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When you possess a creature, you use their maximum and current HP as your maximum and current hp.


Pelorix wrote:
Claxon wrote:
I think this has been a point of contention around here, and I believe the answer is no. You cannot take orc race archetype as a half-orc.

They link you gave says: "Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ and two Advanced Player's Guide FAQs."

You realize that post was made before the FAQ, and that this thread has been dead for 6 years, right?


Note that taking IEH (Arcane Bloodline), if you don't choose spells already on you spell list, you can't cast them.


This belongs in the Third Party Rules Forum.


Joey Cote wrote:
I don't agree with your interpretation. Swinging two two handed weapons isn't any additional attacks, which is all that FAQ talks about. It is giving potentially more powerful attacks, but not more. In the spirit of the FAQ, not making the alchemist more powerful in melee, that might be true. But just using the vestigial limb to hold a light weapon, and using a two handed weapon in your primary hands, would also make the alchemist more effective in melee, and that seems to be allowed. Even using a two handed weapon and a shield would also make the alchemist more effective, and it seems pretty unlikely that FAQ was intended to prevent that.

Feel free to disagree with my interpretation, just show the support for yours. Now show me how you can twf with two two-handed weapons prior to the vestigial arm discoveries as a human.

If you can't twf with them prior to the discovery, then you are gaining more attacks and therefore cannot twf per vestigial arm's clause.

Wielding shields in the hand has always been allowed, it's making attacks that's sometimes disallowed.


There's also this FAQ that everyone seems to have forgotten about.

FAQ wrote:

Alchemist, Tentacle/Vestigial Arm: What does "extra attacks" mean for these discoveries?

It means "extra," as in "more than you would be able to make if you didn't have that discovery."

For example, if you're low-level alchemist who uses two-weapon fighting, you can normally make two attacks per round (one with each weapon). If you take the tentacle discovery, on your turn you can make
* two weapon attacks but no tentacle attack,
* a weapon attack with your left hand plus a secondary tentacle attack, or
* a weapon attack with your right hand plus a secondary tentacle attack.
At no time can you make a left hand weapon attack, a right hand weapon attack, and a tentacle attack on the same turn because the tentacle discovery says it "does not give the alchemist any extra attacks or actions per round." This language is calling out that the tentacle is not a standard natural weapon and doesn't follow the standard rules for using natural weapons (which would normally allow you to make the natural weapon attack in addition to your other attacks).

Likewise, if you instead took the vestigial arm discovery and put a weapon in that arm's hand, on your turn you can make
* a weapon attack with your left hand and one with your right hand,
* a weapon attack with your right hand and one with your vestigial arm, or
* a weapon attack with your left hand and one with your vestigial arm,
At no time can you make a left hand weapon attack, a right hand weapon attack, and a vestigial hand weapon attack on the same turn because the vestigial arm discovery says it "does not give the alchemist any extra attacks or actions per round."
The exact same restrictions would apply if your race had claws or you had some other ability to add claws to your limbs: the text of both discoveries says they do not give you any extra attacks per round, whether used as natural weapons, wielding manufactured weapons, or adding natural weapons to a limb that didn't originally have natural weapons.

Remember that these two discoveries do not have any level requirements, and therefore are not especially powerful; permanently adding additional attacks per round is beyond the scope of a discovery available to 2nd-level alchemists.

If you were to try and TWF with 2 greatswords, that would be more attacks than you would be able to make before the discoveries, since you would only be able to attack with one greatsword prior to the discoveries. Therefore you couldn't attack with two greatswords after the discoveries.


EldonGuyre wrote:

I'm not sure I'm understanding the question. The text on Ricochet Toss I just read says nothing about weapon groups. I'm not seeing how that matters.

It says it works. Throw Anything gives you no penalty. If you use both together, improvised weapons return to hand after being thrown.

Cute.

I have to wonder what level of skill it takes to throw a mug of ale without spilling it.

Ricochet toss is a weapon mastery feat.

Although most combat techniques are general enough to be categorized as combat feats, some require such a high level of martial skill that they are instead categorized as weapon mastery feats. Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats, and you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise. Characters who lack the weapon training class feature can access weapon mastery feats by taking the Martial Focus feat below.

So to answer the OP, it doesn't work with them unless you have 2 levels of hinyasi brawler, and weapon training (close).


Dark Immortal wrote:
And to my knowledge, all of the 'prone shooter' feats have been addressed.

Hmmm, Monkey Lunge still exists.


They don't stack, both alter the arcane school class feature.


Pizza Lord wrote:
The 'manifestations' being mentioned by some are based from a FAQ that talks specifically about knowing a spell is being cast in instances of an observer not being able to specifically identify it (having no ranks in Spellcraft for instance) or the caster trying to avoid making gestures (not have verbal, somatic, or material components visible, possibly with Silent Spell or other abilities).

Aside from being completely wrong about this part, good answer. It's too bad this point is the basis of your stand.

FAQ wrote:
What exactly do I identify when I’m using Spellcraft to identify a spell?

The faq implies that the manifestations are what is used to identify a spell, not that manifestations are only used to indicate that a spell is being cast for those unable to identify it or trying to hide it.


Firebug wrote:

Did you miss the 'almost'?

Good finds, but taking the swift is an issue for some of the options discussed above. In addition to requiring another skill to max out and limiting the number of effective rounds to your level.

Nah I saw, I figured I'd add the things I brought up into the convo somehow, in case the OP hadn't come across them at all (and for future people who search). But yeah, there's issues with those things somewhat , just more options.


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Firebug wrote:
TLDR: DC to high jump 100' is almost impossible

I see your DC, and raise you Wind Leaper and an Akitonian Blade.


HalifaxDM wrote:
In fact you could argue that if they did each have their own space both mount and rider would provoke an AoO when moving through a threatened square allowing an opponent with Combat Reflexes to take an attack against each one.

What makes you think they don't?

A creature with combat reflexes could make attacks against both.

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Ride by attack has that line for a reason.


If the level 15 warpriest uses the crossbow with gravity bow on it, it would deal 3d6 damage. If the the enemy make their will save, this is reduced to 3 damage instead of 3d6 damage.


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Lemartes wrote:

Apologies for the necro.

Now normally if I'm just using iterative attacks I can attack with a weapon in each hand at no penalty as long as I don't get an extra attack, correct?

Therefore, with +10/+5 attacks and I have two pistols and I shoot one at +10 and one at +5. Out of ammo go home.

Now with double barreled pistols I can fire both barrels with the same attack action with a -4 on those two shots.

So does that mean:

+6/+6 right hand and +1/+1 left hand

Or

+6/+6 right hand and +5 left hand as I'm only firing one shot with the left so -4.

Again just using iterative attacks.

No, the double barreled weapons have been errata'd so that you shoot both barrels at once only when you take the standard action to do so. Using them on a full attack only does one shot per attack now.


Meirril wrote:
Diego Rossi wrote:

Divine focuses should be purchased separately from the spell component pouch, the pouch contains only focuses, not divine focuses.

If you use a divine focus, you don't need a spell component pouch. For any spell that a component pouch would work, a divine focus takes the material component's place. The only time a divine caster needs a material component is when the material component has a listed value.

Some sources list tattoos as a holy symbol. Also there is a trait that makes your birthmark work as a holy symbol.

Incorrect, the divine focus only takes the place on M/DF listed components, otherwise the spell still requires a material component.


Quote of what's been said before on PAO

Zollqir wrote:

PAO is the most misunderstood spell in the game (and with good reason. It's not well written). Here is what it can actually do:

It functions as the spell Greater Polymorph (which itself functions as either: animal or magical beast as Beast Shape IV, elemental as Elemental Body III, humanoid as Alter Self, plant as Plant Shape II, dragon as Form of the Dragon I; Note that this means PAO cannot do aberrations, constructs, fey, monstrous humanoid, oozes, outsiders other than elementals, undead, or vermin), with the following exceptions:

1)The duration works differently, as shown in the tables (potentially being permanent)
2)It can turn creatures into objects, using the rules listed in the spell
3)It can turn objects into creatures (while it says it can do this, the mechanics for doing so are not fully explained, due to how polymorph changed between 3.5 and PF. For instance, what is the objects HD? BAB? base saves? etc.)
4)Finally, PAO can be used to mimic one of the following spells instead of the above uses: baleful polymorph, greater polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud

Note that when polymorphing into a creature, you do not gain that creature's stats or special abilities. Instead, you gain bonuses to your own ability scores as appropriate for the polymorph spell (Beast Shape IV for animals, etc.), and any special abilities that polymorph spell lists, as well as all natural weapons.


Quote of what's been said before on PAO

Zollqir wrote:

PAO is the most misunderstood spell in the game (and with good reason. It's not well written). Here is what it can actually do:

It functions as the spell Greater Polymorph (which itself functions as either: animal or magical beast as Beast Shape IV, elemental as Elemental Body III, humanoid as Alter Self, plant as Plant Shape II, dragon as Form of the Dragon I; Note that this means PAO cannot do aberrations, constructs, fey, monstrous humanoid, oozes, outsiders other than elementals, undead, or vermin), with the following exceptions:

1)The duration works differently, as shown in the tables (potentially being permanent)
2)It can turn creatures into objects, using the rules listed in the spell
3)It can turn objects into creatures (while it says it can do this, the mechanics for doing so are not fully explained, due to how polymorph changed between 3.5 and PF. For instance, what is the objects HD? BAB? base saves? etc.)
4)Finally, PAO can be used to mimic one of the following spells instead of the above uses: baleful polymorph, greater polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud

Note that when polymorphing into a creature, you do not gain that creature's stats or special abilities. Instead, you gain bonuses to your own ability scores as appropriate for the polymorph spell (Beast Shape IV for animals, etc.), and any special abilities that polymorph spell lists, as well as all natural weapons.


WWWWWWWX
AEEEEEEB
WWWWWWWY

W = Walls
E = Empty Squares
A,B,X,Y = creatures

A can charge X, as they have line of sight from their bottom right corner to the bottom right corner of X. They're required move to the square in front of B for this attack. X has cover as at least one corner goes through a wall from A's square to x's.


No, it gains it at the level of the selected spell list you gain it from. Since you're gaining it from the paladin spell list, it is a 4th level spell.


As lelomania points out (and links), there's an FAQ that specifically says they count for crafting magic items.


I'd say this belongs in the 3rd party rules questions forum.


Here's how I determine if an effect receives the bonus damage.

If the effect from a spell would still deal damage in an Antimagic field, it is obviously mundane, and therefore not a result of the spell.

Case 1) On fire from flaming Sphere: the damage still occurs in an AMF, therefore it doesn't get the bonus damage.

Case 2) Create pit: You would not fall and take damage from a create pit spell while in an AMF, therefore it receives the bonus damage.


bbangerter wrote:
I'm not seeing anything in the rules that talk about a +2 bonus to trip attempts with a trip weapon. Only that a trip weapon lets you drop the weapon to avoid being tripped yourself if you fail badly. Am I missing it somewhere?

You're not, zza is wrong about that.


Seems like a question that belongs in the pathfinder society forums.


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FAQ wrote:

Improved Familiars: There are various ways for characters other than arcane spellcasters to gain familiars at this point, and some of those options even grant Improved Familiar as a bonus feat, but technically each Improved Familiar option requires a certain arcane spellcaster level to take it. Does that mean that non-arcane characters with Improved Familiar have a dead feature? How does it work? If it does work, can I take an Improved Familiar as some kind of variant familiar or a temporary familiar like the occultist’s soulbound puppet?

The Improved Familiar description was written back when only arcane spellcasters could have familiars, and it wasn’t sufficiently future-proofed. To that end, you can always substitute your effective wizard level for the purpose of determining your familiar’s abilities for “arcane spellcaster level” to determine the available improved familiars for your character. In general, you can take Improved Familiars for class-granted variant familiars like a shaman’s spirit animal, with a few exceptions: First, temporary familiars like the occultist’s soulbound puppet can’t become Improved Familiars from the Improved Familiar feat, and those class features don’t qualify you to take the Improved Familiar feat. Second, tumor familiars, as lumps of flesh in the shape of animals, can’t become Improved Familiars. In other cases, treat Improved Familiar as if it was an archetype to see if it stacks with other familiar options: since the two things it alters from a regular familiar are that it removes the ability to speak with animals of its kind and it prevents changing the creature type for non-animals, you couldn’t make a familiar that changes the creature type of non-animals or alters or removes speak with animals of its kind an Improved Familiar.

Since you treat it like an archetype, we see that it modifies an already modified feature in this case, and thus doesn't work.


RoseCrown wrote:
Screaminjim wrote:


And the recent addition of This

allowing both of these:
Extra-Dimensional
Benefit(s) the building exists on a plane of its own.

Create 190 magic (19,000 gp); Time 1 day

This building is in its own demi-plane. The entrance to the building must clearly be a doorway or archway, and the entrance must not be accessible from any other direction (for example, the doorway to the demi-plane could be the front door to a large blue box but couldn’t be the archway at one end of an alley). Passing through the door transports any creature into the demiplane, which follows the rules of the lesser create demiplane spell. More powerful demiplanes, using create demiplane (217 magic (21,700 gp)) and greater create demiplane (241 magic (24,100 gp) may be constructed.

Sorry, both for the mild necromancy and the derailing, but what book is this from please? I must have missed it, and it is relevant to my interests, as they say.

It appears to be from a 3pp supplement, but I can't determine what one.


Diego Rossi wrote:

Domains are a class feature of the clerics. The text of the CRB is vintage, written well before the complications of the later books and it doesn't incorporate the text to clarify one way or the other, so I am not convinced by your example.

AFAIK, a cleric with the fire domain has no problem using a wand of fireballs and can write and use a scroll of Fireball (divine).

Quote:
If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot.

That seems to indicate that domain spells are not considered to be on the cleric's spell list. Otherwise they would be able to prepare it in their normal slots, as the FAQ indicates that the spells are added to a class's spell list.

Quote:
Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class.


Lanathar wrote:
Is there something similar for 1E so I can try and match these across?

No.


blahpers wrote:
bbangerter wrote:
If the mount is large (medium sized cavalier) then it takes up 4 spaces. In this case the cavalier can attack as though in any of those 4 squares - which means #1.
I see this a lot. Where is it stated? AFAIK, you cannot attack with a lance from horseback at 5' range simply by saying "I attack from the rear square".

Under mounted combat in the combat section.

Quote:
A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat.


Note that unlike vital strike, the additional damage is multiplied in a crit.


You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or outsiders) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet or less, the attack targets the selected creature’s touch AC. When the target hits the selected creature, you must overcome that creature’s spell resistance, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level (maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical.

Once the target is used to attack the selected creature, successfully or not, this spell is discharged.

At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

All the attack rolls are pooled into a single attack. Named bullet is discharged on an attack, not an attack roll. Therefore, I would say that each roll is treated as a critical threat.

Expect table variation though.


Shinoskay wrote:
I remember seeing people present why ring of regen is not having regen... someone mind reposting that? I dont recall and cant be bothered to try to dig for it.

Read the item and you'll see.


Temperans wrote:

If I remember correctly the Warrior Poet thread said something to the effect of "on the first target". I dont remember quite well, but Dual Strike has a similar problem, and that has Vital Strike as a pre-req.

For reference to similar rules, All-Consumning Swing says you Vital Strike the initial Cleave target, and Cleaving Smash says you Vital Strike every Cleave target.

Quote:
Chrysanthemum’s Blooming: The warrior poet gains Vital Strike as a bonus feat and can apply its benefit when using Spring Attack. If the warrior poet is at least 16th level and has Improved Vital Strike, she can apply that feat’s benefit instead. The warrior poet must be at least 11th level to select this flourish.

Doesn't seem to limit it to first target.


Spring heeled reap and improved spring attack do not stack.


1. No
2. No
3. Yes
4. No


Gloomblade wrote:
Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization.

You can make weapons you are proficient with. You are proficient with improvised weapons. Therefore, you can make improvised weapons.


slayer talents wrote:
Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
Ranger combat style talent wrote:
At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

It only allows you to take it 2 more times, therefore you can only take it 3 times in total.


They were correct. All of Wild effigy is dependent on using Shifter Aspects, which a Swarm Shifter lacks.


Bertious wrote:
Just a quick question for the agile weapon discussion. If the enchanter decides what abilities can be placed on a weapon doesn't that mean size huge or larger people can enchant any medium 2 handed weapon with agile as it counts as a light 1 handed weapon for them?
Weapon Finesse wrote:
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


Diego Rossi wrote:

As I see it, you lack 4 prerequisites if your level is 3.

The first is the 6 CL to make a +2 weapon, the second is the 9 levels to make a +3 weapon, the third the twelve levels to make a +4 sword and the fourth the fifteen to make a +5 sword.
And it needs to have a Cl of 15, so that set the base DC.

So the DC is 40: 5 base,+15 CL, +(5*4) for lacking 4 prerequisites.

The weapon will have a CL of 15.

This is blatantly false. There is only a single caster level requirement, in this case it's CL 15.

You are making a +5 sword. Not a +1 then +2 then +3 then +4 and finally a +5 sword. If you start making it at a rate of 2000 gp/day, and stop 4 days in, it is not a +2 sword, it is still a non-magical sword.

They could choose to make it a +1 sword and upgrade it in stages, in which case each stage would have a single CL requirement which could be bypassed for +5 to the crafting DC.


Piccolo wrote:

Nope. You forget that you have to use either a drop of infernal blood, or unholy water. Since that demonic/devlish blood is gonna be REALLY hard to come by, the unholy water costs 25gp a pop. That means the wand costs 750+1250gp, aka 2000gp for 50 copies in a fully charged wand.

Oh, and I am using exact average hp restoration rolls to estimate value.

You're forgetting that you can get an infinite supply of devil blood from a 1gp spell component pouch.

Given that this is due to houserules in the game, I have flagged this post as being in the wrong forum. This thread should either be moved to Homebrew, or Advice forums.


zza ni wrote:
snip

True, if I'm looking to heal an army path of glory is cheaper, but how is the cost comparison for just the 4 people (caster included) that typically make up a party.


Flagged as duplicate thread. Main thread here.


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A wand of infernal healing (should) only be 750gp, and restores 500 hp in total. This results in a cost of 1.5gp per hp.

By contrast, a regular wand of CLW costs 750gp, and heals 275 hp on average, or 450 hp at most if all dice are rolled maximum. This in a cost of 2.72gp per hp on average or 1.66gp per hp at maximum.

A wand of infernal healing is the cheapest way to restore HP.

I'm unsure what this amped stick you are talking about is, or what the diamond is for. Please explain those.


Waldham wrote:
Can a morphic weaponry to replace a natural attack from a taken form ?

No.


Waldham wrote:
Quote:
No, it's not. Because "The total number of natural attacks an oozemorph has at any given time includes those gained via her current form." If you have 6 natural attacks from polymorphing into an euryale, that's 6 natural attacks from your current form, and you can't use Morphic Weaponry at all until the polymorph ends.

Ok, but for the morphic weaponry, it specifies primary, not secondary, no ?

Quote:
The total number of natural attacks an oozemorph has at any given time includes those gained via her current form.
Is it with this sentence ?
Quote:
The total number of natural attacks an oozemorph has at any given time includes those gained via her current form.

It does not restrict it's count to only primary natural attacks, secondary are counted as well.


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Magda Luckbender wrote:
Spoiler:
P.P.P.s. If clerical healing magic were a real thing I might willingly participate in lethal arena-style melee combat, on the condition that coup de grace is forbidden, healing is plentiful, and everyone makes a best-effort to minimize deaths.

Spoiler:
Obviously the competition would cover the costs of clerics casting raise dead through it's sponsors. People would love to pay to watch a fight to the death between masterful combatants.


Java Man wrote:

How about the Armored Sacrifice advanced armor training:

"When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th level and every 8 fighter levels thereafter, to a maximum of three times per day at 19th level."

I dunno, there might be a wizard who ready actioned to stop the attack with a force wall instead.


For divine paragon, you get deific obedience not monitor obedience, despite that though you'd gain the boons of your deity if your deity is a monitor.

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