su): Each gremlin chooses up to two of the abilities presented here and gains access to them as described. The abilities from the Bestiary 2 that are already balanced enough to use as a PC are simply listed, while I've modified a few others to fit.

* Gremlin Lice (Ex), Kneecapper (Ex), Misplacement (Su), Speedy Sabotage (Ex)

* Magic Bag (Su)
The gremlin always carries a pouch with it. This pouch contains an extradimensional space and operates like a bag of holding (type I). The gremlin must keep the pouch in sight and on its person at all times. If this pouch is separated from the gremlin, all of its former contents are lost, and it becomes a normal bag that contains a number of coins equal to half the value of the gremlin’s lost possessions. There is a 50% chance the bag can fall off when the goblin is critically hit or reduced to 0 or fewer hit points. A gremlin that loses its pouch must create a new one, a process that takes 1d4 days, or suffer a –1 morale penalty to all attacks, saves, and skill checks until it begins doing so. Until the new pouch is finished, it remains a non-magical bag, only becoming a fully functional extradimensional space once completed.

* Putrid Vomit (Ex)
Once per day, the gremlin can spew a 30-foot line of vomit as a standard action. Treat this as a ranged touch attack with no range increment. Anyone struck must succeed at a Fortitude save (DC 10 + half the gremlin’s level + its Constitution modifier) or be nauseated for 1d4 rounds.

* Tinker (Sp)
Once per day, the gremlin can gain the following effect. Its caster level is equal to its character level. The gremlin can choose Tinker more than once.
--The gremlin can cast Bungle once per day.
--At 3rd level, if two gremlins with this ability are within 10 feet of each other, they can use aid another to cast Bestow Curse as a full round action. At 11th level, they can cast Major Curse instead.
--At 5th level, if three gremlins with this ability are within 20 feet of each other, they can use aid another to cast Dispel Magic. At 10th level, they can cast Break Enchantment instead.

* Unluck Aura (Su)
For one round per day, the gremlin can radiate an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. These rounds need not be consecutive. This is a mind-affecting effect that does not work on animals, other gremlins, or gnoles. Any character who gains any sort of luck bonus is immune to the gremlin unluck aura.


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Ssalarn wrote:
How about a psychic fae with constant detect alignment and a bag that functions as a rod of wonder? ;)

You mean like the Krampus?


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Ssalarn wrote:
Also, SSSSHHHHhhhhhhhhhh!!! Don't let people know we've been in communication. They might get it in their heads that some enterprising designer at Dreamscarred Press noticed the distinct lack of Psychic-type monsters and approached you about a joint project mining the Psionic Bestiary and other DSP materials to expand your already awesome product line. And that would be... unfortunate.

*Looks around innocently* I just meant in regards to your request for a hard cover copy, but good point. I do have to argue, though, that there are at least 16 monsters with psychic-type potential (to use your phrasing). For example, these come to mind from Kingdom of Monsters, alone.

Castor (line), Celedeen, Carbuncle, Farrealmer (particularly thoughtspawn) Formite (line), Lagomorphs, Piskel, Proginor, Scamethyst, Tesoroo, Urbanel, and Viriga

Anyway, I have to agree that I wouldn't want to lead anybody on about such a potentially awesome thing.

MissingNo wrote:
@#$*&%@? >_>

Love the name.


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With new monsters comes potential access to more spells! Here's a quick peek at the work in progress spells for Haunted Eve. If you're interested in knowing what a spell does, check out d20pfsrd.

Acid Splash (0, CRB), Disrupt Undead (0, CRB), Haunted Fey Aspect (0, UC), Touch of Fatigue (0, CRB)

Adhesive Spittle (1, ACG), Anticipate Peril (1, UM), Blurred Movement (1, ACG), Dancing Lantern (1, APG), Doom (1, CRB), Frostbite (1, UM), Heightened Awareness (1, ACG), Hide from Undead (1, CRB), Hunter's Howl (1, APG), Hypnotism (1, CRB), Nauseating Dart (1, ACG), Ray of Sickening (1, UM), Repair Undead (1, ACG), Sanctify Corpse (1, UM), Ventriloquism (1, CRB), Word of Resolve (1, UM)

Adhesive Blood (2, ACG), Blinding Ray (2, ARG), Blood Armor (2, ACG), Burning Gaze (2, APG), Delay Poison (2, CRB), Desecrate (2, CRB), Dread Bolt (2, UM), False Life (2, CRB), Ghostbane Dirge (2, APG), Haunting Mists (2, UM), Jitterbugs (2, ARG), Lockjaw (2, APG), Pox Pustules (2, APG), Remove Paralysis (2, CRB), Savage Maw (2, ARG), Sickening Entanglement (2, ACG), Stricken Heart (2, ACG), Wake of Light (2, APG), Whip of Spiders (2, ACG)

Agonizing Rebuke (3, ARG), Blade of Bright Victory (3, UM), Chain of Perdition (3, UC), Countless Eyes (3, UM), Eruptive Pustules (3, UM), Gloomblind Bolts (3, ARG), Halt Undead (3, CRB), Heart of the Metal (3, ACG), Hostile Levitation (3, UC), Howling Agony (3, UM), Nauseating Trail (3, ACG), Pain Strike (3, APG), Phantom Steed (3, CRB), Ray of Exhaustion (3, CRB), Speak with Dead (3, CRB), Strangling Hair (3, UM), Twilight Knife (3, APG), Unliving Rage (3, ACG), Venomous Bolt (3, APG)

Anti-Incorporeal Shell (4, ACG), Aura of Doom (4, UM), Battle Trance (4, ARG), Blaze of Glory (4, APG), Blessings of Luck and Resolve, Mass (4, ARG), Bloatbomb (4, ACG), Blood Crow Strike (4, UM), Bloody Claws (4, APG), Death Ward (4, CRB), False Life, Greater (4, UM), Holy Sword (4, CRB), King's Castle (4, APG), Miasmatic Form (4, ARG), Mirror Transport (4, ACG), Moonstruck (4, APG), Overwhelming Grief (4, UM), Scorching Ash Form (4, ARG), Shadow Haven (4, ARG), Shadow Step (4, UM), Terrible Remorse (4, UM), Vitriolic Mist (4, UM)

Aspect of the Wolf (5, APG), Damnation Stride (5, ARG), Feast on Fear (5, ACG), Ghostbane Dirge, Mass (5, APG), Nightmare (5, CRB), Pain Strike, Mass (5, APG), Phantasmal Web (5, APG), Repair Undead, Mass (5, ACG), Soothe Construct (5, UM), Suffocation (5, APG), Unbreakable Construct (5, UM), Vampiric Shadow Shield (5, ACG), Whip of Centipedes (5, ACG)


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Ssalarn wrote:
Paper makes the words more real I guess.

I can understand that notion. Whether in the 21st century or not, I still like a solid book in my hand when I'm at the table. Most of my group prefers the same.


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For those who can't or prefer not to follow facebook, the Print Proof is on the way at last.


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In preparation for halloween and my upcoming first addition to Kingdom of Monsters, I will be posting previews throughout this month to a variety of places (Primarily facebook). Today's is the moncroak zombie. I'll add more each day.

The new book is Haunted Eve - Guide to the Scribe's Marsh, and it details the swampy region of the Kingdom, where trainers can find a few new and special monsters during the week-long celebration.

Enjoy; see you tomorrow!

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