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Character Sheet

Player Name

Dushmon 7 Warlock 10,000


Character Name Level Class Paragon Path Epic Destiny Total XP
Tiefling Medium 22 Male 6.2 200 Unaligned Asmodeus
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
3 Initiative 3 22
6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 13 6 3
SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

11 STR
Strength
0 3 17 FORT 13 4 13 Passive Insight 10 + 3

19 CON
Constitution
4 7
CONDITIONAL BONUSES
13 Passive Perception 10 + 3
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
10 DEX 0 3 18
Dexterity REF 13 4 1
ATTACK WORKSPACE
18 INT
Intelligence
4 7 CONDITIONAL BONUSES ABILITY:
Eldritch Blast - Torch of Misery +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

10 WIS 0 3
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 11 3 5 1 2
Wisdom 19 WILL 13 5 1 ABILITY:
Melee Basic Attack - Bloodclaw Dagger +2
21 CHA
Charisma
5 8 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 8 3 0 3 2
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
61 30 15 10 2 3 Eldritch Blast - Torch of Misery +2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d10+7 5 2
RACE FEATURES ABILITY:
Melee Basic Attack - Bloodclaw Dagger +2
Infernal Wrath - Use infernal wrath as an encounter DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED power. 1d4+2 0 2


TEMPORARY HIT POINTS
Fire Resistance - Resist fire 5 + 1/2 level.
Bloodhunt - +1 on attacks against bloodied foes.
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS 11 vs Ref Eldritch Blast (Torch of Misery +2)
1d10+7

RESISTANCES Resist 8 Fire 8 vs AC Bloodclaw Dagger +2 (Melee) 1d4+2

CURRENT CONDITIONS AND EFFECTS 8 vs AC Bloodclaw Dagger +2 (Range) 1d4+2

3 vs AC Unarmed (Melee) 1d4


SKILLS CLASS / PATH / DESTINY FEATURES
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Eldritch Blast - Use eldritch blast as an at-will power and FEATS
3 Acrobatics DEX 3 0 n/a 0 as a basic attack. Implement Expertise (Rod) - +1 to attack rolls with rods

12 7 5 n/a 0 Eldritch Blast Charisma - Use CHA for Eldritch Blast Warlock's Wrath
Arcana INT

0 Eldritch Pact - Choose a pact, which determines an at-will Hellfire Blood - +1 attack and damage with fire and fear
3 Athletics STR 3 0 n/a
spell, your pact boon, and bonuses to certain powers. powers
15 Bluff CHA 8 5 n/a 2
Infernal Pact - Hellish rebuke spell; Dark One's Killing Curse - Warlock's curse dice increase from d6 to d8
8 Diplomacy CHA 8 0 n/a 0
Blessing boon: When cursed foe is dropped to 0 hp, gain
3 Dungeoneering WIS 3 0 n/a 0
temporary hp equal to your level.
7 Endurance CON 7 0 n/a 0
Prime Shot - If no allies are closer to target than you, get
3 Heal WIS 3 0 n/a 0 +1 on ranged attacks against that target.
7 History INT 7 0 n/a 0 Shadow Walk - On your turn, if you move 3+ squares

3 Insight WIS 3 0 n/a 0 from starting square, gain concealment until end of your

8 8 0 n/a 0 next turn.


Intimidate CHA
Warlock's Curse - Once per turn (minor), curse nearest
3 Nature WIS 3 0 n/a 0
foe you can see; deal extra damage to cursed foes.
3 Perception WIS 3 0 n/a 0

12 Religion INT 7 5 n/a 0


LANGUAGES KNOWN
2
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Eldritch Blast Torch of Misery +2 (Off-hand) (E)
WEAPON
Hellish Rebuke Bloodclaw Dagger +2 (E)
WEAPON
Dark One's Blessing
WEAPON
Warlock's Curse
ARMOR
Summoned Leather Armor +3 (E)
ARMS

FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Grasp of the Iron Tower
NECK
Warlock's Wrath
RING
Lure of Minauros
RING
Pain to Pleasure
WAIST PERSONALITY TRAITS

DAILY POWERS Eternal Chalk (heroic tier)

Vile Brand

Avernian Eruption

MANNERISMS AND APPEARANCE

UTILITY POWERS
Eyes of the Spider Queen

Shroud of Black Steel

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Wandering Mercenary
Paragon (11-20) Milestone / / /
I served with the Targa Lancers throughout the Montesi
Epic (21-30) Milestone / / / Incursion, then I trained the Wallach family retinue when
they took back Blackbarrow Castle. That led to a promotion
OTHER EQUIPMENT RITUALS / ALCHEMY when the orcs invaded, and I . . .
It takes four failed death saves to kill you.
Hempen Rope (50 ft.)
Grappling Hook
Waterskin
Tent COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 14,896 gp
Stored money: 0 gp
Encumbrance: 351 (Drag Load) / 110
CHARACTER NAME
Skills Action Point
Dushmon
PLAYER NAME ADDITIONAL EFFECTS
3 Acrobatics DEX
12 Arcana INT (Trained)
RACE
Tiefling
CLASS
Warlock
LEVEL
7 3 Athletics STR
15 Bluff CHA (Trained)
SCORE ABILITY MOD 8 Diplomacy CHA
HP AC 3 Dungeoneering WIS
11 STR +0
7 Endurance CON
22
61 19 CON +4 3 Heal WIS
Fort 7 History INT
Spd 3 Insight WIS
10 DEX +0 17
8 Intimidate CHA
6 18 INT +4 Ref 3 Nature WIS
3 Perception WIS
18
Init 10 WIS +0 12 Religion INT (Trained)
Will 5 Stealth DEX
+3 21 CHA +5 13 Streetwise CHA (Trained)
19
3 Thievery DEX
ADDITIONAL EFFECTS Effect: Gain a standard action this turn.
Special: You are reset to one action point when
Passive Passive you take an extended rest. You gain an action
13 Insight 13 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Melee Basic Attack Ranged Basic Attack


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Weapon Weapon

Standard Personal Standard * Melee weapon Standard * Ranged weapon


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY 8 vs AC One creature 8 vs AC One creature

Effect: You spend a healing surge and regain 15 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Strength vs. AC Attack: Dexterity vs. AC
until the start of your next turn. Hit: 1[W] + Strength modifier (+0) damage. Hit: 1[W] + Dexterity modifier (+0) damage.
Increase damage to 2[W] + Strength modifier Increase damage to 2[W] + Dexterity modifier (+0)
(+0) at 21st level. at 21st level.
Special: You can use an unarmed attack as a Special: Weapons with the heavy thrown property
weapon to make a melee basic attack. use Strength instead of Dexterity for attack rolls
and damage rolls. Warlocks can use eldritch blast
Bloodclaw Dagger +2: +8 attack, 1d4+2 damage as a ranged basic attack, and wizards can use
magic missile as a ranged basic attack.

Bloodclaw Dagger +2: +8 attack, 1d4+2 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+1d8 to damage once per round (Warlock's Curse) +1d8 to damage once per round (Warlock's Curse)
+1 Racial bonus to attack rolls against bloodied foes - +1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt.
Bloodhunt.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
PH * PH * PH
UTILITY POWER AT-WILL POWER AT-WILL POWER

Eldritch Blast Hellish Rebuke Dark One's Blessing


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement Arcane, Fire, Implement

Standard 10 Ranged 10 Standard 10 Ranged 10 Free Personal


ACTION RANGE ACTION RANGE ACTION RANGE
11 vs Reflex One creature 11 vs Reflex One creature vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Charisma or Constitution vs. Reflex Attack: Constitution vs. Reflex Prerequisite: Infernal Pact
Hit: 1d10 + Charisma or Constitution modifier damage. Hit: 1d6 + Constitution modifier (+4) fire Trigger: An enemy under your Warlock's Curse
Increase damage to 2d10 + Charisma or Constitution damage. If you take damage before the end of is reduced to 0 hit points or fewer
modifier at 21st level.
your next turn, the target takes an extra 1d6 + Effect: You immediately gain temporary hit
Special: At 1st level, you determine whether you use
Charisma or Constitution to attack with this power. Once Constitution modifier (+4) fire damage. points equal to your level.
you make that choice, you can't change it later. Increase damage and extra damage to 2d6 +
This power counts as a ranged basic attack. When a Constitution modifier (+4) at 21st level.
power allows you to make a ranged basic attack, you
can use this power. Torch of Misery +2: +11 attack, 1d6+7 damage
Torch of Misery +2: +11 attack, 1d10+7 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1d8 to damage once per round (Warlock's Curse) +1d8 to damage once per round (Warlock's Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt. +1 Racial bonus to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Warlock 1 PH Warlock 1 PH Warlock 1 PH
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Dushmon Page 3
Warlock's Curse Grasp of the Iron Tower Warlock's Wrath
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement Arcane, Fire

Minor Standard 10 Ranged 10 Minor Personal


ACTION RANGE ACTION RANGE ACTION RANGE
vs 11 vs Fort One creature vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
You can place a Warlock's Curse on the enemy nearest to you that you can see. A Primary Attack: Charisma vs. Fortitude
cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an
Effect: You fill your space and the squares
Hit: 2d10 + Charisma modifier (+5) damage, and the primary
attack, you deal extra damage. You decide whether to apply the extra damage
target cannot willingly move closer to you until the end of your next around it with whirling fire. Until the end of your
after making the damage roll. You can deal this extra damage once per round, so if
you have dealt Warlock's Curse damage since the start of your turn, you cannot turn. next turn, you gain a bonus to all defenses equal
deal it again until the start of your next turn. Infernal Pact: You gain resist to all damage equal to 2 + your to your Charisma modifier (+5), and each enemy
A Warlock's Curse remains in effect until the end of the encounter or until the Intelligence modifier (+4) until the end of your next turn.
cursed enemy is defeated.
Miss: You take damage equal to your level but can make a that attacks you takes fire damage equal to half
You can place a Warlock's Curse on multiple targets over the course of an
encounter; each curse requires the use of a minor action. You can't place a secondary attack. your level + your Intelligence modifier (+4).
Warlock's Curse on a creature that is already affected by your or another Secondary Target: One creature other than the primary target
character's Warlock's Curse. Secondary Attack: Charisma vs. Fortitude
As you advance in level, your extra damage increases.
Hit: One-half of 2d10 + Charisma modifier (+5) damage, and
Level : Warlock's Curse Extra Damage the secondary target cannot move closer to you until the end of
1st–10th : +1d6 your next turn.
11th–20th : +2d6
21st–30th : +3d6
Torch of Misery +2: +11 attack, 2d10+7 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1d8 to damage once per round (Warlock's Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


* PH Warlock 1 Dragon 386 * Dragon 381
AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER

Lure of Minauros Pain to Pleasure Avernian Eruption


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Fear, Implement, Psychic Arcane, Fire, Healing, Implement Arcane, Fire, Implement

Standard 10 Ranged 10 Standard 10 Ranged 10 Standard 10 Area burst 1 within 10 squares


ACTION RANGE ACTION RANGE ACTION 1 RANGE
12 vs Will One creature 12 vs Reflex. One creature 11 vs Reflex Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Primary Attack: Charisma vs. Will Primary Attack: Charisma vs. Reflex. Make two attack rolls. If either of them hits,
Hit: 1d10 + Charisma modifier (+5) psychic damage, and the primary target resolve them as a single hit, and both of them must miss for the attack to miss.
Attack: Constitution vs. Reflex
takes a free action to make a melee basic attack against itself or an adjacent Hit: 1d10 + Charisma modifier (+5) fire damage if one attack roll hits, or 2d10 + Hit: 2d10 + Constitution modifier (+4) fire
creature. Charisma modifier (+5) fire damage if two hit. If at least one attack roll hits, you
Infernal Pact: Until the end of your next turn, whenever an enemy regain hit points equal to your Intelligence modifier (+4). damage.
Infernal Pact: You regain additional hit points equal to your Charisma modifier
attacks you, each other enemy adjacent to you takes psychic damage equal
(+5). Effect: The targets take ongoing 5 fire damage
to your Charisma modifier (+5).
Miss: You take damage equal to your level but can make a secondary
Miss: You regain additional hit points equal to your Charisma modifier (+5). (save ends).
Secondary Target: One creature other than the primary target
attack. Secondary Attack: Charisma vs. Reflex. Make two attack rolls. If either of
Secondary Target: One creature other than the primary target them hits, resolve them as a single hit, and both of them must miss for the attack
Secondary Attack: Charisma vs. Will to miss. Torch of Misery +2: +11 attack, 2d10+7 damage
Hit: One-half of 1d10 + Charisma modifier (+5) psychic damage, and the Hit: One-half of 1d10 + Charisma modifier (+5) fire damage if one attack roll
secondary target takes a free action to make a melee basic attack against a hits, or 2d10 + Charisma modifier (+5) fire damage if two hit. If at least one attack
creature of your choice (including itself ) that is adjacent to it; the secondary roll hits, you regain hit points equal to your Intelligence modifier (+4).
target's attack deals half damage.
Torch of Misery +2: +12 attack, 1d10+8 damage
Torch of Misery +2: +12 attack, 1d10+8 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1d8 to damage once per round (Warlock's Curse) +1d8 to damage once per round (Warlock's Curse) +1d8 to damage once per round (Warlock's Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 Racial bonus to attack rolls against bloodied foes -
+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt. +1 Racial bonus to attack rolls against bloodied foes - Bloodhunt.
Bloodhunt.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Warlock 3 Dragon 386 Warlock 7 Dragon 386 Warlock 5 PH
ENCOUNTER POWER ENCOUNTER POWER DAILY POWER

Vile Brand Eyes of the Spider Queen Shroud of Black Steel


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Fear, Implement, Psychic Arcane Arcane, Polymorph

Standard 20 Ranged 20 Minor Personal Minor Personal


ACTION RANGE ACTION RANGE ACTION RANGE
11 vs Will One enemy AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET Effect: Until the end of the encounter, you gain Effect: You change your skin into living steel.
Attack: Constitution vs. Will darkvision and can see invisible objects and You gain a +2 power bonus to AC and Fortitude
Hit: 3d10 + Constitution modifier (+4) psychic damage, and creatures that are adjacent to you. defense but take a –2 penalty to speed until the
the target and any enemy adjacent to the target takes a –2
penalty to attack rolls until the end of your next turn. end of the encounter. You can end this effect as
Infernal Pact: Any enemy within 2 squares of you also a minor action.
takes a -2 penalty to attack rolls until the end of your next
turn.
Miss: By choosing to take psychic damage equal to 5 + one-
half your level, you do not expend this power and you gain a
+4 power bonus to the attack roll with this power against the
same target before the end of your next turn. You cannot
reduce the damage you take in any way.

Torch of Misery +2: +11 attack, 3d10+7 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1d8 to damage once per round (Warlock's Curse)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Warlock 1 Dragon 382 Warlock 2 AP Warlock 6 PH

DAILY POWER UTILITY POWER UTILITY POWER

Dushmon Page 4
Torch of Misery +2 Bloodclaw Dagger +2 Summoned Leather Armor +3

1d4 3 Light Blade 5/10 2 - - 1


DAMAGE PROFICIENT GROUP RANGE DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY

+2 attack rolls and damage rolls 10 +1d6 fire damage per plus
+2 attack rolls and damage rolls 7 +2d6 damage +3 AC 11 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

When you hit an enemy with a fire or radiant attack power Light Thrown, Off-hand
using this rod and deal damage to it, that enemy grants
combat advantage to you on your next attack against it
before the end of your next turn.
Melee Basic Attack: +8 attack, 1d4+2 damage
Ranged Basic Attack: +8 attack, 1d4+2 damage
Eldritch Blast: +11 attack, 1d10+7 damage

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Power (At-Will): Minor. Green flame bursts Power (Encounter): Free Action. Use this power Power (At-Will): Minor Action. You banish this
from the end of the rod, illuminating the area when you hit with this weapon. You take damage up armor to a secure extradimensional location. At
around you like a torch. You can end this effect to a maximum of the weapon's enhancement bonus any point in the future, unless you are wearing
as a free action. (a +3 weapon deals up to 3 damage to its wielder). armor, you can use another minor action to recall
This damage cannot be reduced or prevented in any
the armor. The armor appears on you as though
way. Increase the damage your target takes by
you had donned it normally.
double the amount of damage you took, triple if you
are wielding the weapon in two hands.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 0 5000 AV2 Off-hand 1 2600 PH Body 15 9000 PH

MAGIC WEAPON MAGIC WEAPON MAGIC ITEM

Eternal Chalk (heroic tier)

1
AC BONUS CHECK SPEED QUANTITY

1 Wondrous Item
ENHANCEMENT LEVEL TYPE
PROPERTIES

A stick of eternal chalk never breaks or wears down


with normal use. Any writing or drawing made with
this chalk cannot be erased for one week by anyone
except the original artist or author.
A stick of eternal chalk can be created in any color.

AT-WILL ENCOUNTER DAILY


POWER

ITEM SLOT WEIGHT PRICE BOOK


0 360 AV
MAGIC ITEM

Dushmon Page 5
KEYWORDS USED KEYWORDS USED KEYWORDS USED

ACTION RANGE ACTION RANGE ACTION RANGE


vs vs vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK

AT-WILL POWER AT-WILL POWER ENCOUNTER POWER

KEYWORDS USED KEYWORDS USED KEYWORDS USED

ACTION RANGE ACTION RANGE ACTION RANGE


vs vs vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK

ENCOUNTER POWER DAILY POWER DAILY POWER

KEYWORDS USED KEYWORDS USED

ACTION RANGE ACTION RANGE


AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY

ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK

UTILITY POWER UTILITY POWER

Dushmon Page 6

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