Chosen of Gond

Chosen of Gond

Creating a Chosen of Gond
“Chosen of Gond” is a +4 template that can be added to any humanoid creature. A Chosen of Gond uses all the base character’s statistics and special abilities except as noted. 

A Chosen of Gond only has its power at the will of Gond; should the Wonder Bringer decide to remove Chosen status from a character, he or she reverts to their old abilities.

EX: Enlightenment; the chosen may grant a bonus to particularly devout researchers. The chosen can only help as many researchers as her intelligence bonus. Researchers gain the following benefits: +2 Intelligence, +2 Knowledge (Arcana), +2 Craft (Alchemy) +4 Craft (dependent on primary research) and most importantly a DR 15 / any non research generated attacks. IE: The DR ONLY works to protect against lab accidents.

EX: Soul of the Forge: The Chosen of Gond is dedicated to creating wonders and draws upon the power of Gond’s own forge to power her creations. She pays only 1/100 of the base price in EP. 

EX: Artifacter: For purposes of creating items the chosen is considered 10 caster levels higher then her normal level. This DOES not increase any other level dependent abilities, saves, spells, etc.

Spell like abilities (Sp):
At will: Resist energy
5/day – Identify (no material component needed), Dispel Magic
3/day –Anti-magic field, Lab Assistant*
1/day – Mordenkainen’s Dysjunction

Special Qualities: Chosen of Gond retain all their special qualities.

Immunities (Ex): A Chosen of Gond is immune to Poison and Disease. 10 resistance to mechanical or item based elemental attacks from cold, fire (heat), acid and electricity. He or she is also immune to aging, does not age, and is effectively immortal.

Immune to Mind Affecting Abilities

Abilities: +10 Int, +4 Chr. 
Alignment: Any

Skills: +4 Knowledge (Arcana), +4 to any 3 knowledge, profession, or crafts.

Weapons: The chosen is familiar with all firearms and the production of smokepowder if these items are allowed by the GM within their campaign.

*Lab assistant is similar to Unseen Servant:
Conjuration
Level: Sor / Wiz 5
Components: V,S,M
Casting time: 1 Standard action
Range: Long (400 feet +40 feet per level)
Effect: One translucent or invisible servant.
Duration: 1 Hour per level
Saving throw: None
Spell resistance: No
As Unseen Servant with the following changes:
A 16 strength for moving items. It is imbued with rudimentary coherence and can complete set tasks in the order it was given until complete. It can receive telepathic corrections or updates up to a distance of 1 foot per point of caster intelligence. It’s lab preparation skills give the caster a +1 bonus to craft or profession rolls.

Chosen of Mask

Chosen of Mask

Creating a Chosen of Mask
“Chosen of Mask” is a template that can be added to any humanoid creature. A Chosen of Mask uses all the base character’s statistics and special abilities except as noted. A Chosen of Mask only has its power at the will of Mask; should the Masked Lord decide to remove Chosen status from a character, he or she reverts to their old abilities.

The Chosen of Mask is on a mission. The chosen of Mask was empowered by the lord of shadows to help him regain the portfolio of intrigue. To the fullest extent possible she is to undermine the followers of Cyric while increase the intelligence networks of the Lord of Thieves. That’s not saying she won’t ransack a temple of Waukeen for fun if the opportunity arises.

Disruptions to Cyric’s machinations will undoubtably lead to profit, the chosen is to take full advatage of these opportunities.

EX. Shadow’s Spawn: When operating anywhere that is partially shaded or out of direct sunlight the chosen of Mask gains all of the benefits of ¾ cover.

EX: Shadow senses: The chosen of Mask has heightened senses allow her to operate within complete darkness without penalty. Equivilent to the Blindsight ability with a range of 120′. This ability also allows the Chosen to operate traps, locks, disable devices, etc without illumination penalties.

EX: Perfect mission: The chosen can sanctify a local guild or thief’s plan of action against a single individual, edifice, or small group of people by bestowing favor on that individual or the group that will carry it out. Individuals so targeted by the chosen receive a +4 on any skill attempts directly related to performing the mission, are immune to fear, and have SR equal to 10 + ½ chosen’s level + Int bonus. This mission must be carried out within a number of tendays equal to the individual or guild master’s intelligence bonus. The chosen may sanctify a number of separately running operations equal to her intelligence score.

Spell like abilities (Sp):
At will: Disguise Self, Detect Thoughts
5/day – Distraction, True Filch, Improved Invisibility
3/day – Perfect crime, Teleport w/o error
1/day – Shadow Walk

Special Qualities: Chosen of Mask retain all their special qualities.

Immunities (Ex): A Chosen of Mask is immune to Poison and Disease. 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal.

Immune to Mind Affecting Abilities
Abilities: +6 Dex, +4 Int, +4 Chr. 
Alignment: Any 
Skills: +10 to Spot and Bluff checks.

Chosen of Helm

Chosen of Helm

Creating a Chosen of Helm
“Chosen of Helm” is a template that can be added to any humanoid creature. A Chosen of Helm uses all the base character’s statistics and special abilities except as noted. A Chosen of Helm only has its power at the will of Helm; should the Vigilant One decide to remove Chosen status from a character, he or she reverts to their old abilities.

The Chosen of Helm is a protector of the weak, poor, injured and young. She seeks out the followers of Bane, Cyric and Shar to remove their threat to Faerun.

EX: Second skin: The chosen of Helm’s armor automatically re-sizes to fit like a second skin and has few of the limitations often associated with full plate mail. In addition to any other modifiers that the armor posses it gains the following bonuses while worn by the chosen: Armor and max dexterity bonus increase by +1 / 10 levels. Armor check penalties decrease by 1 / 5 levels. +10 Speed. 

The chosen may rest in her armor without penalties for a number of days equal to her constitution bonus.
The chosen may don the armor in a number of rounds equal to the total armor bonus of the armor.

EX: Every vigilant: The chosen of Helm only requires two hours of sleep per day and may go for a number of days equal to her constitution bonus without sleep before taking penalties.

EX: Exalted defender: The chosen of Helm can provide protection to her charges as a free action if within 5’ [interposing a shield, her body, deflecting blows with her bastard sword, etc]. This protection is considered cover with a bonus to AC and reflex saves of +1 / 3 levels.

EX: The bastard sword of the chosen has the following properties when wielded by the chosen: Dispels magic on a successful hit, sure striking ability to counter DR.

Spell like abilities (Sp):
At will: True seeing
5/day – Shield of Law, Sanctuary (usable on charge)
3/day – Heal, Anti-magic field
1/day – Prismatic Sphere

Special Qualities: Chosen of Helm retain all their special qualities.

Immunities (Ex): A Chosen of Helm is immune to Poison and Disease. 10 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal.

Damage reduction: 10/ +1
Immune to Mind Affecting Abilities
Abilities: +4 Str, +8 Con, +2 Wis. 
Alignment: Any lawfull
Skills: +10 to Spot and Listen checks. Spot, Listen, Heal, Diplomacy as class skills.

Chosen of Tempus

Chosen of Tempus

Creating a Chosen of Tempus
“Chosen of Tempus” is a +4 template that can be added to any humanoid creature. A Chosen of Tempus uses all the base character’s statistics and special abilities except as noted. A Chosen of Tempus only has its power at the will of Tempus; should the Foehammer decide to remove Chosen status from a character, he or she reverts to their old abilities.

There is no victory without battle. While other divine powers would keep Faerun simmering with strife and rift with political intrigue; the Chosen of Tempus acts to bring these various trouble spots into open battle or war to resolve the issues and allow the people to grow strong for the next battle. 

The Chosen of Tempus is a wanderer, traveling to the simmering hot spots through out Faerun and turning up the heat. Devout followers will always find a help helping hand ready to aid them in reaching their potential as a warrior and leader.

EX: Tempus’s blessing: The chosen may bestow Tempus’s blessing on the most natural leader (noted as “leader” in later abilities) amongst the devout. Tempus’s blessing is equivalent to Frightful presence: Enemies within 20’ per level suffer the effects if they have fewer levels then the leader. Effects and limitation similar to a dragon’s frightful presence (MM pg 69). The blessing lasts for a number of days equal to the leaders charisma score. (It might take days to get to the battle site depending on the mode of transportation… as long as the leader is giving 100% the lord of battle will not desert the leader at a critical time but will wait till the battle ebbs.)

SU: Stoke the fires: The Chosen of the Foehammer can feel pending battle in their bones. A chosen of Tempus when surrounded by a leader and devout followers praying for victory can extend his senses to determine the best place to strike the enemy within the next 48 hours. Range: 1 mile per two followers praying. Area of effect: 1 mile (or 2 KM) radius in open terrain, 100 (yards or meters) in urban terrain. Followers receive the following benefits within the area; they suffer no adverse morale reactions or presences attacks and receive +3 to hit, damage, saves and AC when battling within the designated area.

EX: Tip of the spear: Any person who calls to Tempus while following the leader into battle receives a bonus feat lasting five minutes per charisma modifier point. Minimum one minute for those with a zero or negative charisma modifier.

Warhorse: The Chosen of Tempus gains a warhorse equal to a Paladin’s mount of equal level.

Spell like abilities (Sp):
At will: Remove fear, Aid
5/day – Dispel Magic
3/day – Heal (self only), Anti-magic field (allows the best warrior to win)
1/day – Summon Monster IX, Typically fallen warriors from Warriors Rest

Special Qualities: Chosen of Tempus retain all their special qualities.

Immunities (Ex): A Chosen of Tempus is immune to Poison and Disease. 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal.

Damage reduction: 5 / +1
Fast Healing: 3 HPs/round
Immune to Mind Affecting Abilities
Abilities: +4 Str, +6 Con, +2 Wis, +2 Chr. 
Alignment: Chaotic Neutral
Skills: Free Intimidate and Diplomacy each level. +2 to intimidate and diplomacy checks.

Chosen of Kelemvor

Chosen of Kelemvor

Creating a Chosen of Kelemvor

“Chosen of Kelemvor” is a +4 template that can be added to any humanoid cleric or monk of Kelemvor. A Chosen of Kelemvor uses all the base character’s statistics and special abilities except as noted. A Chosen of Kelemvor n only has its power at the will of Kelemvor; should the Judge of the Damned decide to remove Chosen status from a character, he or she reverts to their old abilities. 

Kelemvor is a direct god at times, noting the increased activities of the clerics of Cyric and Velsharoon in disturbing the rest of those who had passed into his care he empowered a chosen to train his clergy to better combat these rogue deities and their followers. Chosen of Kelemvor are in the truest sense hunters of the undead and those that create them. 

It’s also worth noting that the chosen of Kelemvor take seriously the oath to serve the people in performing funerals and comforting those who have recently lost loved ones to the Lord of the Dead. A chosen who dedicates themselves to a one sided pursuit of the undead will quickly lose their chosen status.

EX: Exalted turning: (Cleric only) Undead turned by a chosen of Kelemvor lose their ability to use any SU ability that they receive from being undead, as they are distracted by the undeniable call of the Lord of the Dead. 

When confronted by undead who are too powerful to be destroyed by the Chosen, the Chosen may continue to draw upon the might of Kelemvor to destroy the undead. For every round the chosen maintains concentration she gains one temporary level toward her total levels to destroy the undead. The temporary levels gained during exalted turnings ONLY affect the ability to destroy undead, there is no additional hit points, spells or any other abilities gained during the turning. 

For every two rounds of exalted turning the chosen must completely rest for one hour to recover from the direct connection to Kelemvor and the plane of the dead. Until rested the Chosen suffers –4 to hit, damage, spell DCs and skills against non undead foes. While resting and performing no other actions the Chosen is protected by a sanctuary spell with a +10 DC.

EX: Judgement’s Touch: (Monk only) The Chosen of Kelemvor’s hand to hand attack damage is considered to have the following special abilities; Disruption and Ghost Touch.

The Chosen of Kelemvor has the following abilities:

Special Qualities: The Chosen Kelemvor retains all their special qualities.

Bonus spell like abilities (Sp): 
At will- Detect Undead (distance x level / 3), Hide from undead
5/day – True Seeing, Speak with Dead
3/day – Undeath to death, Shield of Law
1/day – Prying eyes greater

1/tenday – Great Atonement: Once per tenday a Chosen of Kelemvor may intercede on the behalf of undead or for those that were not willingly turned into undead. Either during a successful turning or after destroying the undead and speaking to the dead a Chosen of Kelemvor may intercede on their behalf to allow them to right the wrongs they committed while undead. During this two hour process the undead (or recently killed undead) is slain and returned to the living, then geas / quested to the service of the church. Individual GMs can determine if there is a level loss equivalent to a raise dead or resurrection spell.

NOTE: While technically this might seem against the tenets of Kelemvor’s teachings, I would suggest that many intelligent beings who were unwillingly turned into undead and fighting the slide to evil could in fact turn themselves into the church’s custody if there was the possibility to regain their former lives eventually. It also gives common folk hope that those who were corrupted can be returned and demonstrates that the true path is Kelemvor’s and that the Lord of Death is just and fair to those that have had their lives unnaturally shortened. 

Campaign hooks: Consider also that many mid – high level adventures would relish the opportunity to be brought back in such a manner. It also allows the GM to showcase the chosen by asking the players to capture an undead being and bring it to the church.

Immunities (Ex): A Chosen of the Kelemvor is immune to Poison, Disease, Level Drain and Un-Holy Water. He or she is also immune to aging, does not age, and is effectively immortal. If undead, the Chosen is immune to turning.

Fast healing 1 or 3: The Chosen of Kelemvor is filled with positive life energy that allows her to quickly overcome wounds. She recovers at a rate of 1 hit point per round when wounded by living foes and 3 point per round from undead, evil clerics, blackguards, followers of Velsharoon, or followers of Cyric.

Immune to Mind Affecting Abilities

Skills: +4 Knowledge (Religion; Undead), +4 Survival, Spot and Survival as Class skills.

Feats: Track, Extra Turning
Abilities: +6 Wis, +6 Chr. 
Alignment: Always Lawful

Chosen of Hruggek

Chosen of Hruggek

+4 Str, +4 Dex, +2 Con

Chosen spell-like abilities: At will – invisibility, 2/day – true strike, 1/day – improved invisibility (1/2 hour duration), and displacement (7 round duration).

Impromptu Sneak Attack: Can make any melee attack a sneak attack 2/day at +1d6 sneak attack damage. This sneak attack damage stacks with any other sneak attack damage the Chosen may have already or gain in the future. 

This is an LA of +4.

Final Interview of Cocona

What is your greatest personal strength?
-Going at any problem head first

What is your greatest personal weakness?
-Going at any problem head first

If you could change one thing about who or what you are, what would it be?
-My size. It’s so hard to get laid being this short.

Are you generally introverted or extroverted?
-I don’t care about other people too much, but the stories they tell are often entertaining.

Are you generally organized or messy?
-Hey, if it all fits in the bag it works, I don’t need my bolts sorted from shortest to longest.

Name three things you consider yourself to be very good at.
-Archery, sneaking, fucking.

Name three things you consider yourself to be very bad at?
-lifting weights, singing, handling animals.

Do you like the current self that you are?
-If I ever wanted to change me I could, so no sense in worrying about it all the time.

What is your current reason for adventuring?
-Mostly just to see what’s out there.

Do your real reasons differ from those you give to the public?
-I’m not a Politian, so no.

What is your ultimate life goal?
-Own a harem.

What do you hope to see when you examine yourself in five years?
-A permanent afterglow.

If you had the choice to chose your own death, what would it be?
-Blaze of glory, like a badass.

If you were going to die in 24 hours, what three things would you try to cram into your final day?
-Fucking anyone within sight, getting drunk off my ass, and forgetting the third thing due to exhaustion and drunkenness.

What single thing that you have done so far would you want to be remembered for should you die?
-I lived. Whatever stories you tell to me are your own to tell.

What do you hope to accomplish with the rest of your life that will result in you being remembered for that?
-Meh, I don’t expect people to remember me much after I die.

What three words best describe your public personality?
-Lewd, crude, and drunk

What three words best describe your private personality?
-Drunk, lewd, and crude

What three words would others use to describe you?
-Crude, drunk, and lewd. Are you even trying anymore?

If you the player, could sit before your character, what advice would you give the character?
-Don’t forget to see the forest for the trees.

Chosen of Istishia

Chosen of Istishia

Creating a Chosen of Istishia

“Chosen of Istishia” is a +4 template that can be added to any humanoid creature. A Chosen of Istishia uses all the base character’s statistics and special abilities except as noted here. A Chosen of Istishia only has its power at the will of Istishia; should The Water Lord decide to remove Chosen status from a character, he or she reverts to their old abilities.

Special Qualities: The Chosen Istishia retains all their special qualities and also gain the following: 

Damage reduction: A Chosen of the Istishia has +30 damage reduction against cold and +10 reduction to elemental attacks from acid, fire/heat and electricity.

Immunities: A Chosen of the Istishia is immune to poisen, sleep, paralysis, stunning and mind affecting abilities. Also, the character is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age when their time is up.

Breath of Water: A Chosen of Istishia can breath water as easily as air and vice versa. 

Silent Voice of Water: A Chosen of Istishia gains the power to communicate with any being with the water subtype within 100 feet of them.

By Water Alone: So long as the Chosen of Istishia drinks the proper amount of water for a humanoid of their type per day they do not need to eat or sleep.

Healing Waters: A Chosen of Istishia heals at four times the noraml rate while immursed in water.

Water Expertice: A Choosen of Istishia gains a +2 circumstance bonus on attack and damage rolls if both he and his opponant are touching water.

Water Extisgishes the Flame: A Choosen of Istishia gains a +4 moral bonus on all attacks, saves and checks used when battling worshippers of Kossuth or any creature with the fire subtype.

Water Affinity: A Choosen of Istishia gains a +1 one caster level bonus to all spells with the water designator. If the Chosen already has a caster level bonus from something else these bonuses stack.

Water’s Fury: Once per tenday a Chosen of Istishia has the ability to summon four Huge water elementals as if using the the summon monster IX Spell.

Bonus spell like abilities (Sp):
At will- Create Water, Water Walk, Freedom of Movement
5/day – Bless Water or Curse Water, Endure Elements
3/day – Protection from Elements, Control Weather
1/day – Gate

Abilities: +2 Int, +8 Wis, +4 Chr.
Skills: Swim becomes a class skill, +4 Knowledge (the planes), +4 swim
Feats: Same as character
Climate/Terrain: Same as the character
Organisation: Same as the chracter
Challenge Rating: Same as the character +4
Alignments: CN, N, NE, NG, LN 
Teasure: Same as the chracter
Advancement: Same as the chracter

A true beliver in balence, Istishia never has any more or fewer Chosen than his hated rival Kossuth. But who the Chosen are and how many of them there are are amoung the Istishian faith’s most closely guarded secrets.

Chosen of the Seelie Court

Chosen of The Seelie Court

Also known as The Tel’Ary’Seelie 

its a template that can be added to any Elf, Pixi, Brownie, Dryad, Nymph, Satyr, Korred, Slyph, Sprite, Hamadryad, Swanmay, or Fey creature. A Chosen of The Seelie uses the character’s statistics and special abilities except as noted below.

Any Dryad Character who takes the mantle of Chosen of the Seelie Court is allowed to leave her oak tree without dying upon gaining chosen status

Fey Pledge: Chosen of The Seelie Court are the champions of the Fey folk. They wander the forests of Faerun acting as guardians to everything fey. They serve all the deities of the Seelie court but answer directly to Titianya and Oberon. They are quick to laugh at a revelry and quick to anger when the ancient woodlands of the faeries are threatened by any non-fey beings.
They are pledged to watch over and protect all manner of Fey creatures, as well as participate in all celebrations and misadventures as much as possible. They are graceful and agile in combat seeming as if dancing in acrobatic swiftness. They love causing mischief to any and all creatures they happen apon and deliberately seek out followers of Erevan Ilesere to have friendly competitions over tricks, pranks and Feywine.

BONUS SPELLS (Sp): Constant~~ Protection from Law, Freedom of Movement, Holy Aura. At will~~ Mislead, Alter self. 5/day:~~ Expeditious Retreat, Invisibility. 3/day~~ Entangle, Confusion. 1/day~~ Weird, Word of Chaos.

Daydream(sp): The chosen can make creatures within 100 feet of her forget what they were doing and blankly stare off into the sky. Creatues can make a Will. save DC10 + Character level + Cha. bonus to negate the effects of the Daydream. The chosen may affect as many creatures as her total character level. Once under the effects of the Daydream the creatures are prone to attacks. This ability may be used 2 times a day and last 5 rounds + Charisma bonus.

Sylvan Stealth(Su): The chosen can take 20 on Move Silently and Hide even under stress when in any forests on Faerun.

Faerie Dust(Su): The chosen can create up to 5 ounces of Faerie Dust a day. If the faerie dust is used as any material component when casting spells from the school of Illusion she gains a +1 bonus per ounce to the DC of that spell.

Spell Immunity (Su): The chosen is immune to all Illusion spells as if she were constantly protected by a spell immunity spell.

Immunities (Ex): The Chosen are immune to aging effects and do not physically age. They are also immune to the spell-like abilities of all Fey creatures.

Create Crossroads (sp): This ability allows the chosen to create a Crossroad once a week as if using the Create Crossroads spell except there is no XP cost. 

Detect Fey Mounds(su): The chosen can detect any Fey Mounds within 5oo feet. This ability is in constant effect.

Sleeping Beauty(Su): Any creature gazing into the eyes of the chosen with less than 15HD must make a Will. save DC10 _ Character level + Wis. bonus or fall into a deep stasis slumber lasting 1d2 days.

Faerie Fiddle (Sp): The Chosen may summon a crystal fiddle once a day. Upon playing a single note all creatures within 60 feet must make a Will. save DC10 + Character level + Wis. bonus or be affected as if by a Otto’s Irresistable Dance for 1d6 rounds. Upon playing for a full round all creatures within 60 feet are affected as if by a Tasha’s Hideous Laughter spell and are polymorphed into any small size creature you choose for 1d8 rounds. 
(can you imagine a squirrel laughing uncontrollably on the ground?)

Wrath of the Seelie (Su): This powerful ability may only be used one time a day. When threatened by evil and the lives of fey creatures need protecting the chosen may use one of these two abilities; 1. As the spell Cocoon except it affects up to 50HD of creature. A successful Fort. save DC10 + Character level + Wis. bonus negates the effects. Or 2. As the spell Meteor Swarm except the damage is Sonic and the area of effect is doubled. A successful Ref. save DC10 + Character level + Dex. bonus for half damage. Both spell-like abilities are cast as if by a 20th level sorcerer.

Saves: The character adds + 2 as a bonus to all saving throws.

Abilities: Increase from the character as follows: Dexterity 
+10, Charisma +2.

Skills: Disguise, Hide, and Move silently are class skills, regardless of the character’s class.

Feats: (You gain these feats automaticly without meeting their prerequisites) Alluring, Quicker than the eye, and Weapon Finesse. 

Climate/Terrain: Same as the character.
Organization: Same as the character, But must be a devoted follower of Titianya or Oberon.
Challenge Rating: Same as the character +5.
Alignment: CG, CN, 
Treasure: Same as the character.
Advancement: Same as the character

Cocona’s 6th interview

What is, or are, your favortie hobbies or ways to pass the time?
-Fighting, drinking, and fucking.

What is your most treasured posssession?
-My mind. Even if everything else is stolen from me, if I have my mind I’m still me.

What is your favorite color?
-Purple. I like to wear it to piss off the royal types who used to be the only ones who could wear it.

What is your favorite food?
-There was this good fried beef thing one adventurer from the east made back home. He taught me how to cook it, but I don’t often get the chance.

What do you enjoy reading?
-I can do it, but I prefer to make my own experiences then read someone elses.

What is your prefered source of entertainment?
-Women, sometimes men, often my hand.

Do you have any vices?
-You name it I probably have it.

What is your typical day off?
-Don’t know, I’m usually asleep for them.

What is it that makes you laugh?
-People being actually smart. It’s rare enough have to appreciate it.

What is it that is most likely to shock you?
-I don’t know, probably freaky shit.

What is it that is most likely to offend you?
-Someone acting all high and mighty because their great-great-great granddaddy had some money.

If you had a fit of insomnia, what would you do to fill the time?
-Masturbate. At least the time spent would feel good.

What do you do to vent stress?
-Same as the previous answer.

How important is it to you to have a plan before starting something?
-Plans often get messed up anyway, who says acting without one can’t also be valid?

What are your pet peeves?
-furs. Can’t wear them for the life of me. Makes me sweat too much and itch all over the place.

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