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Ellamin Quodak Taletreader (sunshadow21)

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Basic InformationEdit

      Race: Gnome
     Class: Bard (Sound Striker)/Mindchemist
     Level: 6/2
Experience: 30422
 Alignment: Chaotic Good
 Languages: Aquan, Aural, Common, Deltan, Draconic, Elven, Giant, Gnome, 
            Goblin, HaGruut, Ignan, Inner Sea, Irthian, Jira'shae, Low 
            Landellian, Middle Landellian, Northern Isle, Old Landellian, 
            Orc, Seithr, Sylvan, Tengu, Terran
     Deity: Sapo
First Seen: 
Background: Closed


  • Please indicate Racial and Level Adjustments
STR: 11 +0 (3 pts) -2 racial
DEX: 14 +2 (3 pts) +1 level adj
CON: 12 +1 (0 pts) +2 racial
INT: 16 +3 (7 pts) +1 level adj
WIS: 12 +1 (2 pts)
CHA: 16 +3 (5 pts) +2 racial

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
(Max-2)       HP:  58 = [6d8(8,6,6,6,6,6) + CON (1)*6 + FC (0)] (Bard) +
                        [2d8(6,6) + CON (1)*2] (Mindchemist)
              AC:  20 = [10 + DEX (2) + Armor (5) + Buckler (1) +
                         Size (1) + Deflection (1)]
        AC Touch:  14 = [10 + DEX (2) + Size (1) + Deflection (1)]
   AC Flatfooted:  18 = [10 + Armor (5) + Buckler (1) + Size (1) + 
                         Deflection (1)]
            INIT:  +2 = [DEX (2)]
             BAB:  +5 = [Bard (4) + Alchemist (1)]
             CMB:  +4 = [BAB (5) + STR (0) + Size (-1)]
             CMD:  16 = [10 + BAB (5) + STR (0) + DEX (2) + Size (-1)]
       Fortitude:  +7 = [Bard (2) + Mindchemist (3) + CON (1) + Magic (1)]
          Reflex: +11 = [Bard (5) + Mindchemist (3) + DEX (2) + Magic (1)]
            Will:  +7 = [Bard (5) + Mindchemist (0) + WIS (1) + Magic (1)]
       Modifiers:  +6 vs language dependent effects (+4 class/+2 racial)
                   +4 vs bardic effects, sonic (class)
                   +4 vs poison (+2 class/+2 trait)
                   +4 vs alcohol (trait)
                   +2 vs drugs (trait)
                   +2 vs glyphs, symbols, other magical writings (racial)
           Speed:  20'

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
           Bombs: Attack: +9 = [BAB (5) + Dex (2) + Feat (1) + Size (1)]
                  Damage: 1d6+3 fire (4 splash damage in adjacent squares; 
                                    DC 14 Reflex for half)
                    Crit: x2, Range: 20', Ranged Touch, #/day: 7

  +1 Morningstar: Attack: +7 = [BAB (5) + Str (0) + Magic (1) + Size (1)]
                  Damage: 1d6+1, Crit: x2

+1 Scorpion Whip: Attack: +7 = [BAB (5) + Str (0) + Magic (1) + Size (1)]
                  Damage: 1d3+1, Crit: x2, 
                 Special: Disarm, Trip, 15' reach(no aoo)

     MW Shortbow: Attack: +9 = [BAB (5) + Dex (2) + MW (1) + Size (1)]
                  Damage: 1d4, Crit: x3, Range: 60', Ammo: 20 arrows

       MW Dagger: Attack: +7 = [BAB (5) + Str (0) + MW (1) + Size (1)]
         (melee)  Damage: 1d3, Crit: 19-20/x2

       MW Dagger: Attack: +9 = [BAB (5) + Dex (2) + MW (1) + Size (1)]
        (thrown)  Damage: 1d3, Crit: 19-20/x2, Range: 10'

         Unarmed: Attack: +6 = [BAB (5) + Str (0) + Size (1)]
                  Damage: 1d3, Crit: x2, Special: nonlethal

      Wordstrike: 1d4+6 to objects, half to living creatures

     Weird Words: Ranged Touch Attack: +8 = [BAB (5) + Dex (2) + Size (1)]
                  Damage: 1d8+3, Crit: x2, Range: 30' 
                  Special: Fort DC 16 for half, up to 6

Racial FeaturesEdit

Ability Adjustments: +2 (Charisma), +2 (Constitution), -2 (Strength)
               Size: Small
              Speed: 20'
      Favored Class: Bard (Sound Striker) (+5 skill points)
    Gift of Tongues: +1 bonus on Bluff and Diplomacy checks, 
                     +1 additional language for every rank in 
        Keen Senses: +2 Perception
   Low Light Vision: See twice as far as humans in dim light   
          Obsessive: +2 Professsion (Brewer)
   Magical Linguist: +1 to the DC of spells w/language dependent, glyphs, 
                       other magical writings. 
                     +2 racial bonus on saving throws against such spells. 
                     spell-like abilities 1/day: arcane mark, comprehend 
                       languages, message, read magic
 Weapon Familiarity: Treat any “gnome” weapon as a martial weapon

Class FeaturesEdit

Bard(Sound Striker)

        Armor/Weapons: Light Armor, Shields (no arcane spell failure); 
                       Simple Weapons, Longsword, Rapier, Sap, Shortsword, Whip
             Cantrips: see magic section for details
         Spellcasting: Spontaneous casting, see magic section for details
     Bardic Knowledge: + 1/2 level to knowledge checks (+3)
   Bardic Performance: See section for details
Versatile Performance: Choose a Perform skill. He can use his bonus in that   
                       skill in place of his bonus in associated skills. When
                       substituting in this way, the bard uses his total 
                       Perform skill bonus, including class skill bonus, in 
                       place of it's associated skill's bonus, whether or not 
                       he has ranks in that skill or if it is a class skill.
                       Comedy (Bluff, Intimidate)
                       Oratory (Diplomacy, Sense Motive) 
          Well-Versed: +4 bonus vs bardic performance, sonic,
                       language-dependent effects
          Lore Master: can take 10 on any Knowledge skill check that he has
                       ranks in, if he chooses. In addition, 1/day, can take 20
                       on any Knowledge skill check as a standard action.


         Armor/Weapons: Light Armor; Simple Weapons, Bombs
               Alchemy: use craft (alchemy) to ID potions
                 Bombs: see weapon section for details
            Cognatogen: mental mutagen
              Extracts: uses formula book, self only
           Extra Bombs: bonus feat
        Throw Anything: bonus feat
             Discovery: Skill Focus (Disable Device)
        Perfect Recall: When making a Knowledge check, add Intelligence bonus
                        on the check a second time. The mindchemist can also
                        use this ability when making an Intelligence check to
                        remember something.
Discovery Substitution: A mindchemist may select Skill Focus (Disable Device, 
                        Disguise, Heal, any Knowledge skill, Sense Motive,
                        or Spellcraft), or may learn 3 languages, in place
                        of a discovery.
         Poison Resist: +2 vs poison


         Extra Bombs (bonus): +2 bombs per day
      Throw Anything (bonus): no penalties for improvised ranged weapons
                              +1 to attack rolls with thrown splash weapons
         Skill Focus (bonus): +3 to Disable Device
 Breadth of Experience (1st): +2 to all knowledge, profession checks. knowledge
                              & profession checks can be made untrained
        Combat Casting (3rd): +4 to concentration when casting defensively
 Lingering Performance (5th): bardic performance effects linger for 2 rounds
             Spellsong (7th): You can combine your bardic performance and 
                              your spellcasting in two ways. 
                              1) conceal casting a spell by masking it 
                                 in performance. As a swift action, combine 
                                 the casting time with a perform check. 
                                 Observers must make a perception or sense 
                                 motive or check to realize you are also 
                                 casting a spell. This uses 1 round of your 
                                 bardic performance
                              2) as a move action, use 1 round of bardic 
                                 performance to maintain a spell with a 
                                 duration of concentration. You can cast 
                                 another spell in the same round you are using 
                                 bardic magic to maintain concentration; if you 
                                 do this, your concentration on the maintained 
                                 spell ends when you end the bardic performance
                 Taunt (9th): Use Bluff instead of Intimidate to demoralize
                              foe w/no size penalty


Iron Liver: +2 vs poisons, drugs, +4 vs alcohol
Magical Knack (Bard) (Magical): +2 CL to bard spells


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 50 = [Base (6) + INT (3)/Level(9x6=54); FC (6)] (Bard)
              14 = [Base (4) + INT (3)/Level] (Mindchemist)
*=nonclass skill

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics*             02     0       *       2     -0   +0
Appraise                07     1       3       3          +0
Bluff                  (17)    1       3       3          +3(competence)
Climb                   00     0       *       0     -0   +0
Craft (alchemy)         07     1       3       3          +0
Diplomacy              (17)    0       *       3          +3(competence)
Disable Device*         11     6       *       2     -0   +3(feat)
Disguise                06     0       *       3          +3(competence)
Escape Artist           02     0       *       2     -0   +0
Fly                     08     1       3       2     -0   +2(Size)
Handle Animal*                 0       0       3          +3(competence)
Heal                    01     0       *       1          +0
Intimidate             (17)    0       *       3          +3(competence)
Knowledge (Arcana)#     15     1       3       6^         +2(feat)+3(bard)
*can take 10
Knowledge (History)#    15     1       3       6^         +2(feat)+3(bard)
*can take 10
Knowledge (Local)#      20     6       3       6^         +2(feat)+3(bard)
*can take 10 
Knowledge (Other)#      11     0       *       6^         +2(feat)+3(bard)
Linguistics             14     8       3       3          +0
Perception              14     8       3       1          +2(racial)
Perform (Comedy)        17     8       3       3          +3(competence)
Perform (Oratory)       17     8       3       3          +3(competence)
Perform (Percussion)    14     5       3       3          +3(competence)
Profession (Brewer)     09     1       3       1          +2(feat)+2(racial)
Profession (Other)      03     0       *       1          +2(feat)
Ride*                   02     0       0       2     -0   +0
Sense Motive           (17)    0       *       1          +0
Sleight of Hand         07     2       3       2     -0   +0
Spellcraft              14     8       3       3          +0
Stealth                 11     2       3       2     -0   +4(size)
Survival                01     0       *       1          +0
Swim*                   00     0       0       0     -0   +0
Use Magic Device        15     6       3       3          +3(competence)

^Double Int 
#1/day take 20 as a standard action on any knowledge roll
* = Class skills currently untrained
+3 competence bonus from the Circlet of Persuasion


Racial Spell like Abilities

1/day: Arcane Mark, Comprehend Languages, Message, Read Magic

Bardic Performance 17 rounds/day

Countersong (Su): At 1st level, a bard learns to counter magic effects that 
 depend on sound (but not spells that have verbal components.) Each round of 
 the countersong he makes a Perform (keyboard, percussion, wind, string, or 
 sing) skill check. Any creature within 30 feet of the bard (including the 
 bard himself) that is affected by a sonic or language-dependent magical 
 attack may use the bard's Perform check result in place of its saving throw 
 if, after the saving throw is rolled, the Perform check result proves to be 
 higher. If a creature within range of the countersong is already under the 
 effect of a non-instantaneous sonic or language-dependent magical attack, it 
 gains another saving throw against the effect each round it hears the 
 countersong, but it must use the bard's Perform skill check result for the 
 save. Countersong does not work on effects that don't allow saves. Countersong 
 relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic 
 effects that depend on sight. Each round of the Distraction, he makes a 
 Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 
 feet of the bard (including the bard himself) that is affected by an illusion 
 (pattern) or illusion (figment) magical attack may use the bard’s Perform 
 check result in place of its saving throw if, after the saving throw is rolled,
 the Perform check result proves to be higher. If a creature within range of 
 the Distraction is already under the effect of a non-instantaneous illusion 
 (pattern) or illusion (figment) magical attack, it gains another saving throw 
 against the effect each round it sees the Distraction, but it must use the 
 bard’s Perform check result for the save. Distraction does not work on effects 
 that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or 
 more creatures to become fascinated with him. Each creature to be fascinated 
 must be within 90 feet, able to see and hear the bard, and capable of paying 
 attention to him. The bard must also be able to see the creatures affected. 
 The Distraction of a nearby combat or other dangers prevents the ability from 
 working. For every three levels a bard has attained beyond 1st, he can target  
 one additional creature with this ability.

 Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level 
 + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw 
 succeeds, the bard cannot attempt to fascinate that creature again for 24 
 hours. If its saving throw fails, the creature sits quietly and observes the 
 performance for as long as the bard continues to maintain it. While 
 fascinated, a target takes a –4 penalty on skill checks made as reactions, 
 such as Perception checks. Any potential threat to the target allows the 
 target to make a new saving throw against the effect. Any obvious threat, such 
 as someone drawing a weapon, casting a spell, or aiming a weapon at the 
 target, automatically breaks the effect.

 Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate 
 relies on audible and visual components in order to function.

Inspire Courage +2 (Su): A 1st level bard can use his performance to inspire 
 courage in his allies (including himself), bolstering them against fear and 
 improving their combat abilities. To be affected, an ally must be able to 
 perceive the bard’s performance. An affected ally receives a +1 morale bonus 
 on saving throws against charm and fear effects and a +1 competence bonus on 
 attack and weapon damage rolls. At 5th level, and every six bard levels 
 thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 
 Inspire Courage is a mind-affecting ability. inspire courage can use audible 
 or visual components. The bard must choose which component to use when 
 starting his performance.

Wordstrike (Su): spend 1 round of bardic performance as a standard action to 
 direct a burst of sonically charged words at a creature or object; 1d4+bard 
 level damage to an object, half this to a living creature.

Weird Words (Su): start a performance as a standard action, lashing out with 1 
  potent sound per bard level (maximum 10), each sound affecting one target 
  within 30 feet; ranged touch attacks; 1d8 points of damage plus the bard’s 
  Charisma bonus (Fortitude half, DC 10+1/2 bard level+Cha), the bard chooses 
  bludgeoning/piercing/slashing damage for each word. 

Bard Spells

CL 8 
concentration +11(+15 casting defensively)
Spell Penetration = +8
Cantrips (DC 13)    Level 1 (5/day, DC 14)  Level 2 (4/day, DC 15)             
* Dancing Lights    * Cure Light Wounds     * Blistering Invective              
* Detect Magic      * Share Language        * Invisibility
* Ghost Sound       * Silent Image          * Sound Burst               
* Prestidigitation  * Ventriloquism         * Tongues
* Read Magic                            
* Summon Instrument              


The alchemist gains the ability to create a cognatogen, a mutagen-like mixture
that heightens one mental ability score at the expense of a physical ability 
score. It’s a standard action to drink a cognatagen. It takes 1 hour to brew a 
dose of mutagen, and once brewed, it remains potent until used. An alchemist 
can only maintain one dose of mutagen at a time—if he brews a second dose, any 
existing mutagen becomes inert. As with an extract or bomb, a mutagen that is 
not in an alchemist’s possession becomes inert until an alchemist picks it up 

Upon being imbibed, the cognatagen gives the alchemist a +2 natural armor bonus 
and a +4 alchemical bonus to the selected ability score for 10 minutes per 
alchemist level. If the cognatogen enhances his Intelligence, it applies a 
penalty to his Strength. If it enhances his Wisdom, it applies a penalty to 
his Dexterity. If it enhances his Charisma, it applies a penalty to his 
Constitution. Otherwise, this ability works just like the mutagen ability 
(including the natural armor bonus). When the effect of the cognatogen ends, 
the alchemist takes 2 points of ability damage to the ability score penalized 
by the cognatogen. 

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 
the alchemist’s level + the alchemist’s Intelligence modifier) or become 
nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, 
but an alchemist can gain the effects of another alchemist’s mutagen if he 
drinks it. (Although if the other alchemist creates a different mutagen, the 
effects of the “stolen” mutagen immediately cease.) The effects of a mutagen 
do not stack. Whenever an alchemist drinks a mutagen, the effects of any 
previous mutagen immediately end.


CL=2 *=prepared
Level 1: Ant Haul, Bomber's Eye, Comprehend Languages, Cure Light 
  Wounds*, Endure Elements, Expeditious Retreat*, Shield*


Equipment                        Cost      Weight
Average Life Style            100    gp

Explorer's Outfit                         (8)    lb

+1 Mithral Chain Shirt       2100    gp    6.25  lb
MW Buckler                    155    gp    2.5   lb
+1 Cloak of Resistance       1000    gp    0.5   lb
+1 Ring of Protection        2000    gp    ---   lb
                           =======        ======
Total Defensive Gear         5255    gp    9.25  lb 

+1 Morningstar               2308    gp    3     lb
+1 Scorpion Whip             2305    gp    1.5   lb
MW Dagger                     302    gp    0.5   lb
MW Shortbow                   330    gp    1     lb
  Arrows (20)                   1    gp    0.075 lb
                           =======        ======
Total Weapons                5246    gp    6.075 lb

Handy Haversack              2000    gp    2.5   lb
 Bedroll, Blanket, Hammock     (0.7) gp   (2.75) lb
 Bear Bag                       2    gp   (0.75) lb 
 Chalkboard                     1    gp   (2)    lb
 Entertainer's Outfit           3    gp   (1)    lb
 Folding Chair                  2    gp   (2.5)  lb
 Furs                          12    gp   (1.25) lb
 Healer's Kit (10/10)          50    gp   (1)    lb
 Hot Weather Outfit             8    gp   (1)    lb
 Jug w/ light ale              (0.3) gp   (9)    lb
 Rations (9)                    4.5  gp   (2.25) lb
 Silk Rope - 50'               10    gp   (5)    lb
 Steel Mirror                  10    gp   (0.5)  lb
 Tin Stein                     (0.2) gp   (0.5)  lb
 Twine - 50'                   (0.01)gp   (0.5)  lb
 Tent                          10    gp   (5)    lb
 Vials (10)                    10    gp    ---   lb
 Waterproof Bag                (0.5) gp   (0.125)lb
  Ink                           8    gp    ---   lb
  Inkpen                       (0.1) gp    ---   lb
  Paper (10)                    4    gp    ---   lb
  Formula Book/Journal (50 pg) 10    gp   (1)    lb 
 Waterskin (2)                  2    gp   (2)    lb   2146.5 gp 2.5 lb
Belt Pouches (3)                3    gp    0.375 lb
 Chalk (10) (p1)               (0.1) gp    ---   lb
 Flint & Steel (p1)             1    gp    ---   lb
 Magnet (p1)                   (0.5) gp    ---   lb
 Signal Whistle (p1)           (0.8) gp    ---   lb
 Rations (1) (p2)               0.5  gp    0.25  lb
 Flask (p2)                    (0.03)gp    1.5   lb
 Potion of CLW (1)             50    gp    ---   lb
 Compass (p3)                  10    gp    0.5   lb
 Ioun Torch (p3)               75    gp    ---   lb
 Clamor Box (p3)             2000    gp    1     lb   2139.5 gp 4.125 lb
Circlet of Persuasion        4500    gp    ---   lb
Hand of the Mage              900    gp    1     lb
Signal Horn                     1    gp    0.5   lb
Scroll/Wand Case                1    gp    0.5   lb
 Wand of CLW (50)             750    gp    ---   lb
 Wand of Silence (25)        2250    gp    ---   lb
Spell Component Pouch           5    gp    2     lb
Waterskin                       1    gp    1     lb
                           =======       =======
Total Other Gear            12694    gp   11.625 lb

                           Total Weight:  26.95   lb
                            23295    gp

            Light  Medium   Heavy    
Max Weight: 0-28.5  30-58  58.5-86.25


PP: 00                                                  Lifestyle:    100    gp
GP: 205                                              Arms & Armor:  10501    gp
SP: 00                                                 Other Gear:  12694    gp
CP: 00                                          Spent Consumables:      0    gp
Gems/Jewelry/Other:                                Total Expenses:  23295    gp
                                                      Starting GP:  23500    gp
                                                     Total Income:  23500    gp


      Size: Small
    Gender: Male
       Age: 105
    Height: 3' 2"
    Weight: 37 lb
Hair Color: dusty brown
 Eye Color: hazel
Skin Color: tanned
Appearance: easy going and extremely pleasant and open when relaxed, he changes 
            completely when dealing with one of his three big passions: 
            languages, brewing, and sharing his experiences with others. 
            At times, especially when dealing with his passions, he can become 
            extremely focused; otherwise, he tends to be constantly in motion, 
            always on the lookout for something new. He is surprisingly humble 
            for a man who makes a living out of talking a lot, and rarely 
            shares personal information unless it directly pertains directly to 
            the subject matter being discussed
  Demeanor: easy to miss when he isn't talking or moving, which isn't very 
            often, as he is both short and thin, even for a gnome, and his 
            clothes skew to the practical, despite his profession, with even 
            his formal entertainment outfit far less gaudy than most such 


Ellamin is in many ways a mystery to all who meet him. Where he originally came from and why he left there is not something he typically shares, and his mastery of languages and local cultures is such that any signs of his upbringing have long since been washed away. What is known is that he loves languages above all else, and brewing and sharing his various experiences are not far behind. He will go to great lengths to follow his passions, picking up a lot of what to him is mostly incidental skills, magic, and knowledge along the way. His latest travels bring him to Venza, not for any specific reason, but because that just happened to be the road he was walking at the time, though now that he is here, he is not entirely without purpose. He has decided that the time has come to look into implementing a plan that had been bouncing around his head for some time now. Having decided that he was going to need help in his master plan of learning all the languages of the world, he hopes to start a society where scholars and explorers of all kinds could share their knowledge and benefit from the knowledge of the others. While he as yet has no idea how to make this reality, working on it is his current goal and focus.

Born in the southern reaches of the Landadel Baronies near Tal Hallow and the Ouhm River, Elliman was always fascinated with sound. At first, this wasn't a big deal because his father was a brewer and an alchemist, so the occasional loud noise was not unusual in that household. Over time, though, it became clear that his passion would need some focus if he wasn't going to drive his parents, and anyone else around him, crazy; it clearly exceeded what even most gnomes were capable of tolerating. With that in mind, his parents turned him to the study of linguistics. This led him to study the bardic arts, and he found them to be a perfect fit, as it involved both of the things he loved, sound and alcohol, in ways that made people want him to demonstrate his love of both, as opposed to constantly telling him to stop and/or go elsewhere to do it, with the opportunity to travel and get out of what had been rapidly becoming a rather stale life. Now, after years of travel that has taken him all over the world ( though he tends to avoid extended sea travel because the alcohol tends to not particularly satisfying) and learning, he is farther along on his goal of being able to speak every language, although he still has a long ways to go.

Adventure LogEdit

Starting at level 7 from Ausk's retirement

      XP Received: 23,000
Treasure Received: 23,500 GP

Coils of Flame mid level up

      XP Received: 7422

Level UpsEdit

  Level 8:
    Class: Bard 6
      BAB: +4 to +5
     Fort: +4 to +5
      Ref: +7 to +8
     Will: +4 to +5
  Ability: +1 Dexterity
 Features: Versatile Performance (Comedy)
           Weird Words
   Spells: +1 2nd level known spell (Blistering Invective) 
           +1 2nd level spell/day
       HP: 58 = 51(old total) + 1d8(6) + 1(Con)
Skill Pts: +10 (6 (Class) + 3 (Int)  +1 (FC)) + 64 (Old Total) = 74 (new total)
  Level 9:
    Class: Bard 7
      BAB: +5 to +6
     Fort: +5 to +5
      Ref: +8 to +8
     Will: +5 to +5
     Feat: Taunt
   Spells: +2 3rd level known spell (x,Summon Monster III) 
           +2 3rd level spell/day
       HP: 65 = 58(old total) + 1d8(6) + 1(Con)
Skill Pts: +10 (6 (Class) + 3 (Int)  +1 (FC)) + 74 (Old Total) = 84 (new total)


  • Approval (Apr 6th, 2013) (Satin Knights ~ Judge) level 7 replacement
  • Approval (10 April, 2013) (Systole ~ Really Happy to See You) level 7 replacement
  • Approval (10 Sep 2013) (perrinmiller) Level 8

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