Pathfinder 1E The Lich-Queen's Beloved


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Broot Vegekin Barbarian

[sblock=Race Sheet]Race: Vegekin
Type: Plant 10 rp
Size: Medium 0 rp
Base Speed: Normal 0 rp
Ability Score Modifiers: Specialized (+2 Str, +2 Con, -2 Cha) 1 rp
Languages: Standard 0 rp
Racial Traits:
Defense Racial Traits:
Natural Armor 2 rp
Improved Natural Armor 1 rp
Other Racial Traits:
Treespeech 2 rp[/sblock][sblock=Character Sheet]INFORMATION
Name: Broot
Player: Tailspinner
Race: Vegekin
Class: Barbarian (Invulnerable Rager)
Level: 18
Alignment: Chaotic Good
Languages: Common, Sylvan, Giant, Terran
Deity:
Size: Medium
Gender: Male
Age: 50
Height: 7'-0"
Weight: 220#
Hair Color: Brown
Eye Color: Black
Skin Color: Brown

[sblock=First Level Abilities]Str: 16 +3 (5 points, +2 racial)
Dex: 14 +2 (5 points)
Con: 16 +3 (5 points, +2 racial)
Int: 14 +2 (5 points)
Wis: 14 +2 (5 points)
Cha: 11 +0 (3 point, -2 racial)[/sblock]ABILITIES
Str: 26 +8 (5 points, +2 racial, +4 class levels, +6 belt)
Dex: 20 +5 (5 points, +6 belt)
Con: 22 +6 (5 points, +2 racial, +6 belt)
Int: 14 +2 (5 points)
Wis: 14 +2 (5 points)
Cha: 11 +0 (3 point, -2 racial)

RAGED ABILITIES
Str: 32 +11 (5 points, +2 racial, +4 class levels, +6 belt, +6 rage)
Con: 28 +9 (5 points, +2 racial, +6 belt, +6 rage)

COMBAT
HP: 285 [8d12(141), (+6)x18 Con, 18 feat, 18 FC]
AC: 32 [10 base, +5 Dex, +9 armor, +7 natural, +1 dodge]
AC Touch: 16 [10 base, +5 Dex, +1 dodge]
Flatfooted: 26 [10 base, +9 armor, +7 natural]
Init: +9 [5 Dex, +4 feat]
Fortitude: +22 [11 base, +6 Con, +5 cloak]
Reflex: +16 [6 base, +5 Dex, +5 cloak]
Will: +13 [6 base, +2 Wis, +5 cloak]
Speed: 40'
CMB: +26 [18 BAB, +8 Str]
CMD: 41 [10, +18 BAB, +8 Str, +5 Dex]
DR: 9/-

RAGED COMBAT
HP: 339 [8d12(141), (+6)x18 Con, 18 feat, 18 FC, 54 rage]
AC: 30 [10 base, +5 Dex, +9 armor, +7 natural, +1 dodge, -2 rage]
AC Touch: 14 [10 base, +5 Dex, +1 dodge, -2 rage]
Flatfooted: 24 [10 base, +9 armor, +7 natural, -2 rage]
Fortitude: +25 [11 base, +9 Con, +5 cloak]
Will: +16 [6 base, +2 Wis, +5 cloak, +3 rage]
Will vs Enchantmant: +20 [6 base, +2 Wis, +5 cloak, +7 rage]
CMB: +29 [18 BAB, +11 Str]
CMD: 44 [10, +18 BAB, +11 Str, +5 Dex]
DR: 12/-

WEAPONS
+5 Falchion of Speed: Attack: +32/+32/+27/+22/+17 [18 BAB, +8 Str, +5 magic, +1 WF], Damage: 2d4+17, Crit: 15, Type: S
+4 Returning Dagger: Attack +30/+25/+20/+15 [18 BAB, +8 Str, +4 magic], Damage: 1d4+12, Crit: 19, Type: P or S, Range: 10 ft
+3 Morningstar: Attack: +29/+24/+19/+14 [18 BAB, +8 Str, +3 magic], Damage: 1d8+11, Crit: 20, Type: B & P

RAGED WEAPONS
+5 Falchion of Speed: Attack: +35/+35/+30/+25/+20 [18 BAB, +11 Str, +5 magic, +1 WF], Damage: 2d4+21, Crit: 15, Type: S
+4 Returning Dagger: Attack +33/+28/+23/+18 [18 BAB, +11 Str, +4 magic], Damage: 1d4+15, Crit: 19, Type: P or S, Range: 10 ft
+3 Morningstar: Attack: +32/+27/+22/+17 [18 BAB, +11 Str, +3 magic], Damage: 1d8+14, Crit: 20, Type: B & P

ARMOR
+5 Mithral Shirt of Heavy Fortification: AC: +9, MDB +6, ACP: +0

RACIAL
Abilities: +2 Str, +2 Con, -2 Cha
Type: Plant
Low-light vision
Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns and phantasms)
Immune to paralysis, poison, polymorph, sleep effects and stunning
Does not need to sleep
Base Speed: 30'
Favored: Barbarian (HP)
Natural Armor +2
Treespeech: can converse with plants as if subject to a continual speak with plants spell

CLASS: Barbarian
Armor/Weapons: light armor, medium armor and shields (-tower) / all simple and martial
Fast Movement: +10'
Rage: 50 rounds/day; enter or end as a free action; -2 penalty to AC; cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Greater Rage: morale bonus to Str and Con are +6, morale bonus on her Will saves is +3
Indomitable Will: +4 bonus on Will saves to resist enchantment spells (stacks with other bonuses)
Tireless Rage: no longer becomes fatigued at the end of his rage
Damage Reduction 9/-
Extreme Endurance (hot)
Fire Resistance 5
Rage Powers:
Renewed Vigor (Ex): As a standard action, the barbarian heals 4d8+9 points of damage. This power can be used only once per day and only while raging.
Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.
Guarded Stance (Ex): The barbarian gains a +4 dodge bonus to her Armor Class against melee attacks for 9 rounds. Activating this ability is a move action that does not provoke an attack of opportunity.
Rolling Dodge (Ex): The barbarian gains a +4 dodge bonus to her Armor Class against ranged attacks for 9 rounds. Activating this ability is a move action that does not provoke an attack of opportunity.
Reckless Abandon (Ex): While raging, the barbarian can take a –5 penalty to AC to gain a +5 bonus on attack rolls.
Come and Get Me (Ex): While raging, as a free action the barbarian may leave himself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of his next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
Increased Damage Reduction (Ex): The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian is raging.
Increased Damage Reduction (Ex): The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian is raging.
Increased Damage Reduction (Ex): The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian is raging.

FEATS
Blind-Fight — Reroll miss chances for concealment
Combat Reflexes — Make up to 6 attacks of opportunity per round (7 while raged)
Dodge - +1 dodge bonus to AC
Extra Rage Rage - Use rage for 6 additional rounds per day
Improved Critical (falchion) - Double the threat range of one weapon
Improved Initiative — +4 bonus on initiative checks
Power Attack - can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to gain a +10 (or +15 2-H) bonus on all melee damage rolls
Toughness — +1 per Hit Die
Weapon Focus (falchion) - +1 bonus on attack rolls with one weapon

SKILLS 6x18 [4 base, +2 Int]
Acrobatics +26 (18 ranks, +5 Dex, +3 CS)
Climb +29 (18 ranks, +8 Str, +3 CS)
Knowledge +23 (nature) (18 ranks, +2 Int, +3 CS)
Perception +23 (18 ranks, +2 Wis, +3 CS)
Survival +23 (18 ranks, +2 Wis, +3 CS)
Swim +29 (18 ranks, +8 Str, +3 CS)

CARRYING CAPACITY
Light: 306#
Medium: 613#
Heavy: 920#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
+5 Mithral Shirt of Heavy Fortification (101,100gp, 10#, worn)
+5 Falchion of Speed* (128,375gp, 8#, belt)
+4 Returning Dagger (50,302gp, 1#, belt)
+3 Morningstar+ (18,308gp, 6#, belt)
Belt of Physical Perfection +6 (144,000gp, 1#, worn)
Cloak of Resistance +5 (25,000gp, 1#, worn)
Amulet of Natural Armor +5 (50,000gp, 0#, worn)
Goggles of Night (12,000gp, 0#, worn)
Total (529,085gp, 27#, light)

* Sheds light equivalent to a light spell while drawn
+ Looks like it is made of sea coral

FINANCES: 915gp

Appearance: Tall and slender with bark-like skin. Generally seems emotionless and keeps to himself. Becomes alive in battle.

Background: TBD[/sblock]
 
Last edited by a moderator:

Shayuri

First Post
[sblock=Mei Ying]INFORMATION
Name: Mei Ying
Player: Salmon Max
Race: Human
Class: Monk 1/Empyreal Sorceror 17
Level: 18
Alignment: Lawful Good
Languages: Common
Deity: Celestial Bureaucracy
Size: Medium
Gender: Female
Age: 28
Height: 5' 8"
Weight: 138#
Hair Color: Black
Eye Color: Brown
Skin Color: Fair

ABILITIES
Str 10
Dex 16/22 10
Con 14 5
Int 10
Wis 24/30 10 (base 16+2 race +4 level +2 inherent)
Cha 13 3

COMBAT
HP: 101 [17d6, +8 1st level +36 Con]
AC 40 [10 + 6 dex + 10 wis + 1 dodge + 8 armor + 5 deflection]
AC Touch: 32 [10 + 6 dex + 10 wis + 1 dodge + 5 deflection]
Flatfooted: 34 [10 + 10 wis + 1 dodge + 8 armor + 5 deflection]
Init: +6 [+6 Dex]
Fortitude: +14 [7 base, +2 Con + 5 resistance]
Reflex: +18 [7 base, +6 Dex + 5 resistance]
Will: +27 [12 base, +10 Wis + 5 resistance]
Speed: 30'
CMB: +8 [Base attack bonus +8 Str modifier +0 size modifier +0]
CMD: 24 [10 + 8 base attack bonus + 0 Str modifier + 6 Dex modifier + 0 size modifier]

WEAPON (+4 dmg w/Arcane Strike)
Unarmed: Attack: +15/+10 [8 BAB, +6 Dex, +1 Enhancement], Damage: 1d6+1 (+2d6 vs evil), Crit: 20, Type: B, Spcl: Good
Flurry: Attack: +13/+13/+8 [8 BAB, +6 Dex, +1 Enhancement], Damage: 1d6+1 (+2d6 vs evil), Crit: 20, Type: B, Spcl: Good

ARMOR
Bracers of Armor +8

RACIAL
+2 Wis
Bonus Feat
Bonus Skills
Favored Class: Sorceror
- +8 skill points (lvls 1-8)
- +2 3rd lvl, +2 4th lvl, +2 5th lvl, +2 6th lvl, +2 7th lvl spells (lvls 9-18)

CLASS: Empyreal Sorceror
Cantrips
Eschew Materials
Bloodline: Use Wis instead of Cha for sorc spellcasting/abilities
- Spells: Bless, Resist Energy, Mg Circle, Rem Curse, Flame strike, gtr dispel, banish, sunburst
- Feats
- Powers
1 Heavenly Fire: 1d4+10 dmg to evil, heal to good, 3+wismod/day (only 1 heal/person/day)
3 Resist Acid/Cold 10
9 Channel energy as cleric CL17 1/day (9d6)
15 Conviction (reroll 1/day ability, attack, save or skill)
*20 Ascension (Immunity to Cold/Acid, resist Fire and Electricity 10, +4 save vs poison, Fly 60/good at will, constant Tongues)

*Gained via Robe of Arcane Heritage

Monk
Bonus feat
Flurry of Blows (-1/-1)
Unarmed strike 1d6
Stunning Fist 5/day (DC 29)

FEATS
1 Spell Penetration
H Greater Spell Penetration
Mnk Deflect Arrows
3 Arcane Strike
5 Intensified Spell
7 Empower Spell
BL Dodge
9 Spell Focus: Transmutation
11 Heighten Spell
13 Arcane Blast (2d6 dmg/spell lvl of slot expended, non-elemental, Su ability)
BL Weapon Finesse
15 Quicken Spell
17 Expanded Arcana (Mind Blank)

TRAITS
- Magic's Might (+1 CL checks vs SR)
- Spellpiercer (+2 concentration checks)

SKILLS 62/62
Acrobatics (Dex) +10 (4 rnk + 3 dex + 3 cls)
Knowledge (Arcana) (Int) +10 (7 rnk + 0 int + 3 cls)
Heal +16 (1 rnk + 10 wis + 3 cls + 2 bloodline)
Perception (Wis) +30 (17 rnk + 10 wis + 3 cls)
Sense Motive (Wis) +20 (7 rnk + 10 wis + 3 cls)
Stealth (Dex) +10 (1 rnk + 6 dex + 3 cls)
Fly (Dex) +14 (5 rnk + 6 dex + 3 cls)
Spellcraft (Int) +10 (7 rnk + 0 int + 3 cls)
Use Magic Device (Cha) +17 (13 rnk + 1 cha + 3 cls)

Spellcasting (Sorc CL 17; +29 concentration, +22 vs SR, Base DC 20)
1 - 9, 2 - 9, 3 - 8, 4 - 8, 5 - 8, 6 - 8, 7 - 7, 8 - 5
0 Drench, Detect Magic, Dancing Lights, Prestidigitation, Mage Hand, Message, Mending, Jolt, Ghost Sound
1 Shield, Grease, Moment of greatness, Magic Missile, Snapdragon fireworks, Bless
2 Glitterdust, Stone Shield, Scorching Ray, Warding Weapon, Gust of Wind, Resist Energy
3 Displacement, Daylight, Wind Wall, Battering Blast, Magic Circle vs Evil, Aqueous Orb, Force Punch
4 Dragon's Breath, Fire Shield, Resilient Sphere, Greater Invis, Remove Curse, Dimensional Anchor, Detect Scrying
5 Wall of Stone, Telekinesis, Sending, Siphon Magic, Flame Strike, Persist Image, Fire Snake
6 Analyze Dweomer, Greater Heroism, Disintegrate, Greater Dispel, True Seeing (250gp), Mass Suggestion
7 Spell Turning (100gp), Greater Teleport, Limited Wish, Banishment, Mag Mansion, Greater Scrying
8 Poly Any Object, Summon Monster 8, Sunburst, Mind Blank

CARRYING CAPACITY
Light: #
Medium: #
Heavy: #

EQUIPMENT
Components:
5x Spell Turning, 500gp
2x True Seeing, 500gp

Weapon
Unarmed attack, +15, 1d6+1, Magic, Good (+2d6 to evil targets), +4 w/arcane strike
Flurry, +14/+14, 1d6+1/1d6+1, Magic, Good (+2d6 to evil targets), +4 w/arcane strike

Armor
Bracers of Armor +8, 64k

Gear
Staff of the Planes, 10/10 charges (reg 1chg w/7th lvl slot), 63,960k
- Planar Adaptation, 1
- Planar Binding, 2
- Plane Shift, 5
Robe of Arcane Heritage (+4 lvl for Bloodline power purposes), 16k
Headband of Wisdom (Wis) +6, 36k
Ring of Protection +5, 50k
Ring of Inner Fortitude (ignore 6 pts ability dmg or 3 pts drain) 66k
Belt of Incredible Dexterity +6, 36k
Cloak of Resistance +5, 25k
Spectral Shroud (Chest), 26k (see invis; constant, incorp 10rnds/day)
Amulet of Mighty Fists +3 (+1 and holy), 36k
Cat's Eye Crown (Darkvision 60, spcl scrying), 18k
Spectacles of Understanding (Comprehend Languages, +5 Linguistics), 3k
Haversack, 2k

Bk Wis +2, 55k

DEMIPLANE
Scroll of Greater Create Demiplane to create the plane: 3825
Permanancy on demiplane: 22500 (+1500 for the Limited Wish used to emulate Permanence)
Scroll of Greater Create Demiplane to add Morphic trait: 3825
Total cost: 31,650

Demiplane: 20x17= 340 10'squares (70x70x70? 60x60x90?)

FINANCES: 390gp

Appearance: No more than three lines to describe what your character looks like.
[/sblock]
 
Last edited:

Unsung

First Post
OOC: Thought I posted this already, meant to have posted this. I have 28,705gp to play with when it comes to pre-built traps. I'm still debating whether that's enough, whether it makes sense to come in with pre-built traps given how long it takes to build them, but also bearing in mind how specialized most high level traps are-- but it's also hard to gauge how effective any lower-level trap will be, just given the numbers we're dealing with and the properties of the substances (ie. githyanki) involved. Oh well. Chalk it up to a learning experience.


[sblock=Custom Race]RACE: Advanced Kobold
Type: Humanoid (reptilian) (0 RP)
Size: Small (0 RP)
Base Speed: 30' (0 RP)
Ability Score Modifiers (Advanced, 4 RP) +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Str
Languages: Xenophobic (0 RP) Draconic, with high Int Common, Dwarven, Gnome, Undercommon

Ability Score Racial Traits:
None

Defense Racial Traits:
None

Feat and Skill Racial Traits:
Master Tinker (2 RP)
Underground Sneak (5 RP)

Magical Racial Traits:
None

Movement Racial Traits:
Underground Stalker (4 RP)

Offense Racial Traits:
Poison Use (1 RP)

Senses Racial Traits:
Darkvision 60 ft (2 RP)

Weakness Racial Traits:
Light Blindness (–2 RP)

Other Racial Traits:
None[/sblock]

[sblock=Character Information]INFORMATION
Name: Kruppuk ‘Krupps’ Kneecapper
Player: @Unsung
Race: Kobold
Class: Rogue (Archetypes- Snare Setter, Master Trapsmith, Underground Chemist)
Level: 18
Alignment: Lawful Evil
Languages: Draconic, Common, Dwarven, Gnome, Undercommon, Elven, Infernal, Ignan
Deity: Kurtulmak
Size: Small
Gender: Male
Age: 31
Height: 2' 6"
Weight: 20#
Hair Color: None
Eye Color: Dark green
Skin Color: Gray scales

ABILITIES (28 point buy)
Str: 7 -2 [-1 points, -2 racial)
Dex: 24 +7 [13 points, +4 racial, +1 level dependent, +2 enhancement/item]
Con: 12 +1 [2 points]
Int: 22 +6 [13 points, +2 racial, +3 level dependent]
Wis: 16 +3 [5 points, +2 racial]
Cha: 9 -1 [-4 points, +2 racial]

COMBAT
HP: 112 [d8, +1 Con x18 (+18), level 1: 8, levels 2-10: 6 x9 (+54), levels 11-18: 4 x8 (+32)]
AC: 39 [10 base, +6 Dex/+1 enhancement, +2 armor/+5 enhancement, +0 natural armor/+5 enhancement, +5 deflection, +1 natural, +1 size, +3 favored class]
AC Touch: 26 [10 base, +6 Dex/+1 enhancement, +5 deflection, +1 size, +3 favored class]
Flatfooted: 30 [10 base, +2 armor/+5 enhancement, +0 natural armor/+5 enhancement, +5 deflection, +3 favored class]
Init: +7 [+6 Dex/+1 enhancement]
Fortitude: +7 [+6 base, +1 Con]
Reflex: +18 [+11 base, +6 Dex/+1 enhancement]
Will: +8 [+6 base, +2 Wis]
Speed: 30'
BAB: +13, +8, +3
CMB: +10 [+13 base attack bonus, -2 Str, -1 size]
CMD: 27 [10, +13 base attack bonus, -2 Str, +6 Dex/+1 enhancement, -1 size]

WEAPON
Called Stalking Heavy Crossbow of Endless Ammunition +5 (S): Attack: +25 [13 BAB, +6 Dex, +5 enhancement, +1 size], Damage: 1d8+12 [+6 Dex/+1 enhancement, +5 enhancement], Crit: 17-20 (Improved Critical feat, Normal: 19-20)/x3 [item], Type: P

ARMOR
Improved Slick Leather Armor +5: AC: +2, MDB: +6, ACP: 0, Enhancement +5 armor

RACE: Advanced Kobold (16 RP)
Type: Humanoid (reptilian) (0 RP)
Size: Small (0 RP)
Base Speed: Normal Speed 30' (0 RP)
Ability Score Modifiers (Advanced, 4 RP) +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Str
Languages: Xenophobic (0 RP) Draconic, with high Int- Common, Dwarven, Undercommon, Gnome
Master Tinker (2 RP)
Underground Sneak (5 RP)
Underground Stalker (4 RP)
Poison Use (1 RP)
Darkvision 60ft (2 RP)
Light Blindness (–2 RP)

[sblock=Racial Trait Descriptions]
Advanced Kobold (16 RP)

Humanoid (0 RP)
Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid,reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites.
A humanoid race has the following features:
Humanoids breathe, eat, and sleep.
Small (0 RP)
Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP)
The race has a base speed of 30 feet.
Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
Xenophobic (0 RP)
Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the underground regions). Members of this race with high Intelligence scores can choose from any of these additional languages.
Master Tinker (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
Underground Sneak (5 RP)
Prerequisites: Race is native to the underground.
Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.
Underground Stalker (4 RP)
Prerequisites: Native to the underground.
Benefit: Members of this race can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.
Poison Use (1 RP)
Prerequisites: None.
Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Light Blindness (–2 RP)
Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.[/sblock]

Favored class: Rogue (add ½ trap sense bonus to AC)

CLASS: Rogue 18 (Archetypes- Snare Setter (*), Trapsmith (**), Underground Chemist(***))
Armor/Weapons: All simple, hand crossbow, rapier, sap, shortbow, short sword / light armor
Trapper* (replaces Sneak Attack at level 1)
Chemical Weapons*** (replaces Evasion)
Trapsmithing* (replaces Trapfinding)
Deadly Traps* 4d6 (replaces Sneak Attack at levels 3, 7, 11, 15)
Trap Sense +6 (at levels 3, 6, 9, 12, 15, 18)
Precise Splash Weapons*** (replaces level 4 rogue talent)
Careful Disarm** (replaces Uncanny Dodge)
Sneak Attack* 4d6 (at levels 5, 9, 13, 17)
Trap Master** (replaces Improved Uncanny Dodge)
Discovery*** (can take specified alchemist discoveries in place of advanced rogue talents)

Rogue Talents
- level 2- Quick Trapsmith
- level 4 (replaced by Precise Splash Weapons***)
- level 6- Cunning Trigger
- level 8- Quick Disable

Advanced Rogue Talents
- level 10- Skill Mastery (take 10 on 3 + Int mod skills while under stress)
- level 12- Stealthy Sniper (-10 to Stealth while sniping instead of -20)
- level 14- Sticky Poison (alchemist discovery)
- level 16- Poison Conversion (alchemist discovery)
- level 18- Concentrate Poison (alchemist discovery)

[sblock=Class Feature Descriptions]
Trapper* (replaces Sneak Attack at level 1) 15/uses per day [9 snare setter + 5 Int]
Chemical Weapons*** (replaces Evasion)
Trapsmithing* (replaces Trapfinding)
Deadly Traps* 4d6 (replaces Sneak Attack at levels 3, 7, 11, 15)
Trap Sense +6 (at levels 3, 6, 9, 12, 15, 18)
Precise Splash Weapons*** (replaces level 4 rogue talent)
Careful Disarm** (replaces Uncanny Dodge)
Sneak Attack* 4d6 (at levels 5, 9, 13, 17)
Trap Master** (replaces Improved Uncanny Dodge)
Discovery*** (can take specified alchemist discoveries in place of advanced rogue talents)[/sblock]

[sblock=Archetype Descriptions]
Snare Setter (Kobold rogue archetype)

Trapper (Ex)
At 1st level, a snare setter gains Learn Ranger Trap as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he's considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap.
This ability replaces sneak attack (but see below).

Trapsmithing (Ex)
A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps.
This ability replaces trapfinding.

Deadly Traps (Ex)
At 3rd level, the snare setter's traps deal an additional 1d6 points of damage on the first round they're activated. This damage is of the same type the trap normally deals. Traps that don't deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th).

Sneak Attack (Su)
At 5th level, the snare setter gains sneak attack +1d6. This functions as the rogue ability of the same name, but the damage increases by 1d6 every 4 levels after 5th (9th, 13th, and 17th).

Master Snare Setter (Ex)
At 20th level, the snare setter can attach one of a rogue's master strike effects to a trap he creates. When the trap is triggered, the subject makes an additional Fortitude save at the same DC as the trap to avoid this effect. A snare setter can have only one trap affected by this ability active at any time. He may remove this ability from a trap at any range as a free action.
This ability replaces master strike.
Rogue Talents: The following rogue talents complement the snare setter archetype: camouflage, cunning trigger, fast stealth, sniper's eye.

Master Trapsmith

Careful Disarm (Ex)
At 4th level, whenever a trapsmith attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
This ability replaces uncanny dodge.

Trap Master (Ex)
At 8th level, whenever a trapsmith disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she desires.
This ability replaces improved uncanny dodge.
Rogue Talents: The following rogue talents complement the trapsmith archetype: befuddling strike, cunning trigger, quick disable, and quick trapsmith.
Advanced Talents: The following advanced rogue talents complement the trapsmith archetype: another day, frugal trapsmith, and skill mastery.

Underground Chemist

Chemical Weapons (Ex)
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
This ability replaces evasion.

Precise Splash Weapons (Ex)
At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.
This ability replaces the rogue talent gained at 4th level.

Discovery (Su)
At 10th level, an underground chemist can select one of the following alchemist discoveries in place of a rogue talent: concentrate poison, dilution, enhance potion, extend potion, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, or sticky poison. She uses her rogue level as her alchemist level for determining the effects of her discoveries and whether she is able to select one.
This ability alters advanced talents.
Rogue Talents: The following rogue talents complement the underground chemist archetype: black market connections, fast fingers, lasting poison, sniper's eye, and swift poison.
Advanced Talents: The following advanced rogue talents complement the underground chemist archetype: deadly cocktail and thoughtful reexamining.[/sblock]

[sblock=Rogue Talent Descriptions]
Rogue Talents

Quick Disable
Benefit: It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Quick Trapsmith
Benefit: As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand.
Special: The type of trap that can be constructed in this way is subject to GM discretion.

Cunning Trigger
Benefit: A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed.

Advanced Rogue Talents

Skill Mastery
Benefit: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.
Special: A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Stealthy Sniper
Benefit: When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.

Sticky Poison (Alchemist Discovery)
Prerequisite: Alchemist 6
Benefit: Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligencemodifier.

Poison Conversion (Alchemist Discovery)
Prerequisite: Alchemist 6
Benefit: By spending 1 minute, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaledpoison. This process requires an alchemy lab.

Concentrate Poison (Alchemist Discovery)
Benefit: The alchemist can combine two doses of the same poisonto increase their effects. This requires two doses of the poisonand 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison’s frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.[/sblock]

TRAITS (2)
Alchemical Adept, Elaborate Trapper

[sblock=Trait Descriptions]
Alchemical Adept
Benefit: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Elaborate Trapper (Kobold, Blue-Scaled)
Benefit: When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap's Disable Device DC increases by 2.[/sblock]

FEATS (9)
Bonus Feat (Underground Stalker racial trait): Nimble Moves
Bous Feat (Snare Setter archetype): Learn Ranger Trap (15 uses/day)
Level Feats: Point Blank Shot, Precise Shot, Focused Shot, Far Shot, Sniper Shot, Rapid Reload (heavy crossbow), Improved Precise Shot, Trapper’s Setup

[sblock=Feat Descriptions]
Nimble Moves
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Learn Ranger Trap
Prerequisites: Survival 5 ranks.
Benefit: Select one ranger trap. You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character’s level + your Wisdom bonus, and it lasts 1 day per two character levels.
If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
Special: A ranger may use ranger traps a number of times per day equal to 1/2 his ranger level plus his Wisdom bonus.

Point Blank Shot
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Focused Shot
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.

Far Shot
Prerequisites: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.

Sniper Shot
Prerequisites: Int 13, Wis 13, Far Shot, Focused Shot, Point-Blank Shot, Precise Shot.
Benefit: As a full-round action, you may make an attack that allows you to deal precision-based extra damage to a distance equal to your weapon’s range increment. You may only make this attack with bows and crossbows. Precision-based damage includes sneak attacks, a ranger's favored weapon bonus, and the damage bonus from the Focused Shot feat. Creatures immune to critical hits and sneak attacks are immune to this extra damage.

Rapid Reload
Prerequisite: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.

Improved Critical
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.

Improved Precise Shot
Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Normal: See the normal rules on the effects of cover and concealment in Combat.

Trapper’s Setup
Prerequisite: Craft (traps) 5 ranks.
Benefit: When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.

Under future consideration:
Pinpoint Targeting if I had the BAB for it, Kobold Sniper if it stacks with the Stealth Sniper rogue talent, Throw Anything unless there’s a better way to transport alchemical items ie. attaching them to crossbow bolts, Kobold Ambusher, Underfoot.

Rapid Shot and Clustered Shots seem more optimal for sneak attack but concept-wise I’d rather focus on single-shot accuracy and traps, only I’m not sure what my other options would be in terms of optimizing those two.

Pinpoint Targeting
Prerequisites: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.

Deadly Aim
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Kobold Sniper
Prerequisites: Stealth 1 rank, kobold.
Benefit: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
Normal: You take a –20 penalty on your Stealth check to maintain your obscured location while sniping.

Throw Anything
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Kobold Ambusher
Prerequisites: Stealth 4 ranks, kobold.
Benefit: You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 penalty on the check to do so.
Normal: When moving greater than half speed up to your full speed, you take a –5 penalty on Stealth checks. When you are able to run or charge while using Stealth, you take a –20 penalty on the Stealth check

Rapid Shot
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Clustered Shots
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6.
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Special: If the massive damage optional rule is being used, that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).
[/sblock]

SKILLS (252 ranks, under heavy review) [8 base x18 (144), +6 Int x18 (108)]

Class Skills:
1 Acrobatics (Dex) +11 [3 class, 1 ranks, +6 Dex/+1 enhancement]
18 Appraise (Int) +27 [3 class, 18 ranks, +6 Int]
12 Bluff (Cha) +14 [3 class, 12 ranks, -1 Cha]
12 Climb (Str) +19 [3 class, 12 ranks, -2 Str]
18 Craft (alchemy) (Int) +38 [3 class, 18 ranks, +6 Int, +2 racial, +9 half level]
18 Craft (trapmaking) (Int) +36 [3 class, 18 ranks, +6 Int, +9 half level]
8 Craft (weapons) (Int) Craft (alchemy) (Int) +17 [3 class, 8 ranks, +6 Int]
0 Diplomacy (Cha) -1 [-1 Cha]
18 Disable Device (Dex) +29 [3 class, 18 ranks, +6 Dex/+1 enhancement, +1 racial]
0 Disguise (Cha) -1 [-1 Cha]
12 Escape Artist (Dex) +32 [3 class, 12 ranks, +6 Dex/+1 enhancement, +10 competence (item)]
Intimidate (Cha) -1 [-1 Cha]
18 Knowledge (dungeoneering) (Int) +27 [3 class, 18 ranks, +6 Int]
1 Knowledge (local) (Int) +10 [3 class, 1 rank, +6 Int]
6 Linguistics (Int) +21 (3 class, 6 ranks, +6 Int)
18 Perception (Wis) +26 [3 class, 18 ranks, +3 Wis, +2 racial]
0 Perform (Cha) -1 [-1 Cha]
1 Profession (miner) (Wis) +7 [3 class, 1 ranks, +3 Wis]
18 Sense Motive (Wis) +24 [3 class, 18 ranks, +3 Wis]
12 Sleight of Hand (Dex) +22 [3 class, 12 ranks, +6 Dex/+1 enhancement]
18 Stealth (Dex) +30 [3 class, 18 ranks, +6 Dex/+1 enhancement, +2 racial]
1 Swim (Str) +2 [3 class, 1 ranks, -2 Str]
18 Use Magic Device (Cha) +21 [3 class, 18 ranks, -1 Cha]

Cross-class Skills:
1 Heal (Wis) +4 [1 ranks, +3 Wis]
10 Jump (Str) +8 [10 ranks, -2 Str]
6 Knowledge (arcana) (Int) +12 [6 ranks, +6 Int]
18 Knowledge (engineering) (Int) +25 [18 ranks, +6 Int, +1 racial]
2 Knowledge (planes) (Int) +8 [2 ranks, +6 Int]
6 Spellcraft (Int) +12 [6 ranks, +6 Int]
1 Survival (Wis) +4 [1 ranks, +3 Wis]

CARRYING CAPACITY
Light: 23#
Medium: 46#
Heavy: 70#

EQUIPMENT
Improved Slick Leather Armor +5 (S) (40,000gp [enhancement +5, +15,000gp], 7.5#, worn, body)
Called Stalking Heavy Crossbow of Endless Ammunition +5 (S) (200,000gp [enhancement +10], 4#, wielded)
Amulet of Natural Armor +5 (50,000gp, --#, worn, neck)
Sniper Goggles, Greater (50,000gp, 1#, worn, eyes)
Ring of Protection +5 (50,000gp, --#, worn, ring)
Ring of Invisibility (10,000gp, --#, worn, ring)
Belt of the Weasel (10,000gp, 1#, worn, waist)
Slippers of Spider Climbing (4,800gp, 0.5#, worn, feet)
Gloves, Trapspringer’s (4,000gp, 1#, bag)
Bracers of Falcon’s Aim (3,000gp, 1#, worn, wrists)
Bag, Handy Haversack (2,000gp, 5#, worn, back)
Efficient Quiver (1,800gp, 2#, worn)
25x Bolts, Acid (1,000gp [40gp each], 2.5# [0.1# each], quiver)
50x Bolts, Fire (2500gp [50gp each], 5# [0.1# each], quiver)
10x Bolt, Grappling (10gp [1gp each], 5# [0.5# each], quiver)
25x Daggers (S) (25gp [1gp each], 12.5# [.5# each], 1 carried, 3 in bag, 21 in portable hole)
Heavy Crossbow (S) (50gp, 4#, portable hole)
1000x bolts (100gp [.1gp each], 100#, portable hole)
Total: Weapons, Armor, and Clothing [429,110gp, 21# carried, 12.5# in quiver]

10x Potion of Cure Serious Wounds (7,500gp [750gp each], 1#, bag)
5x Potion of Neutralize Poison (3,750gp [750gp each], 1#, bag)
3x Potion of Remove Disease (2250gp [750gp each], 0.3#, bag)
3x Potion of Remove Blindness/Deafness (2250gp [750gp each], 0.3#, bag)
2x Potion of Resist Energy (cold) (2,200gp [1,100gp each], 0.3#, bag)
2x Potion of Resist Energy (fire) (2,200gp [1,100gp each], 0.3#, bag)
2x Potion of Resist Energy (electricity) (2,200gp [1,100gp each], 0.3#, bag)
2x Potion of Resist Energy (sonic) (2,200gp [1,100gp each], 0.3#, bag)
10x alchemical fire (200gp [20gp each], 10# [1# each], bag)
5x alchemical coal, blinding cinders (500gp [100gp each], --#, pocket)
5x liquid blade (200gp [40gp each], 10# [2# each], bag)
3x shard gel (75gp [25gp each]. 3# [1# each], bag)
3x tangleburn bag (450gp [150gp each], 15# [5# each], bag)
3x tanglefoot bag (150gp [50gp each], 12# [4# each], bag)
3x ghast retch flask (150gp [50gp each], 3# [1# each], bag)
3x fuse grenade (300gp [100gp each], 3# [1# each], bag)
10x alkali flask (150gp [15gp each], 10# [1# each], bag)
10x smoke pellet (250gp [25gp each], --#, pocket)
5x smoke pellet, smog (200gp [40gp each], --#, pocket)
5x smokestick (100gp [20gp each], --#, pocket)
5x weapon blanch, adamantine (500gp [100gp each], 5# [1# each], bag)
5x weapon blanch, silver (100gp [20gp each], 5# [1# each], bag)
Total: Potions and Consumables- [26,915gp, 64.5# in bag]

Portable Hole (20,000gp, --#, pocket)
Boundary Chalk (10,000gp, --#, pocket)
Bottle of Air (7,250gp, 2#, bag)
3x Key of Lock Jamming (1200gp [400gp each], 0.5gp, bag)
Bead of Newt Prevention (1,000gp, --#, pocket)
Dust of Dryness (850gp, --#, bag)
Bottled Yeti Fur (800gp, --#, bag)
Campfire Bead (720gp, --#, pocket)
Traveler’s Any-Tool (250gp, 2#, bag)
Ioun Torch (75gp, --#)
Dull Gray Stone (25gp, --#)
Total: Other Magic Items [42,170gp, 4.5# in bag]

Vigil cap (400gp, 4#, bag)
Filter hood (10gp, 4#, bag)
Smoked goggles (10gp, --#, bag)
Thieves’ ring (300gp, --#, worn)
Glass cutter (5gp, --#, bag)
Silk rope (5x, 50gp [10gp each], 10# in bag, 15# in portable hole)
Antidote kit (100gp, 3#, bag)
Climber’s kit (80gp, 5#, bag)
Deluxe dungeoneering kit (130gp, 15#, bag)
Gear maintenance kit (5gp, 2#, bag)
Healer’s kit (50gp, 1#, bag)
Alchemist’s lab (200gp, 40#, portable hole)
Rogue’s kit (50gp, 37#, portable hole)
Large tent (30gp, 40#, portable hole)
**Constructed traps and trapbuilding supplies** (28,640gp worth, ??#, portable hole)
Total: Non-magic items- [1,420gp, 44# in bag]

Total: All Equipment (500,360gp, 22# carried, 108.5# in bag)

Trapbuilding resources/inspiration
http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains
http://archive.wizards.com/default.asp?x=dnd/we/20060127a

FINANCES: 1000gp

APPEARANCE:
Krupps is a runtish kobold with gangly limbs. His scales are discoloured, gray and brown and flaking in places. His large eyes brim with hostility, and are the deep, dark green of emeralds.

BACKGROUND:
Krupps is from the prime world of Twinsoul, a largely desolate place the surface of which had been reduced to so much glass and sand in ancient wars of sorcery. There his tribe served an ancient dragon, Crysphas the Green, who did not wish to leave for reasons of his own. They occasionally fought with the ‘interloper’ humanoids who had taken refuge deep underground, where water and shelter from the planet’s disastrously doubled suns could still be found.

Krupps’s trapsmithing genius was noticed early on, when he was abducted and subsequently pressed into slavery on a whim by a passing planar wizard, Waylon Alamazzo, who wanted to fill his tower with traps to guard against intruders, and happened to be in the area at the time.

Even following Alamazzo’s steep descent into senility, Krupps wasn’t able to make his escape. For the next twenty years, Krupps was passed between any number of wizard masters, treated as a useful commodity and receiving no payment or recognition for his efforts. He has served nearly a dozen different masters in that time, from the onimagus Cornutus to the ruthless thieves’ guild known as the Hall of Cats.[/sblock]
 
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