Francis John III (FrancisJohn)

"There's nothing that can't be fixed by a good pipe and some leaf."
"Don't judge me too harshly, for I am only a mere self-preservationist at best."__NOTOC__
===Basic Information===
 Race: Halfling
 Class: Rogue 3 / Witch 1
 Level: 4
 Experience: 6001 XP (10,000 TNL)
 Alignment: Chaotic Neutral
 Deity: Cortessa (Luck)
 First Seen: The Dunn Wright Inn
 Location: Don't Let It Go!
 Background: Open
===Languages===
Draconic : Linguistics
Dwarven : INT Bonus
Elven : INT Bonus
Gnome : INT Bonus
Halfling : Racial
Landellian, High : Linguistics
Landellian, Low : Racial
Landellian, Middle: Regional
Landellian, Old : INT Bonus
Sylvan : Linguistics
Undercommon : Linguistics 
===Abilities===
STR: 12 +1 (5 pts) [Race(-2)]
DEX: 14 +2 (2 pts) [Race(2)]
CON: 12 +1 (2 pts)
INT: 18 +4 (7 pts) [Magic(2) + Level(1)]
WIS: 12 +1 (2 pts)
CHA: 14 +2 (2 pts) [Race(2)]
===Combat Statistics===
 HP: 28 [Rogue(3d8) + Witch(1d6) + CON(1)x4)]
Option: Max -2 
 AC: 14 [10 + DEX(2) + Armor(1) + Size(1)]
 Touch: 13 [10 + DEX(2) + Size(1)]
 Flat: 12 [10 + Armor(1) + Size(1)]
 INIT: +2 [DEX(2)]
 BAB: +2 [Rogue(2) + Witch(0)]
 CMB: +2 [BAB(2) + STR(1) + Size(-1)]
 CMD: 14 [10 + BAB(2) + STR(1) + DEX(2) - Size(1)]
 Fort: +2 [Rogue(1) + Witch(0) + CON(1)]
Reflex: +5 [Rogue(3) + Witch(0) + DEX(2)]
 Will: +4 [Rogue(1) + Witch(2) + WIS(1) + Fear(2)]
 Speed: 20'
Damage Reduction: 0/-
Spell Resistance: 0%
 Spell Failure: 0%
===Weapon Statistics===
 L.Crossbow: +5 [BAB(2) + DEX(2) + Size(1)] P
 Damage: 1d6, Crit 19-20/x2, Range: 80 ft
 Shortsword: +4 [BAB(2) + STR(1) + Size(1)] P
 Damage: 1d4+1, Crit: 19/x2
 Dagger: +4 [BAB(2) + STR(1) + Size(1)] PS
 Damage: 1d3+1, Crit: 19/x2
Thrown Dagger: +5 [BAB(2) + DEX(2) + Size(1)] PS
 Damage: 1d3+1, Crit: 19/x2, Range: 10 ft
===Racial Features===
 Ability: DEX(+2), CHA (+2), STR(-2)
 Size: Small
 Speed: 20'
 Favored Class: Rogue (Rake)
 Small: +1 AC Attack, -1 CMB/CMD
 Fearless: +2 Fear
Adaptable Luck: 3/day +2 before roll, +1 after roll
 Keen Senses: +2 Perception
 Shiftless: +2 Bluff and Sleight of Hand
===Rogue (Rake) Features===
 Proficiencies: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword, slings, halfling weapons, light armor
 Sneak Attack (Ex): 2d6 extra damage when flanking or no DEX AC
Bravado's Blade (Ex): Demoralize instead of sneak. +5 extra d6
 Evasion (Ex): Reflex half damage is 0 if in light/no armor
 Coax Info (Ex): Bluff/Diplomacy force to act friendly
 Rake's Smile (Ex): Bluff/Diplomacy +1
===Witch Features===
 Proficiency: Simple weapons
 Hexes: standard action no AoO
 range 30 ft.
 DC 14 [10 + INT(4) + Witch 1/2(0)]
Familiar (Ex): Viper
 Bluff +3
 Patron (Deception) 
 Stored Level 1 = 7 [Base(3) + INT(4)] 
===Hexes===
Evil Eye (Su): -2 AC, abil. check, attack, ST, or skills
 lasts 6 rounds 6 = 3 + Int(3), will/1 round
===Witch Spells, Stored===
 Concentration: +5 [Witch Level(1) + INT(4)]
Difficulty Class: 10 + INT(4) + Spell Level
<tabber>|-|Level 0(DC 14)=At will 3/day
 • Arcane Mark
 • Bleed
 • Dancing Lights
 • Daze
 • Detect Magic
 • Detect Poison
 • Guidance
 • Light
 • Mending
 • Message
 • Putrefy Food and Drink
 • Read Magic
 • Resistance
 • Spark
 • Stabilize
 • Touch of Fatigue
|-|Level 1(DC 15)=2/day [(Witch(1) + INT(1)]
 • Beguiling Gift (Base)
 • Cause Fear (Base)
 • Charm Person (Base)
 • Command (INT)
 • Hypnotism (INT)
 • Obscuring Mist (INT)
 • Sleep (INT)
</tabber>
===Feats===
Skill Focus (CR): Bluff +3
 Taunt (APG): Use bluff as intimidate to demoralize
 Alertness (CR): Perception/Sense Motive +2 by familiar
===Traits===
 Fast Talker (Social): Bluff +1
Well-Informed (Halfling): Diplomacy/K. Local +1
===Skills===
Skill Points: 45 = [Rogue(8)x3 + Witch(2)x1 + INT(4)x4 + FC(3)]
Skills Total Rank CS Stat ACP Misc
Acrobatics 7 2 3 2 -0 
Appraise 4 0 0 4 
Bluff 19 4 3 2 +10 race, trait, feat, familiar, class
Climb 6 2 3 1 -0 
Craft 4 0 0 4 
Diplomacy 8 1 3 2 +2 trait, class
Disable Device 6 1 3 2 -0 
Disguise 6 1 3 2 
Escape Artist 6 1 3 2 -0 
Fly 2 0 0 2 -0 
Handle Animal 6 4 2 
Heal 1 0 0 1 
Intimidate -2 0 0 2 -4 small
K. Arcana 11 4 3 4 headband (3)
K. Dungeoneering 8 1 3 4 
K. Engineering 5 1 4 
K. Geography 5 1 4 
K. History 8 1 3 4 
K. Local 9 1 3 4 +1 trait
K. Nature 8 1 3 4 
K. Nobility 5 1 4 
K. Planes 8 1 3 4 
K. Religion 5 1 4 
Linguistics 11 4 3 4 
Perception 10 2 3 1 +4 race, familiar
Perform 0 0 2
Profession 0 0 1 
Ride 4 2 2 -0 
Sense Motive 7 1 3 1 +2 familiar
Sleight of Hand 8 1 3 2 -0 +2 race
Spellcraft 8 1 3 4 
Stealth 11 2 3 2 -0 +4 size
Survival 1 0 1 
Swim 6 2 3 1 -0 
Use Magic Device 6 1 3 2 
===Equipment===
 Cost Weight
Backpack, Masterwork 50 gp 1 lb Worn
 Bedroll 0.1 gp 1.25 lb Backpack
 Bellows 1 gp 3 lb Backpack
 Blanket, Small 0.5 gp 0.75 lb Backpack
 Cold-weather Outfit 8 gp 1.75 lb Backpack
 Climber Kit 80 gp 5 lb Backpack
 Rations (4 days) 2 gp 1 lb Backpack
 Silk Rope (50 ft.) 10 gp 5 lb Backpack
 Snowshoes 5 gp 1 lb Backpack
 Thieves Kit, Masterwork 100 gp 5 lb Backpack
 Waterskins (4 days) 2 gp 2 lb Backpack
Dagger 2 gp 0.5 lb Belt
Explorer's Outfit 0 gp 0 lb Worn
Familiar, Viper 0 gp 0.75 lb Worn
Harakami 3 gp 0.5 lb Worn
Hip Flask 1 gp 0.2 lb Belt
 Dragon Punch Whiskey 10 gp 1 lb Flask
Headband of Vast Intelligence 4000 gp 1 lb Worn (K. Arcana)
Light Crossbow 35 gp 2 lb Belt
 Bolts (17/20) 2 gp 1 lb Belt
Pouches (4) 4 gp 1 lb Belt
 Pipes and weed 0 gp 0 lb Pouch
 Flint and Steel 1 gp 0 lb Pouch
 Potions, CMW (2) 600 gp 0 lb Pouch
Shortsword 10 gp 1 lb Belt
Spell Component Pouch 5 gp 2 lb Belt
 ========
 4931.6 gp 37.7 lb
Boar, Combat Trained 150 gp 0 lb 
 Animal Feed (10 days) 0.1 gp 100 lb
 Blanket, Medium 0.5 gp 3 lb
 Caltrops (4) 4 gp 8 lb
 Character Gear 4931.6 gp 37.7 lb
 Common Riding Kit 16 gp 44 lb
 Cooking Kit 3 gp 16 lb
 Halfling Body Weight 0 gp 32 lb
 Rations (4 days) 2 gp 1 lb
 Silk Rope (50 ft.) 10 gp 5 lb
 Sunrod 2 gp 1 lb 
 Tent 10 gp 5 lb
 Waterskins (10 days) 5 gp 5 lb
 ======== ======
 Totals: 5134.20 gp 257.7 lb
 Light Medium Heavy 
Max Weight: 0-38 38-75 75-113
Pig Weight: 0-129 130-259 260-390
===Finances===
Consumed or Destroyed Items 
 Potion, CLW (Tritower): 50 gp
 Drow Poison (Sea Sprite): 75 gp
 Healing Charge (Sea Sprite): 20 gp
 10 Bolts (Sea Sprite): 1 gp
 =========
 Total Consumed: 146 gp
 Initial Character Money: +150 gp
Road to Tritower Final Payout: +2247 gp
 Sea Sprite Final Payout: +2978.67 gp
 ==========
 Career Earnings: 5375.67 gp
 Carried Inventory: -5134.20 gp
 consumed or destroyed items: -146 gp
 living accommodations: -0 gp
 ==========
 Coinage: 95.47 gp
 Platinum: 9 
 Gold: 5 
 Silver: 4 
 Copper: 7
 Total Coins: 25
 Gems/Jewelry/Other: 0000 
===Purchases===
10/22/15 78.5
- Coldweather Outfit 8
- Blanket 0.5
- Snowshoes 5
- Spell component pouch 5
- Hip flask 1
- Masterwork Backpack 50
- Dragon Flask Whiskey 10
- Bellow 1
- Backpack -2
 9/11/15 2904 
- Headband of Vast Intelligence 4000 (K.Arcana)
- Harakami 3
- Light Crossbow Bolts 1
- Mithral Chain Shirt -1100 
 4/21/15 1171.1 
- Boar, Combat Trained 150
- Common Riding Kit 16
- Animal Feed (10 days) 0.1
- Small Tent 10
- Flint and Steel 1
- Short sword 10
- Silk Rope 10
- Caltrops (4) 4
- Belt Pouches (4) 4
- Potions Cure Mod. Wounds (2) 600
- Cooking Kit 3
- Climbing Kit 80
- Masterwork Thieves Kit 100
 2/27/15 1100
- Mithral Chain Armor 1100
===Details===
 Size: Small
 Gender: Male
 Age: 33
 Height: 3'2"
 Weight: 32
Hair Color: Brown
 Eye Color: Brown
Skin Color: Leathery Tan
Appearance: A short stocky little fellow. Bushy and unkempt hair contrast the sparkle in his eyes. Well-worn traveling clothes accompanied by the stench of pipeweed. Usually rides atop a fat pig of a boar, named Bacon. Overall, nothing impressive at all.
 Demeanor: Alternates between being the life of the party and a little ball of hate. Usually quite friendly, but has quite the mean streak if you get on his bad side. An awful, awful mouth, quite capable of spitting the most hateful word diarrhea if he is so inclined.
===Boots, Viper Familiar===
thumb|220x220px
 Name: Boots
 Species: Viper
 Size: Tiny
 Weight: 0.75 lbs.
 Senses: Lowlight Vision, Scent
 Speed: 20 ft.
 Climb: 20 ft.
 Swim: 20 ft.
 Space: 2.5 ft.
 Reach: 0 ft.			
	 
 STR: 4 -3
 DEX: 17 +3
 CON: 8 -1
 INT: 6 -2 [Familiar]
 WIS: 13 +1
 CHA: 2 -4
	
 HD: 4
 HP: 14
 BAB: +1 [Master (1)]
 CMB: +2 [BAB (1) + DEX (3) + Size (-2)]
 CMD: 8 [10 + STR(-3) + DEX (3) + Size (-2)]
 : can't be tripped
Initiative: +3
 
 AC: 17 [Dex(3) + Natural(1+1) + Size(2)]
 Touch: 15 [Dex(3) + Size(2)] 
 Flat: 14 [Natural(1+1) + Size(2)]
	 
 Bite: +5 [BAB(2) + DEX(3)
 Damage: 1d2-2
 Poison: Fort DC 9
 1/round for 6 rounds
 1d2 CON
 Cure 1 save
 
 Fortitude: +1 = [Familiar(2) + CON(-1)]
 Reflex: +6 = [Rogue(3) + DEX(3)]
 Will: +4 = [Rogue (1) + Witch(2) + WIS(1)]
 Acro: 8 [FJ(2) + DEX(3) + CS(3)]			
 Climb: 16 [FJ(2) + DEX(3) + CS(3) + Speed(8)]
 Fly: 3 [FJ(0) + DEX(3) + CS(0)]
 Perc: 10 [FJ(2) + WIS(1) + CS(3) + Size(8) + Race(4)]
Stealth: 20 [FJ(2) + DEX(3) + CS(3) + Race(4)]
 Swim: 16 [FJ(2) + DEX(3) + CS(3) + Speed(8)]
	 
 Store Spells: holds all witches spells
 Alertness (Ex): master gains Alertness feat when in arms reach
Improved Evasion (Ex): when half damage reflex, 0 on success 1/2 fail
 Share Spells: touch spells on familiar as you, even if immune
 Empathetic Link (Su): share general emotions within one mile
 
===Bacon, Combat-Trained War Pig===
 Species: Boar
 Size: Medium
 Weight: 200 lbs.
 Senses: Lowlight Vision, Scent
 Speed: 40/30/20 ft.
 Space: 4 ft.
 Reach: 5 ft.			
	 
 STR: 17 +3
 DEX: 10 +0
 CON: 17 +3
 INT: 2 -4
 WIS: 13 +1
 CHA: 4 -3
	
 HD: 2
 HP: 18
 BAB: +1
 CMB: +4
 CMD: 14
Initiative: +0
 
 AC: 14 [Natural (4)]
 Touch: 10 
 Flat: 14 [Natural (4)]
	 
 Gore: +4 1d8+4
 Fortitude: +6
 Reflex: +3
 Will: +1
			
Perception: +6
	 
 Toughness: extra HP
 Ferocity: continue fighting below -1 hp
===Background===
Roughy River is quaint little halfling fishing community on the southern most edge of the Landadel baronies. It is located right where a tributary of the Ouhm River meets the western sea. One day, the hopelessly sterile Francis John II and his portly plump wife Magdalene were fishing in the Roughy River, enjoying one of those sunsets where orange and purple fight for supremacy over the sky. And with quite the surprise, they found a large basket floating downstream. Inside were twin halfling baby boys! They named them Francis John III, and Francis John IV, respectively after their grandfather, Francis John I.
These boys were trouble from the beginning. They never seemed to quite get along with their parents, or even each other. Nothing major ever happened because of it, but the first sign of serious trouble happened at Francis John III’s 9th birthday party. His great grandmother on his father’s father’s side traveled all the way to Roughy River up from South Roughy. Everyone was so excited to see Gladys John, and more importantly see what gift she would give. The suspense over her present was justified, because she was known for giving the best presents, a title she earned over many, many years. Well the celebration was under way, and it was high time to open gifts. The anticipation built throughout the evening, and now Francis was to open his great-grandmother's present.
He ripped up the paper, and opened the lid on the box. It was the most Cortessa-awful sweater one could imagine. It reminded him of something a dwarf might wear. That's right a dwarf! To him, it was simply a piece of rubbish that wasn't fit to wipe his own bottom. He felt dozens of eyes waiting for his reaction, especially the twinkly blues of his great-grandmother. Without any hesitation, he began lavishing the utmost praise on the sweater, and on his great-grandmother.
After his birthday, he simply felt most awful for deceiving everyone. This negativity festered for days, but softened through the weeks. More importantly, he never forgot how easy it was to not tell the truth. Through his formative years, he realized how easily lying came to him, and it was a skill he practiced more often than not. Life became a game, and he was the game master.
As weeks became months became years, his lies simply became more awful then the previous. Not to be outdone, Francis John III’s brother, Francis John IV, matched him lie for lie. The creativity and violence of the lies reached legendary proportions in the Roughy River community. Without going into the details, Francis John II and rotund Magdalene finally had enough of the twins’ hijinks and threw them out of the house. Rumor has it the lies they told ended up with the wife ending up in a roast spit with an apple in her mouth, and their father being unceremoniously fired from his job (three times in one day).
Freedom abound, the brothers simply shook hands and parted ways. No one has heard from Francis John IV since, but Francis John the III became a wanderer. He traveled all throughout the baronies using his quick wit to get by. He picked up all varieties of the Landadellian dialects amongst his travels. He floated from town to town, usually ending up quite drunk and passing out in the local halfling house. He also developed quite a taste for fine pipe leaf along the way. His travels eventually took him to Venza, the City of Glass.
After a few weeks of debauchery and flitzing about, he had heard great things about the Dunn Wright Inn. Seeking to shake things up a bit, he finished the last drop of liquor from his flask, and stumbled into the tavern.
His first adventure took him to Tritower. After handling a group of drow, his party handled a man call The Cook before reaching town. They set forth to bring back Falcon, leader of the bandits, and were quite successful. Eager to prevent further mischief from the man, Francis happily broke both of his thumbs.
Francis' second adventure took him to boat in the Venzan harbor called the Sea Sprite. There, his party battled multiple sahuagin and even a rare cockatrice. The main foe however, was the most grotesque seahag. Before nearly falling to her wretched claws, he blinded her by landing a crossbow bolt square in her eye! It turned out that the ship captain was crooked after all, and the party shook him down for their silence.
===Adventure Log===
Road to Tritower:
 XP: 2319
 Treasure: 2247.00 GP
 The Sea Sprite:
 XP: 2722
 Treasure: 2978.67 gp
===Level Ups===
 Level 1:
 Class: Rogue 1
 FC Bonus: Skill Point
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +2
 Will: +0 to +0
 Features: Sneak Attack 1d6, Bravado's Blade
 Feat: Skill Focus (Bluff)
 HP: 9 [Rogue (8) + CON (1)] 
Skill Pts: 12 [Rogue (8) + INT (3) + FC (1)]
 Skills: Acrobatics, Bluff, Climb, Diplomacy, K. Arcana (headband), K. Local, Perception, Ride, Sense, Sleight of Hand, Stealth, Swim
 Level 2: 2/11/2015
 Class: Rogue 2
 FC Bonus: Skill Point
 BAB: +0 to +1
 Fort: +0 to +0
 Ref: +2 to +3
 Will: +0 to +0
 Features: Evasion, Rogue Talent (Coax Information)
 HP: 16 [Previous (9) + Rogue (6) + CON (1)]
Skill Pts: 24 [Previous (12) + Rogue (8) + INT (3) + FC (1)]
 Skills: Acrobatics, Bluff, Climb, Disguise, Escape Artist, Handle Animals, K. Arcana (headband), L. Elven, Perception, Ride, Stealth, Swim
 
 Level 3: 9/11/2015
 Class: Witch 1
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +2
 Features: spells, hexes, cantrips, familiar (viper)
 Feat: Taunt
 HP: 21 [Previous (16) + Witch (4) + CON (1)]
Skill Pts: 29 [Previous (24) + Witch (2) + INT (3)]
 Skills: Bluff, Disable Device, K. Arcana (headband), Spellcraft, Use Magic Device
 
 Familiar: Viper
 HD: 3
 BAB: +0 to +1
 Fort: +0 to +2
 Ref: +0 to +3
 Will: +0 to +2
 Features: Alertness, Improved Evasion, Share Spells, Empathetic Link, Store Spells
 HP: 10 [Master (21)/2]
 INT: 0 to 6
 Stored: Dancing Lights, Detect Magic, Spark, Beguiling Gift, Cause Fear, Charm Person, Command, Hypnotism, Sleep
 Level 4: 12/9/2015
 Class: Rogue 3
 FC Bonus: Skill Point
 Ability: INT(+1)
 BAB: +1 to +2
 Fort: +0 to +1
 Ref: +3 to +3
 Will: +0 to +1
 Features: Sneak Attack 2d6, Rake's Smile
 HP: 27 [Previous (21) + Rogue (6) + CON (1)]
Skill Pts: 45 [Previous (29) + Rogue (8) + INT (4) + FC (1) + Retro INT (3)]
 Skills: Bluff, Handle Animal 3, K. Arcana (headband), K. Dungeoneering, K. Engineering, K. Geography, K. History, K. Nature, K. Nobility, K. Planes, K. Religion, Linguistics 3 ()
 Familiar: Viper
 HD: 4
 BAB: +1 to +2
 Fort: +2 to +2
 Ref: +3 to +3
 Will: +2 to +3
 HP: 14 [Master (28)/2]
== Info ==
People Known
Aelspeth Noromiel - annoying elf wizard
Anna Kallira - blind female priestess of Cortesia
Anzaldo - gap-toothed mule driver
Arradon Delgaran - elf rogue, quiet and cool
Brandon the Swift - human sorcerer (retired)
Brog - Dwarven ranger giant slayer
Charity - paladin red hair Cortesian temple guard
Cratchen - hired a group to clean out Boar's Ridge after necromancer
Darvus - human paladin (return to boars ridge)
Devlin - halfling alchemist (return to boars ridge)
Erin Vaneese - tiefling fighter, didn't really meet
Falcon - Venzan, held timepiece, hired drow rob medicine, tritower jail
Gailin - temple guard
Gladys John - great-grandmother on father's father side
Glenda - female halfling, poor romantic encounter
Grandmaster Torch - set up man for Falcon and drow robbery
Grog - male half-orc bartender
Leira Olren - Red haired monk fighter
Jacus - stablehand at the Venzan Grand Stables
Karra - half-elf hexcrafter magus, blonde (retired)
Maenor Thandgur - human magus
Marla - bar maid at DWI
Muzdum - dwarf fighter (retired)
Painted Performer - weird mime at DWI
Qalabash Baram - quirky old human magus
Rak-tan Veragni - tielfling fighter, didn't really meet
Robert Kronbark - human ranger scar on eye, affable (retired)
Shem Glouster - owner of sea sprite boat, hired to clean monsters
Spotted Beast - Qalabash's familiar
Tamarie - half-elf sorceress (return to boars ridge)
Vincent the Cook - works with drow, Falcon, and grandmaster torch, deceased
Yosephus - aasimar cleric
Places visited
Abandoned Mansion - Falcon's Hideout, 2nd seaward spur from Tritower
Baron's Cross - small town outside Venza on Silver Road
Báyanmaliít - gnomish district in venza, halfling friendly
Boar's Ridge - abandonded Venzan fort on Silver road, traps and trap doors
Broken Log - eatery in Baron's Cross
Dunn Wright Inn - main meeting place in Venza
Grand Venzan Stables - Jacus and troglodyte.... smelly joke
Monty's - Rare and Exotic Steakhouse in Venza
Mystic Pearl - magic shop that teleports
Roughy River - smallish halfling community with river and sea, SW baronies
Sea Sprite - merchant trading ship
South Roughy - remote halfling community, a few miles south of Roughy River
Silver Road - connects Venza and Tritower, famous trade route
Sugar and Spice - gnomish bakery in Báyanmaliít
Venza, city of glass - canals, mystic pearl on arcane row
Lessons Learned
Don't drink Grog's gud stuff.
Drow have sleep poison.
Person on watch should be a little away from camp.
Picked up elven from Karra and drow
Pretend to sleep while under attack.
Sea hags look horrible and have evil eye.
Future Level Ideas
Extra Rogue Talent - guileful polyglot
Deceiptful
Extra two traits - two world magic (presti), h. animal and ride
extra hexes
===Approvals===
*Approval (Aug 22, 2014) (Aura - judge) level 1
*Approval (May 8, 2015) (Ealt ~ Peer) level 1
*Approval (Feb 22, 2015) (Aura) level 2
*Approval (May 3, 2015) (Aura) level 2 rebuild
*Approval (Sep 18, 2015) (GlassEye) level 3
*Approval (Jan 13, 2016) (Aura) level 4
Category:Approved Characters