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    Olivia Ormonde - Shamaness of the West Indies

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    Robyo

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    Olivia Ormonde - Shamaness of the West Indies

    Post  Robyo on Tue 5 Aug 2014 - 12:15



    Olivia Ormonde
    Monk 2 / Barbarian 1 / Witch 4
    (Urban Barbarian, Scarred Witch Doctor)
    Human, Female - mixed lineage: Gypsy-Haitian-Orcish
    27 years, 135 lbs, 5'5'' dark skin, black dreaded hair, green eyes

    STR: 10 +0
    DEX: 14 +2
    CON: 20 +5
    INT: 10 +0
    WIS: 14 +2
    CHA: 10 +0

    SPEED: 30'
    Initiative: +4
    FORT: +11
    REF: +6
    WILL: +11
    AC: 19 = 10 + 2 (Dex) + 2 (monk unarmored) + 5 (monk's robe)
    Touch AC: 19 , Flat-footed: 17
    Resistances:
    HP: 87
    BAB: +4
    CMB: +5
    CMD: 17

    Skills: Total = Ranks (began with 26; 18 class, 2 favored-class, 6 racial) / Mod / Trained
    Perception:  11 = 6 / 2 / 3
    Knowledge: Religion:  4 = 1 / 0 / 3
    Stealth: 11 = 6 / 2 / 3
    Intimidate: 4 = 1 / 0 / 3
    Ride: 6 = 1 / 2 / 3
    Drive: 6 = 1/ 2 / 3
    Survival: 6 = 1 / 2 / 3
    Fly: 6 = 1 / 2 / 3
    Spellcraft: 4 = 1 / 0 / 3
    Use Magic Device: 6 = 3 / 0 / 3
    Heal: 11 = 6 / 2 / 3

    Traits:
    ~Magical Knack
    One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

    ~Reactionary
    You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

    Feats (level attained):
    ~Racial Heritage - Orc (1)
    The blood of a non-human ancestor flows in your veins.
    Prerequisite: Human.
    Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

    ~Iron Will (1)
    You are more resistant to mental effects.
    Benefit: You get a +2 bonus on all Will saving throws.

    ~Deflect Arrows (1, monk bonus)
    You can knock arrows and other projectiles off course, preventing them from hitting you.
    Prerequisites: Dex 13, Improved Unarmed Strike.
    Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

    ~Improved Grapple (2, monk bonus)
    You are skilled at grappling opponents.
    Prerequisite: Dex 13, Improved Unarmed Strike.
    Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
    Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

    ~Improved Unarmed Strike (1)
    You are skilled at fighting while unarmed.
    Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
    Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

    ~Stunning Fist (1)
    You know just where to strike to temporarily stun a foe.
    Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
    Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
    Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

    ~Raging Vitality (3)
    While raging, you are full of vigor and health.
    Prerequisites: Con 15, rage class feature.
    Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

    ~Extra Hex: Healing (5)
    Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

    ~Extra Hex: Evil Eye (7)
    Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

    Class Abilities:
    ~Flurry of Blows
    Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

    A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

    ~Evasion
    Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.


    ~Crowd Control (UB)
    Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

    ~Controlled Rage (UB)
    Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

    ~Constitution Dependent (SWD)
    Constitution Dependent: A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

    ~Hex Scar (SWD)
    Hex Scar: Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.

    ~Fetish Mask (SWD)
    Fetish Mask (Su): At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

    When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.

    At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.

    This ability otherwise functions like and replaces the standard witch familiar.

    Witches can add new spells to their familiars through several methods. A witch can only add spells to her familiar if those spells belong to the witch's spell list.
    Spells Gained at a New Level: A witch's familiar learns a certain amount of lore and magic as the witch adventures. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. The two free spells must be of spell levels she can cast.
    Familiar Teaching Familiar: A witch's familiar can learn spells from another witch's familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to GM discretion.
    Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.

    By forging strange bonds with unnameable beings, witches gain the service of a mystical advisor, a familiar to both serve her and reveal to her secrets unknown to most mortals. A familiar is an animal chosen by a witch to aid her in her spellcasting and grant her special powers. This uses the same rules as the wizard's arcane bond class feature, except as noted below. A witch uses her level as her effective wizard level when determining the abilities of her familiar. A witch can choose any of the familiars available to a wizard in addition to the new familiars presented here.

    Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the witch's level. If a witch possesses such levels, her familiar always uses the witch rules for familiars, not those provided by other classes, such as wizards or sorcerers with the arcane bloodline. A witch's familiar only stores witch spells. All other spells are stored normally, as noted in their class features.

    If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch's level and her patron (see patron spells).

    Store Spells: Starting at 1st level, a witch's familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch's familiar adds new bonus spells to the witch's spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

    Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

    ~Scarshield (SWD)
    Scarshield (Su): At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments. This ability replaces the witch's 1st-level hex.

    ~Cantrips

    ~Hex: Prehensile Hair
    Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

    ~Patron: Occult

    ~Hex: Slumber
    Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

    Spells Per Day: 0 - 5 / 1st - 5 / 2nd - 3
    Spells Known (arcane-bonded fetish mask):
    Orisons:
    ~Arcane Mark
    ~Bleed
    ~Dancing Lights
    ~Daze
    ~Detect Magic
    ~Detect Poison
    ~Guidance
    ~Light
    ~Mending
    ~Message
    ~Putrefy Food & Drink
    ~Read Magic
    ~Resistance
    ~Spark
    ~Stabilize
    ~Touch of Fatigue
    1st:
    ~Burning Hands
    ~Cure Light Wounds
    ~Sleep
    ~Ray of Enfeeblement
    ~Summon Monster I
    ~Chill Touch
    ~Charm Person
    ~Detect Secret Doors
    ~Detect Undead (patron bonus)
    2nd:
    ~Cure Moderate Wounds
    ~Summon Monster II
    ~Blindness/Deafness
    ~See Invisibility
    ~Summon Swarm
    ~Command Undead (patron bonus)

    Weapons (* flurry of blows): Range / To Hit / Damage / Crit):
    *Hair: 10' reach / +9  / 1d6 + 5 / x2
    *Unarmed Strike: - / +4 / 1d6 / x2
    *Quarter staff: - / +4 / 1d6/1d6 / x2
    Sling: 50' /+6 / 1d4 / x2

    Equipment:
    Magical:
    ~Monk's Robe
    ~Potions of:
    x3 Darkvision
    x4 Cure Light Wounds
    x3 Protection from Evil
    x2 Hide from Undead

    ~Wand of Darkvision: x18 charges

    Scrolls (x1 each):
    ~Cure Light Wounds
    ~Summon Monster I

    Mundane:
    ~Egyption woman's clothes. Common and fancy.
    ~Witch's Kit: includes: dice, bones, cards, sticks, a few crystals, a crystal ball, and various spell components.
    ~Woman's Kit: includes: makeup, nail polish, file, barrettes, ribbins, costume jewelry, x3 packs of chewing gum
    ~Deluxe Essentials Kit
       backpack 2 gp 2 lbs
       bedroll 1 sp 5 lbs
       1-pint flask 3 cp 1.5 lbs
       7 days' trail rations 3.5 gp 7 lbs
       healer's kit 50 gp 1 lb
    Total Cost: 55.63 gp
    Weight: 16.5 lbs (6 lbs Small)

    ~Deluxe Dungeoneering Kit
       everburning torch 110 gp 1 lb
       crowbar 2 gp 5 lbs
       5 pitons 5 sp 2.5 lbs
       grappling hook 1 gp 4 lbs
       50-foot silk rope 10 gp 5 lbs
       3x chalk 3 cp
       10-foot pole 2 sp 8 lbs
       caltrops 1 gp 2 lbs
       acid 10 gp 1 lb
       alchemist's fire 20 gp 1 lb
    Total Cost: 154.73 gp
    Weight: 29.5 lb

    ~Basic Scholar's Kit
       3x candles 3 cp
       1x tindertwig 1 gp
       ink 8 gp
       pen 1 sp
       10 sheets of parchment 1 gp
       soap 5 sp 1 lb
       steel mirror 10 gp .5 lbs
       sunrod 2 gp 1 lb
       wooden holy symbol 1 gp
    Total Cost: 23.63 gp
    Weight: 3.5 lb

    ~Basic Mount Gear
       light horse 75 gp (or pony 30 gp)
       bit and bridle 2 gp 1 lb
       riding saddle 10 gp 25 lbs
       saddlebags 4 gp 8 lbs
       7 days' feed 3.5 sp 70 lbs
    Total Cost: 91.35 gp (46.35 gp Small)
    Mount's Load: 104 lbs (94 lbs Small)

    Wealth:  195 gp


    Last edited by Robyo on Wed 19 Nov 2014 - 22:10; edited 14 times in total
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  Robyo on Tue 5 Aug 2014 - 12:30

    Oh yeah, she's Neutral Good. Started out as an LG monk, but slipped into neutrality and got some rage for a minute (barbarian). Finally settled on witchcraft as her true calling.

    She's a jack of all trades, I guess. Not too specialized, a fair amount of spells and she can fight melee if need be. She's got some healing powers and debuffs too.

    Olivia's bloodline is quite mixed. She was born in Haiti, but since a young age has moved all around the West Indies. Her current home is on the Bahamas. It's just a shack on the green mountain. She has a horse named Irene which is currently being tended for by a trusted neighbor.


    *I still need to tweak a couple things... I see now that I shorted her on skill points (forgot the racial benefit), so those will be pumped up.
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  whit10 on Tue 5 Aug 2014 - 13:11

    Monks have to be Lawful or you lose most of their abilities... I think Barb/Monk is a nasty combo too but it's not allowed for a reason. sorry man
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  Robyo on Tue 5 Aug 2014 - 15:02

    whit10 wrote:Monks have to be Lawful or you lose most of their abilities... I think Barb/Monk is a nasty combo too but it's not allowed for a reason.  sorry man

    Nope. While she cannot gain new levels in monk, she still retains all monk abilities.

    From the PRD:
    "Ex-Monks -
    A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities."
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  whit10 on Tue 5 Aug 2014 - 15:41

    oh! Nice catch, I was under the impression that it worked like Pallys powers. Nevermind then
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  Chris on Tue 5 Aug 2014 - 16:19

    from a Force-using-Wookie-Beast-Brawler-TV-show host to a monk-barbarian-horse-woman-coffee-farming witchdoctor..... Rob gets the award for craziest chicken-monkey concoctions, hands down

    just make sure she brings some of that Green Mountain coffee to Egypt, that is good stuff  afro 
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  whit10 on Tue 5 Aug 2014 - 16:24

    I love the fact that you have prehensile hair...
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  Chris on Tue 5 Aug 2014 - 16:28

    whit10 wrote:I love the fact that you have prehensile hair...

    I thought we left kinky tentacles in the last game..... she makes "giving head" take on a whole new meaning  pig 
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  whit10 on Tue 5 Aug 2014 - 16:29

    lol... nice, I even almost spat out my coffee
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    Robyo

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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  Robyo on Tue 5 Aug 2014 - 19:01

    Heh, I pretty much built her around the prehensile hair shtick. I think it's pretty cool, and yes, crazy! geek 

    Like tentacles of doom, her hair reaches out to flurry-of-blows or grapple her opponents.  afro

    Constitution as her casting ability is rather sweet too.
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    MAS
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    Re: Olivia Ormonde - Shamaness of the West Indies

    Post  MAS on Tue 5 Aug 2014 - 19:21

    cheers 

    Freaking awesome concept and build!!!!

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    Re: Olivia Ormonde - Shamaness of the West Indies

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