Mist Elemental

These creatures resulting from the ancient mixing of the elements of air and water hail from the Elemental Subplane of Mist, where they are born of the very ethereal mist itself.

Mist Elemental

Mist Elemental, Small Mist Elemental, Medium Mist Elemental, Large
Size/Type: Small Elemental (Mist, Extraplanar) Medium Elemental (Mist, Extraplanar) Large Elemental (Mist, Extraplanar)
Hit Dice: 2d8+1 (10 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)
Initiative: +7 +9 +11
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack / Grapple: +1/-3 +3/+4 +6/+12
Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) Slam +12 melee (2d6+2)
Full Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) 2 slams +12 melee (2d6+2)
Space / Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Mist mastery, whirlwind Mist mastery, whirlwind Mist mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage reduction 5/-, darkvision 60 ft., elemental traits
Saves: Fort +1, Ref +6, Will +0 Fort +4, Ref +9, Will +1 Fort +6, Ref +13, Will +2
Abilities: Str 10, Dex 17, Con 12, Int 4, Wis 11, Cha 11 Str 12, Dex 21, Con 16, Int 4, Wis 11, Cha 11 Str 14, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Elemental Plane of Mist Elemental Plane of Mist Elemental Plane of Mist
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancmt.: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment:

Mist Elemental, Huge Mist Elemental, Greater Mist Elemental, Elder
Size/Type: Huge Elemental (Mist, Extraplanar) Huge Elemental (Mist, Extraplanar) Huge Elemental (Mist, Extraplanar)
Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)
Initiative: +13 +14 +15
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack / Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
Full Attack: 2 slams +19 melee (2d8+4) 2 slams +23 melee (2d8+5) 2 slams +27 melee (2d8+6)
Space / Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Mist mastery, whirlwind Mist mastery, whirlwind Mist mastery, whirlwind
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +10, Ref +19, Will +5 Fort +12, Ref +22, Will +9 Fort +13, Ref +25, Will +10
Abilities: Str 18, Dex 29, Con 20, Int 6, Wis 11, Cha 11 Str 20, Dex 31, Con 20, Int 8, Wis 11, Cha 11 Str 22, Dex 33, Con 20, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Mist Elemental Plane of Mist Elemental Plane of Mist
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancmnt.: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment:

Mist elementals speak Auran and Aquan, communicating frely with both air and water elementals, though they are usually not welcomed by either, seen as a half-breed by both parent species.

Mist Elemental Sizes

Elemental Height Weight Mistwind Save DC Damage Height
Small 4 ft. 2 lb. 11 1d4 5×5 ft.
Medium 8 ft. 4 lb. 13 1d6 10×10 ft.
Large 16 ft. 8 lb. 16 1d8 15x15ft.
Huge 32 ft. 16 lb. 22 1d10 20×20 ft.
Greater 36 ft. 20 lb. 25 1d12 25×25 ft.
Elder 40 ft. 24 lb. 28 1d20 30×30 ft.


Combat

Their rapid speed makes mist elementals useful on vast battlefields or in extended aerial combat. They have also been used to create areas of fog of war on the battlefield, which is where the term originated.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a mist elemental.

Mistwind (Su): The elemental can transform itself into a mistwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental shifts between being incorporeal as the mist and corporeal and moves at its normal speed.

The mistwind is amorphous yet contained in a up to 30’x30’x30′ cube, depending on the elemental’s size. The elemental controls the exact size, but it must be at least 5 feet wide, high, and deep.

The elemental’s movement while in mistwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the mistwind if it touches or enters the mistwind, or if the elemental moves into or through the creature’s space.

Non-elemental creatures might take damage when caught in the mistwind. An affected creature must succeed on a Reflex save when it comes into contact with the mistwind or take the indicated damage. It must also succeed on a Will save or be blinded while within the mistwind, automatically taking the indicated damage each round. A creature that wishes to leave the mistwind is allowed a Reflex save each round to escape the mistwind. The creature remains blinded and takes damage but can leave if the save is successful. Once the creature leaves the mistwind ir regains its vision. The DC for saves against the mistwind’s perceptive effects varies with the elemental’s size (see the table). The save DC is Wisdom based.

Creatures caught in the mistwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell and if blinded cannot cast spells which require them to see their targets. If they are not blinded they have a 50% chance of not seeing their targets. Creatures caught in the mistwind take a -2 penalty to Dexterity and a -4 penalty on attack rolls. The elemental can have only as many creatures trapped inside the mistwind at one time as will fit inside the mistwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the mistwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the mistwind’s base touches the ground, the ground is also obfuscated. This cloud is centered on the elemental and has a diameter equal to the mistwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in mistwind form cannot make slam attacks and does not threaten the area around it.


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Anton Fink

Anton Fink is a skilled thief from the Phyloctæte who has learned to wield arcane power to assist him in his trade. He has used this power to seduce many a woman who is easily impressed with parlor tricks.

Unfortunately for him, this sex-driven rogue has had his soul trapped by an imp that he once befriended under the illusion that he was one of these parlor women. Now he must find a way to break the spell imposed by the imp. He is desperate to break free of this spiritual bond, and is willing to help or betray anyone else in the process.

Anton Fink (CR 8)
Chaotic Neutral Medium-size Male Human
Rogue 6 Rogue Caster 2
Initiative: +3
Vision: Normal

AC: 19 (flatfooted 19, touch 15)
Hit Dice: (8d6)+16
Hit Points: 54
Saves: Fortitude: +6, Reflex: +10, Will: +4

Speed: Walk 30 ft.
Attacks: +1 Shortbow +8 (1d6+2) or +1 Short Sword +6 (1d6+
Face / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6

Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)

Abilities: STR 13 (+1), DEX 17 (+3), CON 14 (+2), INT 16 (+3), WIS 11 (+0), CHA 11 (+0)
Skills: Appraise 5; Balance 5; Bluff 7; Climb 3; Concentration 7; Craft (Untrained) 3; Decipher Script 6; Diplomacy 3; Disable Device 5; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 2; Heal 0; Hide 11; Intimidate 4; Jump 7; Listen 3; Move Silently 17; Open Lock 11; Ride 3; Search 8; Sense Motive 4; Sleight of Hand 14; Spellcraft 8; Spot 8; Survival 0; Swim 1; Tumble 9; Use Magic Device 8;

Possessions: Arrow; Cloak of Resistance +1; Arrow +1; Bag of Holding (Type 1); Boots of Elvenkind; Quiver; Ring of Protection +2; Shortbow +1; Studded Leather +1; Sword +1 (Short); Wand of Magic Missile (3rd level caster);

Spells:
Spells per Day: (5/4/4/0/0/0 DC:13+spell level)
Rogue Caster – Known:

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace
Level 2: Invisibility, Sleight of Hand, Spider Climb


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Rogue Caster

This prestige class brings together rogue and caster in two ways. First, the caster abilities are not the same as a sorcerer’s, since the spellcasting relies upon dexterity rather than intelligence. Second, the caster is actually a rogue class. The spells are all geared toward enhancing rogue abilities in one form or another, for instance improved forgery, perfect appraisal, sleight of hand, walk on rope, etc. There are no direct damage spells in the rogue caster’s arsenal.

Rogue casters have learned to hone their natural abilities for magic into spells that help them in their day — ahem, night — jobs. Only rogues may become rogue casters. NPC rogue casters usually lead lead solitary lives roaming the streets and backalleys. Some organize others into small-time criminal outfits, and the most successful run thieves’ guilds. Some of these outfits and guilds even have legitimate fronts.

Hit Die: d6.

Requirements

To qualify to become a rogue caster, a character must fulfill the following criteria.

Alignment: Any non-lawful
Skills: Use magical device +5, Spellcraft +4
Special: A character must have pulled off a moderate-sized heist using a magical device in order to discover the powers of the rogue caster.

Class Skills

Rogue Casters are intended to hone their Spellcraft and Knowledge: Arcana skills. These can then be exchanged on a case-by-case basis at a 2-for-1 cost using the Arcane Skill Bonus skill.

Class Features

Rogue Casters gain the ability to cast Rogue Caster Spells at the rate of one spell level per level of rogue caster, and can elect to use their dexterity bonuses the way sorcerers use intelligence. They gain access to all the spells up to their rogue caster level. In addition, the following skills are are available: Concentration, Knowledge: Arcana, Knowledge: Planes, Spellcraft, and Use Magic Device. They do not gain the ability to use magical devices as sorcerers; instead they still must make use magic device rolls as a rogue would.

Arcane Skill Bonus: At level three, the rogue caster can use half of their spellcraft and knowledge: arcana skills (rounded down) to boost a rogue skill in exchange for a 0th-level spell. These are equivalent to having the ability to cast 0th-level spells to boost these abilities, and they take a standard action and a verbal component to activate.

Rogue Caster Spells

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace

Level 2: Invisibility, Sleight of Hand, Spider Climb

Level 3: Perfect Forgery, Perfect Appraisal, Perfect Balance

level 4: Dimension Door, Greater Invisibility

Level 5: Undetectability


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Bat out of Hell

Spawned out of the fiery furnace of Hell itself, these creatures are bred solely for killing and devouring its prey. The bat out of Hell’s favorite food is meatloaf, but it’ll settle for any humanoid flesh. In solitary environments they are sneaky, usually swooping down and taking off with one of the group. In colonies, they are formidable foes, ambushing their prey in large, deep caverns, where their prey cannot flee to safety.

Bat out of Hell (CR 6)
Lawful Evil Large Outsider (Evil, Extraplanar, Fire, Lawful)
Initiative: +10
Senses: Blindsight 60ft

Armor Class: 23 (-1 size, +7 Dex, +7 natural), touch 17, flat-footed 15
Hit Dice: 8d8+18 (60 hp)
Saves: Fort +10, Ref +13, Will +10

Speed: 30 ft. (6 squares), fly 60 ft. (12 squares)
Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Base Attack/Grapple: +3/+10

Feats: Alertness, Stealthy, Fly-by attack, Improved Grapple
Special Qualities: Blindsense 60 ft.

Abilities: Str 19, Dex 24, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +8, Listen +16*, Move Silently +14, Spot +10*

Environment: Subterranean caverns, Planes of Hell, Outer Planes
Organization: Solitary or colony (5-8)
Challenge Rating: 6
Treasure: None

Advancement: 9-16 HD (Huge)
Level Adjustment: —

An adult bat out of Hell has a wingspan of 15-20 feet and weighs between 300 and 500 pounds.

Combat

Dire bats swoop down upon unsuspecting prey from above, often grappling them on a fly-by attack and taking them to higher ground where they can fight them one-on-one or outnumber them.

Blindsense (Ex)

A bat out a Hell uses echolocation to pinpoint creatures within 60 feet. Opponents still have total concealment against the bat unless it can actually see them.

Breath Weapon (Su)

Bats out of Hell can breath fire in a 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based. On the Planes of Hell, this damage is 3d6.

Fiery Bite (Su)

A bat out of Hell deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. on the Planes of Hell, this extra fire damage is 2d6.

Skills

Bats out of Hell have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. On the Planes of Hell, these bonuses are +8.


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Lover’s Leap

In time for leap day!

Transmutation
Level: Sor/Wiz 2, Brd 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell enables the target to jump over obstacles (including the air itself) when on quests of passion. The subject gets a +10 enhancement bonus on Jump checks for each Passion point spent by the caster at casting time. The enhancement bonus increases to +20 per Passion point at caster level 5th, and to +30 per Passion point at caster level 9th. For bards, this spell’s duration can be extended by singing the letter to music.

Material Component

A love letter to the caster, which can be reused for a full year after it is written, as long as the sentiment holds true. The verbal component is the reading of a key passage from the letter.


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Gil Devine

Gil has traveled around certain locations within the Republic of Esrun, often finding the need to leave the city under questionable circumstances. Luckily for her, her adventuresome spirit is always looking for a new place in which to venture, so this suits her.

Gil is a liar and a cheat, and that’s why so many men like her. She is as aggressive a person as you’ll ever meet, but not always (in fact, rarely) to your benefit. Unless you’re on her good side, she’ll leave you with a lighter purse at every encounter. And she rarely lets anyone onto her good side. It’s a matter of survival, you know?

Her favorite activity is employing forgery and disguise to her benefit, but she’ll settle for a good old fashioned pickpocketing anyday!

Gil Devine
Medium-size Female Human
Rogue 4
Hit Dice: (4d6)
Hit Points: 19
Initiative: +5
Speed: Walk 30 ft.
AC: 17 (flatfooted 17, touch 15)
Attacks: *Sword +1 (Short) +6; ;
Damage: *Sword +1 (Short) 1d6+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Evasion (Ex), Sneak Attack +2d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +1, Reflex: +9, Will: +3
Abilities: STR 14 (+2), DEX 20 (+5), CON 11 (+0), INT 11 (+0), WIS 14 (+2), CHA 12 (+1)
Skills: Appraise 3; Balance 14; Bluff 8; Climb 4; Concentration 0; Craft (Untrained) 0; Decipher Script 1; Diplomacy 4; Disguise 8; Escape Artist 5; Forgery 9; Gather Information 1; Heal 2; Hide 11; Intimidate 3; Jump 4; Listen 2; Move Silently 9; Ride 5; Search 1; Sense Motive 4; Sleight of Hand 16; Spot 2; Survival 2; Swim 2; Tumble 10; Use Magic Device 5;
Feats: Armor Proficiency (Light), Deceitful, Deft Hands, Nimble Fingers, Simple Weapon Proficiency
Challenge Rating: 4
Alignment: Chaotic Neutral

Possessions: Gloves of Dexterity +2; Leather; Sword +1 (Short);


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Fringilla Monk

The Fringilla monks are acclaimed vintners who live in the isolated hilltop monastery Kloster Finch in Ettal Valley among the birds and their alchemical concoctions. In addition, they are mixologists that excel at making potions that bring joy and a mellow state in the populace. Through these concoctions, the people of the nearby towns of Garlston and Harlsbridge have come to appreciate and even revere the monks over the past twenty or more years.

However, more recently, the hills have grown more wild, ettins and ogres finding their way into the countryside, and the monks have modified their mixes with an aim toward incapacitating these foes. These once-peaceful monks have also been forced to take up martial arts in recent years in response to these external pressures. They combine tai chi with judo to embody a form of martial discipline that uses their attackers’ momentum against them, a technique which they have now begun to train the people of Garlston in.

Their brotherhood has grown so fast that they have begun construction of a new wing of the monastery. This has not been without a certain amount of political upheaval, as many of these new brothers are still naive to the more spiritual practices of the brotherhood. As such, a distinct caste-like structure has developed as a hierarchy within the brotherhood, with the elder monks enjoying some hypocritical leisure time while the young recruits learn their discipline.

A typical Fringilla monk has a high strength and a high dexterity and is spiritually aware. Many of the monks are privy to the highly specialized alchemy employed in the monastery, so they will have the brew potion feat, for which they only pay half the cost of normal brewing costs, since they pay the difference with their penance. In addition, all the monks know their fringilla style martial art, which provides a +1 to their base attacks, and another +1 if more than one monk engages a single foe.


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Passion

This variant rule has the DM keep track of the passion of the characters, enabling the DM to introduce quests of passion into the campaign. From these characters earn passion points which can then be used to modify rolls and to improve the likelihood of successful negotiations in certain contexts, for instance when seducing lovers, sweet-talking captors, or rallying troops.

Try passion out in your games, along with fame, infamy, fear, and other traits, and see how it livens up the experience, providing role-playing prompts and entry points when players feel somewhat distanced from their characters, or too wrapped up in the standard rules.


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Plague Dog

Plague dogs are canines that carry a plague that afflicts humanoids.

These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don’t seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.

Size/Type: Medium Magical Beast
Alignment: Usually lawful good
Environment: Bogs, marshes, dark city alleys
Organization: Solitary or pack (10-20)
Challenge Rating: 3
Initiative: +3
Senses: Darkvision 60′, low-light vision, scent

Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 5d10 (30hp)
Saves: Fort +5, Ref +7, Will +5

Speed: 40 ft. (8 squares)
Attack: Bite +6 melee (1d6)
Full Attack: Bite +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +5/+5

Feats: Iron Will, Run, Track, Blind-fighting
Special Qualities: Darkvision 60 ft., plague-carrying, low-light vision, scent

Abilities: Str 12, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide +4, Listen +6, Sense Motive +3, Spot +5, Survival +5

Treasure: None

Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: +2 (cohort)

Plague dogs are canines that carry a plague that afflicts humanoids.

These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don’t seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.

Combat

Plague dogs often hunt in packs, surrounding their prey, allowing some of them to take advantage of flanking and delivering their plague through their diseased maws. However, some are loners that roam the dark alleys of cities.

Plague (Su)

Plague dogs carry plaguelets in their saliva, tiny creatures that eat through the flesh of humanoids.

Plague Offal/Dung (Su)

The dung of plague dogs also carries plaguelets. Any creature coming in contact with plague dog dung must make a Fortitude save or contract the plague.

Skills

A plague dog has a +4 racial bonus on Survival checks when tracking by scent.


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Plague

Plague is a new supernatural disease type, with symptoms resembling the black plague.

Gamemasters will likely want to limit the amount of plague in their games, as it tends to drag the players down, but in certain tainted planes, over-populated cities, and bogs, plague might creep its way into the game.

Plague infects its victims on contact with an infected creature, requiring a DC 22 Fortitude save to avoid. The incubation period is 1d12 days since there are so many ways in which it can spread. Plague causes 1d4 Con damage per day afflicted with the disease on a failed save, and once they feel symptoms of the disease, can easily spread it to those they touch. Unlike normal diseases, the victim must make 3 days worth of successful saves to begin recovering from the plague.

Plague is immune to remove disease, though heal and other higher-level spells will remove plague from a victim.


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