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1 | w | |||||||||||||||||||||||
2 | Level: | 1 | Newblood | Addapi Noowar | Dream Moon | Wardrobifier | ||||||||||||||||||
3 | 0 XP | Next level at 30 XP | Female Purpleblood | Class of Aspect | Hand | Wardrobe | Hand | |||||||||||||||||
4 | abominableEnormity [AE] | Land of ___ and ___ | Juggling Pins | Purple Vest | Juggling Pins | |||||||||||||||||||
5 | NeoUndying #5619 | "I loove being me...except foor when I doon't. Hoonk" | Accessory | Accessory | Accessory | |||||||||||||||||||
6 | Skill | Stat | Bonus | Total | Belt | |||||||||||||||||||
7 | Athletics | Str | +0 | +6 | Aegis | HP lost | Hit Points | HD left | HD max | |||||||||||||||
8 | Endurance | Con | +0 | +4 | 0 | 0 | 20 / 20 | 1 | 1 | Juggling Pins | Tier 0 2xClubKind | ||||||||||||||
9 | Acrobatics | Dex | +0 | +1 | Temporary HP | 100% | Hit Die Roll | [N/A] | ||||||||||||||||
10 | Sleight of Hand | Dex | +0 | +1 | 0 | 1d8+2 | ||||||||||||||||||
11 | Stealth | Dex | +0 | +1 | ||||||||||||||||||||
12 | Engineering | Int | +0 | -1 | Lesser slots | 2 | Greater slots | 2 | ||||||||||||||||
13 | Investigation | Int | +0 | -1 | Speed | 30 ft. | Passive Perception | Proficiency | +2 | Your Juggling Pins, oddly clean for a purple blood's. | ||||||||||||||
14 | Occult | Int | +0 | -1 | Initiative | +1 | 11 | Juggling Pins | Tier 0 2xClubKind | ||||||||||||||||
15 | Animal Handling | Wis | +0 | +0 | [N/A] | |||||||||||||||||||
16 | Insight | Wis | +0 | +0 | Ability Scores | Armor Class | 12 | Status Debuffs | ||||||||||||||||
17 | Medicine | Wis | +0 | +0 | Strength | 16 (3) | +0 | Rupture | 0 | |||||||||||||||
18 | Perception | Wis | +0 | +1 | Constitution | 14 (2) | Fortitude | 15 | Sunder | 0 | ||||||||||||||
19 | Sanity | Wis | +0 | +1 | Dexterity | 12 (1) | +0 | Fade | 0 | Your Juggling Pins, oddly clean for a purple blood's. | ||||||||||||||
20 | Survival | Wis | +0 | +0 | Intelligence | 8 (-1) | Reflex | 10 | Cripple | 0 | Purple Vest | Tier 0 Apparel | |||||||||||||
21 | Deception | Cha | +0 | +2 | Wisdom | 10 (0) | +0 | Setback | 0 | [N/A] | ||||||||||||||
22 | Intimidation | Cha | +0 | +4 | Charisma | 14 (2) | Will | 10 | Max HP Redux | 0 | ||||||||||||||
23 | Performance | Cha | +0 | +3 | +0 | |||||||||||||||||||
24 | Persuasion | Cha | +0 | +2 | Hit Bonus | +0 | Crit Range | 20 | Defense Bonus | +0 | ||||||||||||||
25 | Your purple vest. It has fur on the inside to keep you warm. | |||||||||||||||||||||||
26 | Resources | Belt | ||||||||||||||||||||||
27 | Greater Slots | Lesser Slots | Passion | Refresher | Name | [Focus] An ornate belt that is slightly too large for conventional use. You like to carry it around on your shoulder. | ||||||||||||||||||
28 | 2 | 2 | 3 | 3 | 2 | 2 | 1 | 1 | | | |||||||||||||||||||
29 | ||||||||||||||||||||||||
30 | Current | 2 | Current | 3 | Current | 2 | Current | 1 | Current | |||||||||||||||
31 | Maximum | 2 | Maximum | 3 | Maximum | 2 | Maximum | 1 | Maximum | |||||||||||||||
47 | ||||||||||||||||||||||||
48 | Chilled Touch | Cryokinesis | Tier | 0 | Stat | STR | Hit | +5 to hit | Force of Will | Telekinesis | Tier | 0 | Stat | STR | Hit | +5 to hit | ||||||||
49 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | ||||||||||||
50 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
51 | Icy Touch (affinity) | You gain a psionic ability to create and reshape ice. You can turn water into ice with a touch, and can freely and quickly turn water under your feet to ice. You can also shape ice as if you were physically shaping malleable clay; this typically is a channeled action and does not need a check, though the SM may require a check and/or a lesser slot, at their discretion. As a rule of thumb, creating something intricately detailed or in need of finesse might require a check with consequences like breakage on failure. Something that needs power, like fortifying ice to endure in hot weather, creating and reshaping massive amounts of ice in a short time without an easy water supply, trying to freeze an entire lake at once, or freezing liquids with lower freezing points than water might require a lesser slot. | Lift, ability (affinity) | You gain a psionic ability to lift things with the power of your mind. As a baseline, you are able to lift as much as you might be able to carry with one arm, keeping any lifted objects within range and in sight, though it has no talent for dextrous manipulation and you can only focus on one thing at a time. This is typically channeled as long as something is being lifted and does not need a check, though the SM may require a check and/or a lesser slot, at their discretion. As a rule of thumb, lifting a sofa or something you might hesitate to lift without help might need a lesser slot, and expending a lesser slot empowers you long enough to do so for an hour. Picking a lock from a distance or something similar that requires sleight of hand, or some burst of telekinetic strength too short to want to spend a lesser slot, might require a check, with consequences like breakage on failure. | ||||||||||||||||||||
52 | Frostbite (at-will, crippling) | Pd4+PCM | 2d4+3 | Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. [Base damage: Pd4+PCM] | Lift, greater slot usage (affinity) | Additionally at the SM's discretion, you can spend a greater slot to supercharge your affinity with no specific upper limit except the SM's discretion, though such extraordinary expenditures, such as lifting a car, probably has side effects like unconsciousness, bodily harm, exhaustion, and temporarily burning out the psion's telekinesis. Without blowback, however, you can spend a greater slot to empower your affinity to lift yourself in what is functionally flight for an hour. ...given you remember to not stop channeling, of course. | ||||||||||||||||||
53 | Frostbite (at-will, cleave) | Pd4+PCM | 2d4+3 | Major action: Make a melee attack (range: 5 feet) against Fortitude resistance, targeting up to three creatures within range. [Base damage: Pd4+PCM] | Force Crush (at-will, ranged) | Pd4+PCM | 2d4+3 | Major action: Make a ranged attack against a target's Fortitude resistance. [Base damage: Pd4+PCM] | ||||||||||||||||
54 | Frostbite (at-will, melee) | Pd8+PCM | 2d8+3 | Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. [Base damage: Pd8+PCM] | Force Crush (at-will, multishot) | Pd3+PCM | 2d3+3 | Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting Fortitude resistance. [Base damage: Pd3+PCM] | ||||||||||||||||
55 | Frostbite (lesser, cleave) | Pd6+PCM | 2d6+3 | Major action: Make a melee attack (range: 10 feet) against Fortitude resistance, targeting all creatures within range. For each target, if you break resistance, they are Crippled (10) for 1 round. [Base damage: Pd6+PCM] | Force Crush (at-will, crush) | Pd4+PCM | 2d4+3 | Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd4+PCM] | ||||||||||||||||
56 | Frostbite (lesser, break) | Pd4+PCM | 2d4+3 | Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Exposed until the end of your next turn. [Base damage: Pd4+PCM] | Force Crush (lesser, crippling) | Pd6+PCM | 2d6+3 | Major action: Make a ranged attack against a target's Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. [Base damage: Pd6+PCM] | ||||||||||||||||
57 | Permafrost (at-will) | 2 | 2 | Reaction: As a reaction to a target within range gaining Cripple or Daze, the target takes the listed damage. [Base damage: P] | Force Crush (lesser, crush) | Pd10+PCM | 2d10+3 | Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd10+PCM] | ||||||||||||||||
58 | Permafrost (lesser) | See Text | See Text | Free action: After landing an attack, you also Weaken the target for 1 round. Minor action: Freeze. For every target within range, they take P damage. For each Cripple (5) on the target, they take an additional P damage, taking 4P damage if Stuck. After dealing this damage, the durations of each condition is extended by 1 round. | Impact (at-will, melee) | Pd8+PCM | 2d8+3 | Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. [Base damage: Pd8+PCM] | ||||||||||||||||
59 | Glacial Path (at-will) | See Text | See Text | Major action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain. | Impact (at-will, combo) | Pd4+PCM | 2d4+3 | Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. This attack has the Combo property. [Base damage: Pd4+PCM] | ||||||||||||||||
60 | Glacial Path (at-will) | See Text | See Text | Major action: You push your affinity to sap heat more generally. For the next hour, you can remove the heat from an object or environment. This typically takes a major action and does not need a check, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion. As a rule of thumb, cooling an entire house might need 5 minutes' worth of channeling, using this force in some unconventional or delicate way might need a check with consequences like overload on failure, and snuffing out a fire or some active heat source might need a lesser slot. | Impact (at-will, knockdown) | Pd3+PCM | 2d3+3 | Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. If you break resistance, the target is knocked Prone. [Base damage: Pd3+PCM] | ||||||||||||||||
61 | Glacial Path (lesser) | See Text | See Text | Minor action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain and have Hazard (PCM, true). | Impact (lesser) | Pd10+PCM | 2d10+3 | Major action: Make a ranged attack against a target's Fortitude resistance. This attack ignores disadvantage for attacking a Prone target from beyond 5 feet, but if the target is Prone, Crippled, Stuck, or has their movement impeded in some way, such as difficult terrain, the attack still deals half damage but no other effects on a miss. [Base damage: Pd10+PCM] | ||||||||||||||||
62 | Glacial Path (greater) | See Text | See Text | Free action: You emanate a freezing aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain, are Weakened and Doomed (P) that stacks with other Dooms, and have Hazard (PCM, true). | Hammerhand (at-will) | Pd2+PCM | 2d2+3 | Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. If you break resistance, the target is Dazed for 1 round. This attack has the Combo property. [Base damage: Pd2+PCM] | ||||||||||||||||
63 | Entomb (lesser) | Pd2+PCM | 2d2+3 | Major action: Make a melee attack against a target’s Fortitude resistance. If you break resistance, the target is Crippled (half) for 1 round and Faded (2). [Base damage: Pd2+PCM] | Hammerhand (lesser) | None | None | Free action: After landing an attack, you also knock the target Prone. | ||||||||||||||||
64 | Entomb (greater) | Pd3+PCM | 2d3+3 | Major action: There is no escape. You inflict Stasis a target for 3 rounds. While in Stasis in this way, the target takes true damage at the start of each of their turns. This damage ignores the usual damage immunity from Stasis. [Base damage: Pd3+PCM] | Rive (lesser) | Pd8+PCM | 2d8+3 | Major action: Make a ranged attack against a target's Fortitude resistance. This attack has the Combo property, and does not cost a slot when used as a minor action followup to a slotted major action Combo attack. [Base damage: Pd8+PCM] Minor action: Make a ranged attack against Fortitude resistance, targeting all creatures within a 10 ft. radius centered somewhere within range. For each target, if you break resistance, inflict Sunder (2). For each target, if one or more condition(s) was imposed by a subpower you know, it automatically hits and the Sunder's magnitude is raised by one per condition, up to Sunder (5). | ||||||||||||||||
65 | Entomb (greater) | Pd6+PCM | 2d6+3 | Full-round action: Turn to ice. You remove all status conditions on yourself, then put yourself in Stasis for 3 rounds. While in Stasis in this way, all creatures of your choice within 30 feet have Hazard (damage roll), while you have Regen (half the damage roll). Alternately, you may use this as a major action to target an ally within range. [Base damage: Pd6+PCM] | Rive (greater) | Pd8+PCM | 2d8+3 | Major action: Make a ranged attack against a target's Fortitude resistance. If you break resistance, the target is Exposed, Impaired, and Weakened until the end of your next turn. If you fail to break resistance, the attack still deals half damage and you can only choose one of those three conditions to inflict. [Base damage: Pd8+PCM] | ||||||||||||||||
66 | Cardice Blast (lesser) | Pd6+PCM | 2d6+3 | Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Doomed (P). Doom from this version of Cardice Blast stacks thrice. [Base damage: Pd6+PCM] Free action: After landing an attack, you also inflict Fade (2). | Kinetic Lash (at-will) | None | None | Major action: You initiate a grapple against a target within range. You use your psionic casting skill in place of Athletics when grappling or otherwise making Athletics checks in relation to grappling in this way. You can grapple one target per hand used for Telekinesis, and any hands used to grapple targets in this way are considered free for the purposes of casting Telekinesis subpowers. Major action: Make a Shove action against one or more targets you have grappled with Kinetic Lash, using your psionic casting skill. You push them an additional 5 feet per 5 by which you beat their check. | ||||||||||||||||
67 | Cardice Blast (greater) | Pd6+PCM | 2d6+3 | Major action: Make a ranged attack against Fortitude resistance, targeting all creatures within range. All targets are then Faded (4) and Doomed (2P), whether or not it hit. Doom from this version of Cardice Blast stacks with other Dooms. [Base damage: Pd6+PCM] | Kinetic Lash (lesser) | None | None | Free action: When you make a grappling check, the check has advantage. | ||||||||||||||||
68 | Siberian Winter (greater) | See Text | See Text | Free action: You emanate a lethal aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice cannot heal and have Lethal (4*Lvl) while in this sphere, and if they die, they turn frozen solid. | Telekinetic Field (lesser) | None | None | Major action: Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All weapon attacks of your choice that pass through this sphere have disadvantage. | ||||||||||||||||
69 | Merciless Cold (greater) | Pd6+PCM | 2d6+3 | Major action: Select a target. If the target is Faded and/or Sundered, their magnitudes are raised by 2 and the target takes the listed damage. Additionally, if the target is Doomed or Ruptured, its magnitude is raised by P, then the target takes the listed damage. [Base damage: Pd6+PCM] This subpower may apply the Doom/Rupture before resolving any other parts of this subpower. | Telekinetic Field (greater) | None | None | Major action: Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All weapon attacks of your choice that pass through this sphere have disadvantage, and all creatures of your choice are Exposed while in the sphere. | ||||||||||||||||
70 | Penrose Process (greater) | None | None | Major action: You create a miniature gravity process that lasts 1 minute. Once per round as a free action, choose a target. If yourself or an ally, gain 15 ft. of speed and +1 die size on one damage roll in that round. If an enemy, make a ranged attack against their Fortitude resistance. If you break resistance, you force them to move 15 feet and Weaken them for 1 round. If you fail to break resistance, you must choose between moving them 15 feet or Weakening (1) them for 1 round. | ||||||||||||||||||||
71 | "What killed the dinosaurs? The Ice Age!" Hands: Versatile, Range: 30 feet. | "Any of you that believes in telekinesis, please raise my hand." Hands: Versatile, Range: 30 feet. | ||||||||||||||||||||||
72 | Range Halved to 15 | Range Halved to 15 | ||||||||||||||||||||||
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74 | Juggling Pins | 2xClubKind | Tier | 0 | Stat | STR | Hit | +5 to hit | Tier | 0 | Stat | STR | Hit | +5 to hit | ||||||||||
75 | Type | Melee Double Brutality Weapon | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Special | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | ||||||||||||
76 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
77 | Bash | Qd4+STR | 1d4+3 | Major action: Make a melee attack against a single target within range. This abilitech has the Combo property. [Base damage: Qd6+STR, basic] | ||||||||||||||||||||
78 | Double Bash | - | - | Major action: Make a melee attack against a single target within range. If you hit, the target is Dazed for 1 round. [Base damage: Qd6+STR] | ||||||||||||||||||||
79 | Kneecap | - | - | Major action: Make a melee attack against a single target within range. If you hit, the target is Crippled (10) for 1 round.[Base damage: Qd6+STR] | ||||||||||||||||||||
80 | Quick Bash | - | - | Reaction: Make a melee attack against a single target within range. [Base damage: Qd2] | ||||||||||||||||||||
81 | Subjuggulate | - | - | Major and minor action: Make two attacks against a single target within range. This abilitech has the Momentum property. [Base damage: Qd4] | ||||||||||||||||||||
97 | Range: 5 feet | |||||||||||||||||||||||
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125 | ||||||||||||||||||||||||
126 | Pillar, Racial, and Milestones | Pillar and Steps | Decors and Demeanor | |||||||||||||||||||||
127 | Racial | Highblood: Refresher Once per short rest, as a free action roll a hit die but do not spend it. You gain twice that amount in hit points and temporary hit points, then regain one lesser slot and remove all negative conditions of duration 2 minutes or less on yourself. | Sentinel | You are a Sentinel! You are a survivor and a controller, able to weather the harshest conditions and impose your own in return. | Passion | P times per long rest, your next non-strife skill check (or all checks during an opposed gambit round) have 2d8 Stakes as long as you approach the gambit with Confrontation, Power, Emotion, or Sacrifice. | |||||||||||||||||||
128 | Keeper, lvl 1, Sentinel | Your Hit Dice have +1 die size, you can use Constitution when determining your armor, and you gain a unique block radius of 5 feet: if you can Block as a reaction, you can do this on all attacks that target or originate within this radius, not just attacks against you. | Punch Down, Subjugglator, Slayer | As a minor action, you may inflict Pd4 damage on a target you are grappling. Your abilitechs and subpowers with the Crush property gain +1 die size. | Persona: Control | You have a fair understanding of the social rituals and norms followed by nobility, the privileged, and those who sit at the apex of the social and financial hierarchies. You have one stakes die when dealing with them. You also possess a cursory knowledge of the field such that you can pass as one of these individuals, but not enough to claim any skill bonuses for the knowledge itself. | ||||||||||||||||||
129 | Guardian: Controller, 2 Steps, Sentinel | Any damaging attacks that inflict a negative condition or effect have +1 die size to damage. | Big Hands, Wrestler, Slayer/Strategist | You may grapple creatures of larger size categories than you without disadvantage. You also gain a climb speed equal to your base speed. | Direction: Force | You find you excel by letting loose. If you can act to push yourself to your physical limits, you add one Stakes die. | ||||||||||||||||||
130 | Pick this when you have four Steps of your pillar! | Berserker Stance, Berserker, Sentinel/Slayer | Keystone Path: when taken, you cannot enter any other Keystone Paths. You learn the Berserker Stance. While in this stance, you have Ward (P). The stance lasts 1 minute or if you end your turn without having attacked or grappled a target or having taken damage since the start of your last turn. | Direction: Command | You find you excel when working from a position of authority or power, perceived or authentic. If you can leverage this uneven power dynamic, you add one Stakes die. | |||||||||||||||||||
131 | Pick this when you have six Steps of your pillar! | Improved Guardian: Controller, Berserker, Sentinel/Slayer | You gain the Controller milestone. If you already have it, you can either gain another +1 die size on the damage roll for a total of +2 die sizes, or forego the die sizes to pick one negative condition inflicted by the attack; this condition's duration is extended by 1 round. | Panoply: Suspicion | You have experience in maintaining social control. If you suffer any flaws dice in a social setting, remove one flaws die (min 0). If you find yourself opposed in a social setting, inflict one flaws die on your opponent. | |||||||||||||||||||
132 | Psionic Enforcer, Subjugglator, Slayer | When you use psionic powers on a target that you are grappling, you have advantage on psionic attack rolls and can count any hands used to grapple them as being free for the purposes of using psionic powers against them. | Knack: Survivor | You have an aptitude for going the distance, able to weather the elements and withstand prolonged duress. Whenever you can bring this knack to bear, you add one Stakes die. | ||||||||||||||||||||
133 | Specializations | Huge Hands, Wrestler, Slayer/Strategist | You may grapple creatures three or more size categories larger than you without disadvantage. Additionally, you have advantage to attack creatures you grapple. [Requires Big Hands] | Vision: Ruin | You're used to sizing up the weakest link in the room, whether it be a person or a thing or even the room itself. Easily intimidated bottom tier softies, the crack in that tank's armor, which one fuse switch will black out as much of the building as possible. When searching for such things, you add one stakes die. | |||||||||||||||||||
134 | Path to Power | Pick a psionic power. You immediately learn one subpower in this power. You then learn subpowers in this power as though you were a psion. | Furious Strike, Berserker, Sentinel/Slayer | When you miss a major action attack roll, you may spend 2P hit points to Empower your next major action attack roll that lands. Alternately, take -5 before making an attack roll to Empower it. When you gain Empowered in this way, it has +1 die size. | ||||||||||||||||||||
135 | Meditation | Once per short rest, as a major action, make a skill check with your psionic casting skill or Endurance. You then gain the roll as temporary hit points. This temp HP stacks with itself from other sources. Alternately, you may do this as part of a non-damaging major action. | This is the blackboard, use it to write down any notes you have! | |||||||||||||||||||||
136 | Pick this at level 17! | |||||||||||||||||||||||
137 | Pick this at level 19! | |||||||||||||||||||||||
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139 | This is the blackboard, use it to write down any notes you have! | |||||||||||||||||||||||
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148 | Grist and Boondollars | Sylladex (High Striker Modus) | ||||||||||||||||||||||
149 | T0 | Build Grist | 20 | What kind of captchalogue deck do you have? | Heavy | Protein Powder | ||||||||||||||||||
150 | T1 | 0 | Makeup | |||||||||||||||||||||
151 | T2 | 0 | You can captchalogue items of one size bigger than you or smaller (default is Large), and they deal 1d6 damage when ejected, but their range is reduced to 15 feet. | Face Paint | ||||||||||||||||||||
152 | T3 | 0 | Mini Fridge | |||||||||||||||||||||
153 | T4 | 0 | Actual Fridge | |||||||||||||||||||||
154 | T5 | 0 | What's your fetch modus? What skill does it take to use it? | Ladder | ||||||||||||||||||||
155 | Boondollars | 0 | Huskpad | |||||||||||||||||||||
156 | (extra space) | 0 | High Striker | Athletics | Drumset |