(Cydra Rogues' Gallery-My Players STAY OUT)

Seems like the big thing hurting these guys is that the PCs get all the set-up time they want, while the demons just get the word "Go" out of stasis or whatever they're in. So I'd guess Felgunnt didn't get a chance to set up his Unholy Aura... nor jump to distance and use greater dispel magic (not that the other ablities would have a chance at those DCs).

Maybe I'm spoiled 'cause Jester-baddies usually are so well prepped. :)

john
 

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Greybar said:
Seems like the big thing hurting these guys is that the PCs get all the set-up time they want, while the demons just get the word "Go" out of stasis or whatever they're in. So I'd guess Felgunnt didn't get a chance to set up his Unholy Aura... nor jump to distance and use greater dispel magic (not that the other ablities would have a chance at those DCs).

Maybe I'm spoiled 'cause Jester-baddies usually are so well prepped. :)

john


Yeah, the real danger in this room was a terrible trap or two that the pcs blithely wandered past without triggering. :(

Check out this one:

WEIGHT OF THE WAIT
Transmutation
Spellcraft DC: 48
Components: V, S, M
Casting Time: 1 day
Range: See text
Effect: See text
Duration: Until triggered
Saving Throw: Fort partial (see text)
Spell Resistance: Yes (see text)
To Develop: Seeds: Time (DC 30), afflict (DC 14). Factors: Contingent on special trigger (+25), change from personal to area (+15), 20’ radius (+2). Mitigating factors: increase casting time to 1 day (-22),10d6 backlash damage (-10), expensive material component (-8).

Casting weight of the wait requires you to prepare a special parchment with a clay seal (the material components of the spell). The clay seal must contain a pinch of ash from a magical tome, libram, or manual (a timeless work) worth at least 20,000 gp wholly destroyed in a fire by you. Once the spell is cast the sealed parchment begins to collect temporal energy. The spell stores three out of every four minutes that pass in a 20-foot radius. Creatures within this area do not notice anything strange near the scroll, although everything beyond the radius is obscured in a luminous gray haze. To those outside of the radius, objects and beings within appear frozen in place, as unmoving as statuary. The storage process slows down time, which flows only one-quarter as fast within the area of effect as it does outside.

If the enchanted scroll at the spell’s center is moved more than 10’ beyond its position at the time of casting, or if the seal is broken, the weight of all the accumulated time is released. Everything within a 20’ radius is immediately aged. For example, if an enchanted scroll had been accumulating time for 1000 years before opening, everything within 20’ is suddenly aged 750 years. A living being that makes its save ages only 1/20 as much as a creature that fails its save (in this case about 37 ½ years). Any creature whose age exceeds his allotted time dies.

Nonliving matter and magical effects are affected by the temporal burst as well. In the above example, spells with durations other than permanent likely run out, a torch would burn through its fuel in an instant, food will spoil, etc.
 

Not quite a Bile Lord, but I like your story so much I figured I'd prep an agent of law encounter for you. I kind of went all out a bit, but I figured the PCs are quite a bit higher level since they faced Acererak in the story now. Didn't make his cohort, but I'd figure something along the lines of an Inevitable, and I mem'd for him 2 Shield Others, which he'd definately have up on any allies. If you decide to use him, feel free to modify him as much as you like. Enjoy!

CHOSEN OF LAW
Demigod (DR 0) Human Enforcer 10/War Mind 10
Medium Outsider (Law)
Hit Dice: 20d10+200 (400) (+40 with Chain)
Initiative: +3
Speed: 30’
Armor Class: 33 (+13 armor, +7 shield, +3 Dexl), 13 touch, 30 flat-footed
Base Attack/Grapple: +20/+23
Attack: Longsword +28 melee (1d10+13+2d6 law, 15-20/x2)
Full Attack: Longsword +28/+23/+18/+13 (1d10+13+2d6 law, 15-20/x2)
Space/Reach: 5’/5’
Special Attacks: Chain of Force, Smite Chaos 3/day, Sweeping Strike
Special Qualities: Aura of Courage, Aura of Imposing Order, Chain of PS/DP, Detect Chaos, DR 3/- and 10/chaos, Fire Resistance 20, Immortality, Immunities, Spell-like Abilities, SR 32
Saves: Fort +32 (+34 in Chain), Ref +25, Will +24
Abilities: Str 16, Dex 14 (16), Con 24 (30), Int 12, Wis 14, Cha 20 (26)
Skills: ?
Feats: Cleave, Combat Reflexes, Deep Impact, Improved Critical (Longsword), Leadership (B), Overchannel, Power Attack, Psionic Weapon, Wild Talent.
Challenge Rating: 26
Treasure: +5 Lawful Longsword of Impact, +5 Large Steel Shield, +5 Mithril Full Platemail, Amulet of Charisma +6, Belt of Health +6, Bracers of Dexterity +2, Cloak of Resistance +4, Locked Gauntlet.
Has read/benefited from a +3 manual of bodily health
Alignment: Lawful Neutral

Spells Per Day (2/2)
1-Divine Favor (x2)
2-Shield Other (x2)

Chosen Powers (influenced from Dragon 321’s Archdragon templates)
Aura of Imposing Order (Su): 20’ aura that appears to contain perfectly vertical “raindrops” of energy that fall at a uniform rate and speed. Nonlawful creatures are affected by a doom spell within it. All attacks based on an energy type (except those originating from the Chosen itself) deal minimum damage within the aura. Energy effects are affected regardless of whether or not they originate in the aura.
Cold/Electricity Resistance 10
True Seeing constant
Telepathy 100’
Immune to disease/fear
Can manifest spells from the Knowledge, Law, and Strength domains as psionic powers

Enforcer Powers (Dragon 310):
Detect Chaos at will
Smite Chaos: 3/day (+3 to attack, +10 damage)
Aura of Courage: As per paladin
Spell-like Abilities: Suggestion 2/day, Dominate Person 1/week
Leadership as a bonus feat

War Mind Powers (XPH):
Chain of Personal Superiority: 3/day, as a free action, gain a +4 insight bonus to Strength/Constitution for 1 minute.
Chain of Defensive Posture: 3/day as a free action, gain a +4 insight bonus to AC for 1 minute.
Enduring Body: DR 3/-
Sweeping Strike: (rather hard to sum up, read XPH if you have it, if you don’t, I guess I can type it out)
Chain of Force: 1/day as a free action, charge weapon so it deals +10d6 damage, if the attack misses, the power is wasted.

DR 0 Traits:
Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects.

Powers Known (82 PP):
1-Offensive Prescience
2-Strength of My Enemy
3-Empathic Feedback, Hostile Empathic Transfer
4-Dimension Door

Boosted Stats: Empathic Feedback (Damage is done back to attacker for each attack, up to 10 points, 10 pp, 100 minutes), Offensive Prescience (+8 damage to all attacks for 10 pp, lasts 10 minutes), Strength of My Enemy (Overchannel to spend 12 pp, for a max Str bonus of +14), Chains active for +2 to attacks/damage, +40 hp, +4 insight bonus to AC, Divine Favor for +3 luck to attack/damage.
Tactics: Simple: get in melee with as many people as possible, attacking and boosting up his stacks, taking AoOs and using Sweeping Strike to the best of his advantage. He can take quite a bit of damage melee wise and is near caster-impervious. When he takes 100 damage or so, he can use Hostile Empathic Transfer to deal that much damage and heal it back. Aim for lawful targets, using his Smites for some initial attacks to boost up his Str some more. Use Deep Impact in conjunction with Chain of Force and a Smite, preferably.
 
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I'm really glad you like him :)

Here's one of the ideas I had for a companion (he'd still prolly have another Inevitable follower as his leadership feat cohort, to make things a complete encounter) I got bored...

Malrack
Mummy, 16th level Sorcerer
Medium Undead
Hit Dice: 24d12+3 (159 hp)
Initiative: +8
Speed: 20’
Armor Class: 20 (+10 natural), 13 touch, 30 flat-footed
Base Attack/Grapple: +12/+22
Attack: Slam +22 melee (1d6+15 plus mummy rot)
Full Attack: Slam +22 melee (1d6+15 plus mummy rot)
Space/Reach: 5’/5’
Special Attacks: Despair (DC 34), Mummy Rot (DC 32)
Special Qualities: DR 5/-, Darkvision 60’, Undead Traits, Vulnerability to Fire
Saves: Fort +9, Ref +7, Will +22
Abilities: Str 30, Dex 10, Con -, Int 11, Wis 18, Cha 24 (30)
Skills: Concentration +34, Knowledge (Arcana) +24, Spellcraft +24
Feats: Ability Focus (Despair), Enlarge Spell, Epic Initiative, Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Mass Spell, Permanent Emanation (Antilife Shell), Spell Focus (Necromancy).
Challenge Rating: 21
Treasure: Seygram’s Mask, Black Robe of the Archmagi
Alignment: Lawful Evil

Spells Known (Per Day: 6/9/9/8/8/8/8/6/4)
1-Enlarge Perosn, Magic Missile, Ray of Enfeeblement, Shield, True Strike
2-Blindness/Deafness, False Life, Ghoul Touch, Protection from Arrows, Spectral Hand
3-Fly, Magic Circle Against Chaos, Slow, Vampiric Touch
4-Crushing Despair, Enervation, Fear, Scrying
5-Dismissal, Seeker Missiles, Sending, Wall of Force
6-Circle of Death, Greater Dispel Magic, Greater Heroism
7-Finger of Death, Planeshift, Waves of Exhaustion
8-Horrid Wilting

Description: Most of Malrack’s features are obscured by the black robe he wears, it’s hood revealing only a malicious, masked face. The two slits in his mask glow a dark red, and while casting spells, his frail, bandaged arms are often revealed.

Seygram’s Mask: This tiny mask is a miniature replica of a Horned Devil’s head. It has two large, jagged horns sticking out to the side, with many smaller, gruesome spikes jutting out of its face, which seems to fit a humanoid-type face. A Lawful Evil creature wearing the mask gains a +6 enhancement bonus to Charisma, and gains all the spell-likes of a Cornugon.

Tactics: Use the PC’s own against them! Sortta. Please note the Permanent Emanation of Antilife Shell, which should make things very complicated for anyone not-him =) (He used a scroll of Wish to cast the original Antilife Shell). Minor Artifact included for fun-ness, although you can easily take it out if its too much treasure. Combat wise Despair is quite nasty mixed with Waves of Exhaustion, Horrid Wilting, Seeker Missiles ;-), Mass Crushing Despair and Mass Blindness/Deafness. Buffwise he’d attempt to keep Shield and Protection from Arrows on himself, with False Life and Greater Heroism on himself and all his companions, adding much to their effectiveness. He’s not afraid to use his mask to Greater Teleport, should thinks go awry, however =)
 
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So I'm probably going to be posting a number of npcs who may never actually surface in the story hour... but are important in case they do. And are important for me to keep track of for background/backstory reasons.
 

KEMBRIN, LORD OF THE CRIMSONKINDL
Crimsonkindl Fighter 14

Large Elemental (Extraplanar, Fire)
Hit Dice: 24d8 + 14d10 +760 (945 hp)
Initiative: +15
Speed: 60’
Armor Class: 41 (-1 size, +15 dex, +17 natural), touch 24, flat-footed 26
Base Attack/Grapple: +25/+49
Attack: Flame sword +48 melee (2d10+38 plus 3d6 fire/17-20, plus Overwhelming and Devastating Critical) or flame bolt +37 ranged touch (5d6 fire)
Full Attack: Flame sword +48/43/38/33 melee (2d10+38 plus 3d6 fire/17-20, plus Overwhelming and Devastating Critical) or flame bolt +37/32/27/22 ranged touch (5d6 fire)
Space/Reach: 10’/10’
Special Attacks: Command fire elementals, spell-like abilities, weapon-like attacks
Special Qualities: DR 15/-, immunity to fire, SR 38, vulnerability to cold
Saves: Fort +35, Ref +36, Will +25
Abilities: Str 50, Dex 40, Con 50, Int 16, Wis 21, Cha 27
Skills: Balance +32, Climb +59, Diplomacy +55, Disguise +8 (+10 acting in character), Intimidate +51, Jump +51, Listen +15, Sense Motive +30, Sleight of Hand +17, Spot +15, Tumble +30
Feats: Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Weapon Focus (flame sword), Greater Weapon Specialization (flame sword), Hold the Line, Improved Bull Rush, Improved Critical (flame sword), Improved Disarm, Improved Sunder, Improved Trip, Large and In Charge, Leadership, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (flame sword), Weapon Specialization (flame sword)
Epic Feats: Devastating Critical, Dire Charge, Epic Weapon Focus (flame sword), Epic Weapon Specialization (flame sword), Epic Will, Overwhelming Critical
Environment: Elemental Plane of Fire (Crimson Garden)
Organization: Unique
Challenge Rating: 28
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class
Level Adjustment:-

Some sort of living flame stands before you. Though its form flickers and dances, it maintains recognizable features, looking similar to a human or elf made of fire.

Kembrin is the ruler of the crimsonkindl, a powerful, war-like race of fire elementals from a place called the Crimson Garden on the Elemental Plane of Fire. The crimsonkindl consider themselves to be superior to other fire elementals, and would like nothing better than to elevate one of their own to the title of Archomental. Kembrin’s ambitions are strong, and he exerts his control over the crimsonkindl ruthlessly.

Combat

Kembrin is capable of a wide variety of different combat forms. Against prime opponents, he will typically open combat with his spell-like abilities. He gets great joy from burning things, and prefers to destroy his enemies in melee combat whenever possible. Kembrin is gradually learning to let others do his fighting for him, but he prefers to be in the thick of things whenever possible.

Command Fire Elementals (Su): 9/day Kembrin can attempt to gain control over fire elementals in its vicinity. This works just as if he was a cleric turning undead, except it affects only elementals with the fire subtype and affected elementals are commanded (just like undead commanded by an evil cleric).

Spell-Like Abilities: At will- fireball, fire trap, flame jump, invisibility, pyrotechnics, see invisibility, wall of fire; 3/day- detect thoughts, displacement, fire storm, fly, haste, meteor swarm, persistent image; caster level 24th; save DCs 18 + spell level. The DCs are Charisma-based.

Weapon-Like Attacks: Kembrin's natural attacks should be treated as manufactured weapons for purposes such as iterative attacks and as both natural and manufactured weapons for purposes of what spells they may be subject to.

Skills: Crimsonkindl get a +10 racial bonus on Balance, Climb and Jump checks.
 
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Epic Feats

A few epic feats from my campaign, still in developement. They may need some tweaking- some of the bonuses should maybe be larger, I dunno yet, I'm still feeling out epic play. Anyway, here's a selection of some of my epic feats! I have a bunch more but they tie in to prestige classes- I think I've weeded those out of this list.

ADDITIONAL ATTACK [Epic]
You attack more often than others.

Prerequisites: Combat Reflexes, Epic Prowess, Improved Initiative, Superior Initiative
Benefit: You gain an additional iterative attack, just as if you had gained one through a higher base attack bonus. This feat can give you a fifth iterative attack.
Normal: You are limited to four iterative attacks.

BURST OF STRENGTH [Epic]
You can call on deep reserves to produce a burst of strength in times of need.

Benefit: 1/day you can gain a +4 (unnamed) bonus to your strength score. This bonus lasts for 1d6 rounds.
Special: You may take this feat more than once. Each additional time you take it, you may use a burst of strength one additional time per day.


CASUAL ATTACK [Epic]
You may take an attack with casual ease, even when others could not.
Prerequisites: Dex 21+, Dodge, Mobility, Run, Spring Attack
Benefit: In a round in which you otherwise take no attacks, you may make a single attack roll at your highest normal bonus.

DOMAIN MASTERY [Epic]
Your power over one of your domains is immense.

Prerequisites: Wis 29, ability to cast 9th level divine spells, access to six domains, Knowledge (religion) (28 ranks)
Benefit: Choose one domain. Your caster level is considered to be four higher than it actually is when you cast spells from that domain. You also gain a domain slot one level higher than the highest level domain slot you currently have.
Special: You may take this feat more than once. Each time you must choose a different domain, but you continue to gain higher level domain slots (so after taking it twice, you are master of two domains and have 10th and 11th level domain spell slots).


EPIC GIFT OF CHAOS [Epic]
Your connection to the powers of Chaos grows ever stronger.

Prerequisites: Ten gifts of Chaos, base Fort save +15
Benefit: When you receive a gift of chaos as a class ability, roll of the following chart instead of the normal one:
01-04.....Gain vulnerability to acid, cold, electricity, fire or sonic
05-08.....Shrink one size category
09-12.....Involuntarily pass gift of chaos to some creatures in vicinity each day; not necessarily initially obvious
13-16.....Gain uncontrolled, useless and sometimes dangerous arm, leg, tail, head, internal organ or wing
17-20.....Constant vivid hallucinations; -4 Will saves, -10 Spot, Search and Listen
21-24.....Plane shift 1/day randomly, sometimes taking creatures or objects along
25-28.....Strange dietary requirement- blood, salt, leather, paint, gold, gems, sand, magic, poison, sunlight, positive energy/negative energy, paper, etc- determine randomly
29-32.....Don’t need to eat, drink, sleep or breathe (roll randomly)
33-36.....Chaotic weather follows you
37-40.....One ability score increases by four (determine randomly); carries physiological changes with it
41-44.....Immune to contracting magic (including the agreement parts of planar ally, planar binding, etc)
45-48.....Extremely bizarre appearance
49-52.....Gain functional and useful tentacle, head, arms (pair), wings (pair), internal organ or eye (determine randomly)
53-56.....Gain twenty bonus skill points
57-60.....Gain SR of 20 + class level vs. lawful magic
61-64.....Gain ability to cast heal 1/day as a supernatural ability (caster level equal to class level)
65-68.....Gain constant freedom of movement
69-72.....Gain ability to shapechange into a chaos beast with your HD 1/day.
73-76.....Gain DR 10/silver or DR 10/cold iron or DR 10/slashing or DR 10/piercing or DR 10/bludgeoning or DR 5/- (roll randomly)
77-80.....Reduce ability damage or drain you take by 2 points each time
81-84.....Gain immunity to charms, confusion, energy drain, fear, paralysis, petrification, polymorph, poison, scrying or turning (determine randomly)
85-88.....Gain immunity to acid, bludgeoning, cold, electricity, fire, negative energy, piercing, positive energy (including healing), slashing or sonic (determine randomly) (immunity is supernatural)
89-92.....Gain DR 15/lawful and epic
93-00.....Gain daily inherent bonus of +1d6+1 to random attribute


EPIC HEALING [Epic]
Your healing powers are incredible.

Prerequisites: Wis 25, Heal (27 ranks), Supreme Healing class ability
Benefit: When you cast a healing spell, you heal extra damage equal to your Wisdom score. This overlaps any other bonus to healing spells derived from wisdom, such as the Superior Healing class ability.

EPIC RESILIENCE [Epic]
You are amazingly tough and resistant.

Prerequisites: Con 29, Armor Skin, Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Will
Benefit: You gain a +4 bonus on all saving throws that stacks with everything. You also treat the first 5 points of damage you suffer from any source other than strain or backlash as nonlethal damage.

EPIC WEAPON MASTERY [Epic, Fighter]
Your mastery of your chosen weapon is legendary.

Prerequisites: Base attack +25, 25th level fighter, Epic Prowess, Epic Weapon Focus, Epic Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, Weapon Mastery, Weapon Specialization (all in chosen weapon)
Benefit: Select a weapon. You gain a discretionary four points that you may allocate to attack or damage with your chosen weapon. You may reallocate these bonus points on each attack (for example, you could have a +4 damage bonus on your first attack, a +2 to attack and damage on your second, and a +4 on your remaining attack rolls).
Special: Epic Weapon Mastery overlaps (does not stack) with Weapon Mastery. You may take Epic Weapon Mastery more than once, but you must take it in a different weapon each time.


EXTRA DOMAIN SLOTS [Epic]
You can cast more domain spells than normal.

Prerequisites: Wis 25, ability to cast 9th level divine spells, access to seven domains, Knowledge (religion) 30 ranks
Benefit: You gain an additional spell slot of 1st through 9th level. These slots may only be filled with domain or prestige domain spells.


FOCUSED ATTACK [Epic]
You may focus yourself on one attack.

Prerequisites: Four iterative attacks, Str 19+, Wis 15+
Benefit: As a full-round action, you may make a single attack with a +10 bonus on your attack and damage rolls.


MASTER OF FLANKING [Epic]
You are amazingly proficient when flanking your foes.

Prerequisites: Dex 17+, Combat Expertise, Combat Reflexes, Improved Flanking, Lock-Step
Benefit: When you flank an enemy, you get a +4 bonus on your attack rolls on that opponent. Whenever an enemy that you flank moves out of flanking, you may take an attack of opportunity on that enemy (even if it moves only five feet); you receive your +4 bonus on this attack of opportunity.
Normal: You gain a +2 bonus for flanking. An enemy can avoid an attack of opportunity by only moving or by taking only a five-foot step.

MELEE MAULER [Epic]
You do more damage with all your melee attacks.

Prerequisites: Epic Prowess, Great Strength
Benefit: Anytime you hit in melee, you get a +2 damage bonus.


REACTIVE SPELL [Epic] [Metamagic]
You can cast a spell in response to another’s action.

Prerequisites: Automatic Quicken Spell, Blinding Speed, Improved Initiative, Quicken Spell, Superior Initiative, ability to cast tenth-level spells, Spellcraft (35 ranks)
Benefit: A reactive spell can cast by you as a free action when it is not your turn (an immediate action). It counts against your normal limit of quickened spells per round (counting until just before the count at which you cast it comes up again in the initiative sequence). You cannot cast a reactive spell when you are flat-footed. You cannot interrupt an action with a reactive spell; it takes place in reaction to the action. A reactive spell takes up a slot six levels higher than normal.


TERRIFY [Epic]
You can frighten those weaker than you with a display of ferocity.

Prerequisites: Intimidate (21 ranks)
Benefit: When you make an attempt to demoralize an opponent with less hit dice than you, if he fails a Will save (DC 10 + ½ your HD + cha bonus) he is frightened for 1d6 rounds and then shaken for the duration of the encounter.

THRIFTY ITEM CREATION [Epic]
The items you create with a chosen item creation feat cost you less than normal.

Prerequisites: Any four item creation feats, ability to cast 9th-level spells, Efficient Item Creation
Benefit: Choose one item creation feat that you know. Whenever you create an item using that feat, you receive a 10% discount in the amount of money it costs you (not the market price) to create the item.
Special: You may take this feat more than once. It does not stack with itself or with other abilities or effects that reduce the monetary cost of item creation. Each time you take this feat, choose another item creation feat for it to apply to.

TREMENDOUS BLOW [Epic]
You can deliver tremendous blows that knock your enemies flying.

Prerequisites: Base attack +21, Str 25+, Improved Bull Rush, Knock-Back, Power Attack
Benefit: You may choose to deliver a tremendous blow as a standard action. If you hit with a melee attack, your opponent must make a Reflex save (DC equal to the damage you deal) or be knocked prone and knocked back 5’ + 5’ per 50 hp of damage your tremendous blow deals. Any bonuses the victim has that would apply against bull rush attempts apply on its Reflex save.

WALL OF SWORDS STYLE [Epic, Style]
Your mastery of the ‘wall of swords’ style of fighting makes you lethal and virtually invulnerable.

Prerequisites: Str 25+, int 15+, Combat Expertise, Combat Reflexes, Greater Weapon Focus (any two-handed weapon), Improved Combat Expertise, Power Attack, Weapon Focus (any two-handed weapon)
Benefit: Whenever you attack with maximum power attack and maximum combat expertise with a two-handed weapon, you gain a +10 style bonus on your attack roll.
 
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Jester...I'm just now finding your thread...and I must say...it's sweet, in a wonderfully sick kinda way! :cool:

I'd like to know something...your 'bile' template...which I adore (in a very similar 'sick' way)...would you allow it to be used in a published product? I'm writing some epic scenarios...and I'm something of a template fiend...I could *so* use it! :D
 

EldonG said:
I'd like to know something...your 'bile' template...which I adore (in a very similar 'sick' way)...would you allow it to be used in a published product? I'm writing some epic scenarios...and I'm something of a template fiend...I could *so* use it! :D

Sorry, I have mmm plans is too strong of a word, intentions for it (as far as publishing stuff goes). Otherwise I would, however- and I definitely appreciate the thought! :)
 

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