Orc Ranger

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Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 479 posts. 2 reviews. No lists. 1 wishlist. 2 Organized Play characters.


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OMG, so much happiness right now! Thank you Paizo, from the bottom of my twisted-GM heart!


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I'd say no. It's too punitive for the class, which relies on unarmed strikes. You can say that their fist only makes very brief contact with the ooze, and they pull it away fast enough to avoid taking damage, thanks to their lightning reflexes. Or handwraps.


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Lanathar wrote:

Can anyone shed any light on the item conversion table?

I notice , for example that weapons from 1,500 to 11,500 (levels 4-9) are all marked as having “+1 striking”

That seems like a downgrade for those on the upper end. Or am I supposed to add further runes to bridge the gap but no more bonuses or striking ?

So could I add returning to a +1 striking dagger to make it an 135gp item? Therefore a level 5 item?

But conversely that item in PF1 is 8,300 so a level 8 item worth 475gp but capped at +1 striking. So what do I do here? Add the difference in gold and other items

I am a bit confused but this is also confusion / uncertainty with the new rune / magic item rules ...

I believe the idea is that you can add more expensive property runes to the item to raise its level and its value. That doesn't fill all of the level gaps, but you don't have to get a new weapon every level - use those levels to grant other magical items instead.

The table just lays out the level expectations given in the core rules - until level 10, you should not have (easy) access to +2 weapons.


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Oh wait, one of my players just found text in the appendix (pg 629) that says

"Attack (trait): An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty."

I think that clears it up - the intention is that you do take the penalty on all actions with that trait. If they'd used that text in the main chapter, it would have been a lot clearer.

Thanks for your help, everyone!


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I'm very much a "rules as intended" GM, rather than "rules as written", but in this case, I'm really not sure what was intended, which is why I started the thread.

As previously stated, I'm completely clear on Trip, Shove, etc. contributing to the MAP. But the text saying that MAP applies to "attack rolls", and the description of attack rolls being against AC is what has me confused.

As written, I'd have to rule that MAP does not apply to these Athletics actions, but as intended, I'm really not sure.


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My group and I can't work out if you apply the multiple attack penalty (MAP) to Athletics checks for maneuvers like shove and trip.

On page 446, it says "The second time you use an attack action during your turn, you take a -5 penalty on your attack roll." However, while the Shove and Trip actions have the attack trait, you're making an Athletics check, not an attack roll.

Also on page 446, it says there are "three main types" of attack roll: melee attack rolls, ranged attack rolls and spell attack rolls, but it does not mention any of the Athletics actions.

It's completely clear that making one of these skill checks contributes to MAP, so a Shove then a Strike would incur a -5 penalty on the Strike, but if you Strike and then Shove, do you get -5 on the Athletics check?

I'm sorry if there's a thread on this already - I looked through the first few pages and didn't see anything obvious on it.


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The magic item conversion table is very useful, and helps set an expectation of the kind of weapons and armour that players have at various levels.

The monster conversion guide is pretty much how I've been doing it for my homebrew campaign since January (with playtest rules), and that's been going well so far. The biggest problem is the lack of medium humanoid creatures above 6th level to base stats on.


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Hi all,

Next session my party will be starting History of Ashes. The first part of this will be the journey to the Cinderlands - nobody in the party can cast overland flight or teleport, so they'll be walking there.

Of course, a major part of this journey is climbing to the Storval Plateau and passing through Kaer Maga. After reading The Redemption Engine and the City of Monsters sourcebook, I really want to do something in the city as they pass through. The party is also a little behind in XP (they bypassed pretty much all of the Arkona mansion and smuggle caves by getting themselves TPKed and waking up in the torture chamber outside the Vivified Labyrinth), so this seems a good way to make up for that.

Did anybody else do something in Kaer Maga at this point in the story? Or does anyone have some ideas of fun things for a level 10 party to do here? I don't really want to spend more than a single session here, but don't want to miss the opportunity.


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I very much like the new economy. Makes more sense, and even giving my players 20gp now makes them happy, where before that wouldn't be worth getting out of bed for.

Lord Fyre wrote:
Items get more complicated. A +1 longsword in PF1 is 2,315 gold (or 231.5 gold in PF2) but, that same sword in PF2 costs 35 gold (PF2 Core p. 536) which would be a 3,500 gold item in PF1.

I don't understand this. A +1 longsword in 2e is 35gp, or 350sp, and is equivalent to a masterwork longsword in 1e (+1 to hit, no extra damage) which cost about 350gp. Aren't the they same price for the same thing? Where did the 3500gp value come from?


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This is excellent, thank you!


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I'm pretty sure you could kill a man with the Core Rulebook, so flimsy and frail are two words I'd never use to describe it.

In terms of its bindings, I've carried it around, spent a lot of time reading and flipping through it, and it's as solid as when I first received it. Unlike my Starfinder collectors edition, which I'm afraid to touch since its pages are so loose now.


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I think I read somewhere that involuntary movement does not provoke AoO.

Best use I can think for it is throwing gnomes and goblins at walls or off cliffs. In that regard, I consider it an excellent feat. :P


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PossibleCabbage wrote:
I think every monk is going to want a stance. For just 1 feat you not only get a die size increase, but you get ancillary benefits like "can 10' step" or "resistance".

Agree with that, particularly since you could then use Ki Strike with your special unarmed attacks. I don't see it as needing to be an either/or thing.

breithauptclan wrote:
TL;DR: stop trying to min-max. Pick something that is enjoyable. It will almost certainly be viable, and other people will be hard pressed to even argue that what you chose is sub-optimal.

Never has a truer thing been said on this forum.


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Captain Morgan wrote:
FowlJ wrote:
Captain Morgan wrote:

Where is THAT stated? I haven't seen it, and we have some pretty compelling evidence it isn't the case since Jason told the Champion she could refocus back to back several times in a row.

Page 300, the requirements for the focus action:

Quote:
You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.

Huh, I missed that. That certainly shifts their paradigm, and also explains why feats like Meditative Focus are worth having. And that's consistent with how they were used in Oblivion Oath.

I totally missed that too... Thanks for the heads up, it certainly changes things!

For pure Ki focused monks, I think the Wild Winds stance is somewhat viable, since it lets you make ranged ki attacks for the rest of the fight if you stay in it, but that doesn't come online until 8th level...

Has anyone run the numbers on doing just normal unarmed monk attacks, with once per combat ki strike, at low levels to see how it stacks against the stances?


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It would perhaps have been bearable if some of the humanoid races had higher level stat blocks (like drow, orcs, hobgoblins, etc) but all of them had CR1 or CR2 mooks, and capped out at level 5 or 6 for the leader types.

I guess the APs will be a source of higher level NPCs over the next 6 months, but since I'm playing in Age of Ashes, I don't really want to look at those books (yeah, I know this is a problem of my own doing, but... eh). I've already grabbed the stat blocks from Fall of Plaguestone and the PFS scenarios for later use, but for those released so far, they cap out in that same 1 to 5ish level range.


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I figured it would be a female goblin, so maybe one of the We be Goblins tribe?


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Vidmaster7 wrote:
So I wonder if a brawler build is beneficial at all You know monk multi-class fighter? I think it might be the other way around but I don't think the monk really gains anything that way.

Probably not much. Monastic Weaponry specifically says it applies only to monk weapons, so you can't flurry with a long sword. You can get AoO at level 4, and there's probably some useful fighter feats, but the dedication itself isn't much use.

EDIT: Monk/rogues ninjas seem to be unbeatable


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With stances, most monk strikes go to 1d8, and are agile. Dragon stance makes it 1d10, with backswing but no agile. And if you choose not to take a stance (which you probably should), Ki Strike lets you do a more powerful attack with an extra d6 damage (although only once per fight).

Also, fighters would take a -2 penalty if trying to do lethal damage with an unarmed attack. Monks are the only class who don't take this penalty.

Flurry essentially gives you a free attack per round - your first attack is two attacks, and there's no reason to ever not use it.

Monks seem fine, and I'm super excited to start playing mine in Age of Ashes on Saturday!


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I made it dark, and required the PCs to provide their own light sources. It's a trivial problem for the PCs at this level, but makes everything a bit more spooky.

I had Vimanda pretend to be Vencarlo (which worked for about 10 seconds) - they found "him" stuck in the tiger-head-trap room without light, pretending he'd been feeling his way through. Real Vencarlo is chained up in the throne room, so of course he didn't need a light source.

My party has now found Vencarlo and Neolandus, and captured Vimanda (she could probably escape any time, but is enjoying herself), so are working their way back out. I'll have Glorio waiting for them in the cavern outside, which will trigger a battle between him and Vimanda, and he'll try to kill the PCs too to keep the Arkona secret. Should be fun, especially when the giant reefclaw joins the fight!


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The Rot Grub wrote:
As for the suggestion of substituting in monsters from PF2, my friend was running a well-known Level 1 PF1 module last night, and found that the module's shocker lizard did not have an equivalent in the new Bestiary. It would have been nice to have a table to make a rough conversion of the math.

Very much agree with this.

I've had success with finding a same CR similar creature and re-flavoring the abilities, but some official guidance would be nice, especially where there's no close match for the creature you want to use in the 2e Bestiary.

EDIT: Was it Master of the Fallen Fortress? I ran that with playtest rules, I think I swapped the shocker lizard for a slurk...


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You could always tweak the Resurrect ritual and add a random d6 (or d8 to cover half-elves and half-orcs) roll for Ancestry, and then a d4 (or whatever) roll for Heritage. That should cover the physical transformation, and maybe grant something equivalent to the "Adopted Ancestry" feat to allow them to continue taking ancestry feats from their original ancestry?


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I've been running a playtest > 2e campaign since January. One of the big problems that I'm starting to run into, now that the PCs are hitting 5th level, is that the options for humanoid enemies run out around 6th level, and beyond that it's just bigger and bigger monsters.

I know the rules for NPCs and monsters will be in the Game Mastery Guide, but that's now pushed back to January, and maybe even later. They mentioned during the playtest that they thought about releasing the monster creation rules then, but it didn't happen.

So, as the title says, any chance of throwing us GMs a bone and releasing the creation rules a bit early? Or even just some advice on how to do it in the meantime, without having to go through the full PC creation/leveling process? We can call it a playtest if you like, given that players get their new class rules early in October. ;)

(I know this is wishful thinking, but a man can dream...)


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What are some of the monsters that you're excited to bring over into 2e?
And a sub question (sorry, breaking your rules), are you contributing to Bestiary 2, which was just announced?


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In the panel, they mentioned that Investigator lent itself well to the Agents of Edgewatch AP, and would do a lot with skills. Swashbuckler is intended to be the ultimate mobile combatant, and will be able to move about the battlefield like no other class. Oracle and witch were just super popular classes, and they wanted to play with curses and hexes, respectively.


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It allows you to roll your stats on 3d6 (or some variant). But other than that, not much reason for them that I can see.


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Ninja in the Rye wrote:
A 50% price increase for PF2 PDFs? Well, there goes my plan to grab the PDFs to see if the hardcovers would be worth buying and the system would be worth switching over from PF1.

One price increase of $5 in ten years doesn't seem unreasonable...


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I'm in the middle of rewriting most of this book. The framework is good, but the "kill dozens of the same monster" to conquer each district is boring. I'm trying to add more wonder and places to explore, depopulate the city a bit, and replace some of the more mundane encounters with interesting ones, using the newer bestiaries.

I'll likely start the vaults of madness a bit earlier, too, to provide a reason to go into each district.


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Excellent, thanks for the update!


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Do we know when they are likely to be announcing new things? Or should I just spam "refresh" for the next 4 days until some news pops up?


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If you're having trouble downloading, your browser may be caching the link. If you're using Chrome, hit F12 to open the dev console, then right-click the refresh button in the browser and use the secret "Empty Cache and Hard Reload" option. No guarantees, but that has worked for me in the past.


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Yay! Players Guide is great, I now have a complete character concept for the AP (was waiting for the AP Backgrounds to be available). Can't wait to start playing in a couple of weeks' time!


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Staffan Johansson wrote:
I do hope Paizo has bulked up the server farm a bit...

I believe that their PDF delivery system is cloud-hosted on AWS nowadays, so there should be no problem there. They just need to turn the dial up to 11 for a few hours.


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kogarou wrote:

I dislike when players say "assume I'm always detecting magic, and my weapon's drawn, and I have a readied attack". Are there any relevant rules about this? It seems like the exploration mode rules could apply (you're slow if you're so cautious), but then my players will probably just slow walk everywhere. I don't want to embarrass them in-game either, just give them a sense of baseline normal behavior.

AKA, given this quote: "Given the opportunity, players will optimize the fun out of a game" - what new tools does this edition give me to limit that opportunity?

Players can only be using one exploration activity at a time, which include things like Scout (+1 on initiative), Search (free perception rolls), Detect Magic (or any other cantrip) or Avoid Notice (be sneaky).

Also worth noting that Detect Magic won't always alert them to the presence of a magical aura before they walk into it, unless they move very slowly. Same for Search and traps.


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There were also hints of going outside the Inner Sea region sooner rather than later.

My preference would be for a detailed guide to one of the 10 Inner Sea regions. Impossible Lands would be amazing, but my guess is that it will support whatever AP comes after Extinction Curse... which would make an Impossible Lands book even more exciting!


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The Great Gogiteth sounds amazing, is that the Cloverfield monster? I can get behind that. I can imagine a high level adventure where one emerges and starts eating Magnimar...


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Joana wrote:
Quen Pah wrote:
shadram wrote:
Saint Bernard wrote:
I am slowly coming to grip with the new CRB. The organization is not intuitive for me. The index and TOC are not that helpful. Took me half an hour to find the focus powers. Great material there so it is just a learning process for me.

Yeah, I struggled to find the focus spells too, and eventually found them accidentally while randomly flipping through.

For anyone else struggling: Focus Spells are in their own section at the very end of the Spells chapter, grouped by class.

Can you post a page #?
386-407.

I've also since noticed that some classes (e.g. Bard) give page numbers for their focus spells, but other (like Monk and Druid) do not. I read the Monk class first, but if I'd read in alphabetical order (who does that anyway?) I wouldn't have had that problem. It's also a problem you have exactly once, and then never again, so it's not a major issue.


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MaxAstro wrote:

The human ancestry has a footnote stating that with GM permission, any ancestry can take the half-elf or half-orc heritages - including orcs and elves.

The note even goes so far as to imply that half-elves descended from halflings and gnomes, as well as half-orcs descended from halflings, goblins, and dwarves, are canon to Golarion (although I imagine rare).

Finally my dreams of playing a half elf half-elf can become a reality!


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Saint Bernard wrote:
I am slowly coming to grip with the new CRB. The organization is not intuitive for me. The index and TOC are not that helpful. Took me half an hour to find the focus powers. Great material there so it is just a learning process for me.

Yeah, I struggled to find the focus spells too, and eventually found them accidentally while randomly flipping through.

For anyone else struggling: Focus Spells are in their own section at the very end of the Spells chapter, grouped by class.


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Cydeth wrote:
Jesikah Morning's Dew wrote:
Thanks. That's what I was afraid of. Long time to wait! I suppose I can get a good enough feel for it to just wing it until then, but I am really looking forward to having something to tinker with!
I completely agree, though I also agree with their reasoning. Making the first bestiary more expensive or have fewer monsters would be bad, as would them putting the monster creation rules in every bestiary down the line. I'd rather them put them where it makes sense, even if I'm champing at the bit to create some of my homebrew monsters.

Agree that I'd like to see the custom monster rules sooner, but I've been creating my own monsters for the Playtest for a few months now, and it's actually quite easy in the new system. I just choose a similar monster of the same CR, keep the AC and attack/damage bonuses the same, and swap out the special abilities. Everything seems to have shaken out OK so far, and everything's felt about the right level of challenge.

My only annoyance with the Bestiary is that all the humanoid creatures are very low level. I'd rather have seen some traditionally tougher humanoids, like Drow, to have examples higher than CR 5 or 6. It means that, until we get monster and NPC creation rules in the GMG, my party will only be fighting big monsters, rather than well trained humanoids.


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Hah, I didn't realise that Ostog being a new Linnorm King was canon, I thought it was just for the PaizoCon adventure. That's great! Are there any other Paizo PCs that have made their way into the new world guide? The only other one I know is Shensen, who was James Jacobs' character and appeared in Hell's Rebels.


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captain yesterday wrote:

If they didn't melt last year when the play test released I'm very doubtful they'll melt now.

They've spent significant resources shoring the website up, they'll be fine.

Having said that, I'm certainly not going to try to download anything that week.

I believe their downloads are now cloud-hosted on AWS, so unless 2E is popular enough to melt Amazon's server farms, it will be fine. Assuming they turn the dials up to 11, which I'm sure they will.


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My books arrived today! Probably the fastest my shipment has made it to NZ since I started my subscription.
Our receptionist at work said he'd never seen anyone so happy to collect a parcel. Now the struggle to continue working, rather than reading the Bestiary, begins...


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Shame we don't get the temperature values on a scale that makes sense, though...


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I'm running a homebrew campaign using playtest rules, which I'm really excited about converting to 2e as soon as I get the books.

Fantastic blog, the Bestiary examples are excellent. Can't wait to get my hands on it and find some new monsters to throw at my party!


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Captain Morgan wrote:
TheMaxi wrote:
caps wrote:
Maximilien Drouin Royer wrote:
is the Orc Ancestry feat "Orc Ferocity" still use a Reaction? In the playtest i had to choose if i AOO or do nothing to keep my reaction for Orc Ferocity. Bad design... Hope they made it a free action.
It is still a reaction, unfortunately.
Ah damn. thanks for the reply. It is less usefull for class with reaction ...

Well, only if you've already spent your reaction that round. There's a pretty good chance your AoO gets triggered early in a fight and enemies avoid it afterwards, and it is (Hopefully) gonna be later in the fight when you need Ferocity.

Now, its not as good on a shield fighter who is hopefully blocking every round, but A) you can just not take it on a shield fighter, B) you can get extra shield block reactions, and C) given my understanding of shield block, you choose to block only once you know how much damage is being dealt. So there's a good chance you can just pick whichever reaction is better in that moment. So if you take a hit that your hardness absorbs, just block. If you take a hit that exceeds the hardness and your current hit points, use orc ferocity.

...Actually when you put it like that it is pretty good for the shield fighter too.

I think I read somewhere that Fighters can get extra reactions at higher levels for AoO or shield actions? In which case, you will likely have a reaction left for Orc Ferocity if needed.

I don't think having it as a reaction is bad design at all. It forces you to make a tough decision when under threat in combat, which is a good thing in my mind.


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Yep, I've been trying to look at a bunch of stuff on the store in the last couple of days (flip mats, PFS Scenarios) and just get constantly redirected to the homepage...


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Do any of the monsters in the book have phlegm worms?


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Are the phlegm worms in today's Tales of Lost Omens in the Bestiary? I'd assume that they're a feature of some kind of demon or other gross thing. I want to inflict them on my players ASAP... *evil laugh*


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Maybe it's just phlegm worms being phlegm worms?


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Eww, gross. I love it.

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