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Thread: Critters II!
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2013-02-19, 11:14 PM (ISO 8601)
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Re: Critters II!
Fractional
Fractional is an Inherited Template that can be applied to any Animal
Size and Type: Unchanged.
Hit Dice: Unchanged.
Speed: Unchanged.
Armor Class: Unchanged.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Unchanged.
Special Qualities: You retain all Special Qualities of the Base Creature and gain the following:
Split (Ex): Slashing and piercing weapons deal no damage to a Fractional creature. Instead the creature splits into two identical beings, each with half of the original’s current hit points (round down). A Fractional animal with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Saves: Unchanged.
Abilities: Unchanged.
Skills: Unchanged.
Feats: Unchanged.
Environment: Unchanged.
Organization: Unchanged or Solitary.
Challenge Rating: +1
Treasure: Unchanged.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: +1Revised avatar by Trixie, New avvie by Crisis21!
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2013-02-20, 08:30 AM (ISO 8601)
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Re: Critters II!
Originally Posted by Absolute
Abilities: Strength +8, Dexterity +8, Constitution +8, Wisdom +8, Charisma +8. Intelligence becomes 10.
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2013-02-22, 12:15 AM (ISO 8601)
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Re: Critters II!
for the exponential bears: what about a multiplier? For example if the multiplier is x3, once per round the bear rolls three times and takes the best of the 3 on any roll.
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2013-02-24, 11:09 PM (ISO 8601)
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Re: Critters II!
well that idea was popular....
ok how about size or mass increase?Revised avatar by Trixie, New avvie by Crisis21!
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2013-02-25, 10:15 AM (ISO 8601)
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Re: Critters II!
Ive been working it out in my head and I actually have an imaginary template done. Anyone mind if i post it later? I cannot right now, :p
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2013-02-25, 05:36 PM (ISO 8601)
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Re: Critters II!
feel free :D
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2013-02-26, 12:01 AM (ISO 8601)
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Re: Critters II!
OK here it is :)
Imaginary
"Imaginary is an inherited template that can be added to any creature (referred to hereafter as the "base creature")
An imaginary creatute differs from the base creature as follows
Type: change to construct
Hit Dice: Remove all class Hit Dice, to a minimum of 1, and change all current and future racial hit dice to d10s. Imaginary's have no hit points (take a look at special qualities)
Speed: An imaginary keept the base creatures speed, but is always flying with perfect maneuverability regardless of what it appears to be doing. While one may appear to be climbing it really is flying and cannot fail a climb check. They cannot really burrow (if the base creature can) but can phase through the ground
Armor Class: Remove all bonuses to armor class except dexterity, replace any natural armor with a deflection bonus.
BaB: recalculate as a construct
Attacks: Imaginary's make touch attacks to hit their opponents, imaginary creatures deal nonlethal damage not including strength bonus (see special attacks)
Special attacks: The imaginary loses any ability requiring it to interact with an opponent or objects full mass, such as grappling or swallowing whole. Extraordinary attacks become supernatural, but see illusory attacks below. An imaginary gains the following
Illusory attacks (Su):
Any of the creatures attacks that would deal lethal damage now deal nonlethal damage. Attacks that do ability damage still do, but it heals at a rate of 1 per hour instead of 1 point per day. Imaginary's can grant negative levels, but those negative levels are automatically removed after 1 hour. Similarly, an imaginary can cause special conditions such as paralysis or fear but such conditions wear of at a maximum of 1 hour. No creature can be killed by an attack from an imaginary, instead if they would die they are knocked unconcious and down to 0 HP
Special qualities
Disbelief
Those who encounter an imaginary and have a good reason to believe it's not real get a willsave (DC 10+half hit dice+ charisma modifier). after it is disbelieved by someone the imaginary cannot affect them in any way, but comerades must still make a save. Anyone who still believes in it but is told by a comerade it isnt real gets another save with a +4 circumstance bonus.
Abilities:
imaginary's have no strength or constitution score for being imaginary and constructs
Skills:
Imaginary's have no skills
Feats:
Imaginary's lose all feats they cannot use (like cleave, improved natural armor and other ones like that) and gain weapon finesse as a bonus feat
CR +1?
Alignment always neutral
Advancement imaginary's cannot advance
comments, questions, snackifices?.Last edited by inuyasha; 2013-02-28 at 06:56 PM.
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2013-02-28, 01:15 AM (ISO 8601)
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Re: Critters II!
I look forward to it's completion
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2013-02-28, 06:57 PM (ISO 8601)
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Re: Critters II!
finished imaginary
thinking of making a half breed template of some sort, what would y'all like to see?Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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2013-03-01, 01:43 AM (ISO 8601)
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Re: Critters II!
No ideas here. You could just surprise us
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2013-03-01, 04:15 PM (ISO 8601)
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Re: Critters II!
good plan...so i made THIS! (it was actually a request from my dad because it sounded funny )
Half gibbering mouther
i dont want to go into the details, just eew, your a bloby multi eye/mouthed freak with nasty blood draining tendancies
haha you cant read dis :3
Creating a half gibbering mouther
half gibbering mouther is a template that can be added to any living creature that isn't a plant or elemental
Size/type: Type changes to aberration size is unchanged
HD: change all current and future racial hit dice to D8
AC: +4 natural armor
Attacks: gain 3 bite attacks dealing 1 damage
Special attacks: keep those of the base creature and gain the following
Gibbering: (Su)
3/day the half gibbering mouther can start gibbering, carrying a tremendous magical effect to all within 30ft, mimicking the confusion spell at a caster level equal to its hit dice the DC is 10+half hit dice+charisma modifier
Blood drain (Ex)
when you hit with a bite attack and make a successful grapple check you may drain blood for 1d3 constitution damage per round grappling the target
Special qualities
Amorphous (Ex)
you are amorphous and cannot be flanked, sneak attacked, or critical hit
Abilities: +2 dex +2 con -4 int +2 cha
Skills: your multiple eyes grant you a +2 racial bonus to spot checks
Feats: gain weapon finesse as a bonus feat
CR: +4?
LA: +5?
haha you still cant read dis :3
well they encourage your complete cooperation, send ya roses when they think you need to smile. I cant control myself because i dont know how, and they love me for it honestly I'll be here for a while so give them blood, blood, gallons of the stuffLast edited by inuyasha; 2013-03-01 at 05:38 PM.
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2013-03-01, 05:00 PM (ISO 8601)
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2013-03-01, 05:02 PM (ISO 8601)
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Re: Critters II!
D'oH thanks for helping with the typos, any other thoughts like CR or LA?
or possibly ideas for more half breeds, templates, or monsters/races,Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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2013-03-01, 05:15 PM (ISO 8601)
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2013-03-01, 05:37 PM (ISO 8601)
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Re: Critters II!
damn im tired, thanks for the HD fix again im feeling stupid.
YOU...CANNOT....READ THIS MUHAHAHAHAHA
and also thanks for possibly coming up with hybrid ideas (thats not all i do though so keep that in mind )Last edited by inuyasha; 2013-03-01 at 06:03 PM.
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2013-03-01, 07:22 PM (ISO 8601)
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Re: Critters II!
There is the problem that a d8 Hit Die will actually lower Fighters' health...
Anyway, how do you feel about:
A half-ooze (maybe gives slam attacks/constrict)
A merfolk template
A half-otyugh template (gives two tentacles, improved grab, maybe gives creatures with a bite/beak attack spreadable disease)
Bhu, just tell us if you want us to move this discussion somewhere else.
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2013-03-01, 07:29 PM (ISO 8601)
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Re: Critters II!
I think merfolk and half ooze have been done but hmmm i will try the half otyugh (they are one of my favorite monsters)
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2013-03-05, 12:13 AM (ISO 8601)
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Re: Critters II!
http://www.youtube.com/watch?v=cBkWhkAZ9ds
Dire Namaquan Rain Frog
Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 12 (+2 Size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +0 melee (1d3-4)
Full Attack: Bite +0 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Hysterically Un-Intimidating War Cry
Special Qualities: Low-Light Vision
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 3, Dex 10, Con 10, Int 2, Wis 12, Cha 7
Skills: Hide +8, Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Temperate Deserts (found near shorelines close to water)
Organization: Solitary
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
"SQUEEEEEE!"
"Aaaaw it's so cute."
"I think we'd better hurry. Somethings headed this way, I can hear it in the forest."
The Dire Namaquan Desert Rain Frog is a cute, portly little frog that squeaks when upset. Widely prized as pets, their popularity is the reason for their survival.
Hysterically Un-Intimidating War Cry (Ex): When in danger, stressed, or it simply wishes to intimidate a predator the Desert Rain Frog unleashes it's mighty war cry. Which unfortunately sounds like a rubber squeaky toy. A squeaky toy whose sound echoes up to a mile away alerting any predators in the region who often dine on either the frogs or small predators that also dine on the frogs. In short the minute the frog squeaks, the PC's have 1d6 rounds before local predators of some sort arrive as they have adapted to listening for the little critters and can pinpoint their location with accuracy.
Skills: Rain Frog coloration closely resembles that of their native habitat, and gives them a +8 to Hide Checks while in that habitat.
Combat: Rain Frogs squeak. If that doesn't intimidate their foe they try to run away and hide. Unfortunately they aren't very fast, so they're basically quite defenseless.Revised avatar by Trixie, New avvie by Crisis21!
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2013-03-10, 01:49 AM (ISO 8601)
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Re: Critters II!
the imaginary template i promised elsewhere:
Imaginary
Imaginary is an Inherited Template that can be applied to any Animal
Size and Type: Size is unchanged. Type becomes Outsider (recalculate BAB, Saves, and Skill Points) with the Native Subtype.
Hit Dice: Unchanged.
Speed: Unchanged.
Armor Class: Any Natural Armor Bonus the Base Creature has becomes a Deflection Bonus instead.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:
Horrific Appearance (Su): Any living creature within 60 feet that views an Imaginary Animal must succeed on a Fortitude save (Save DC is Cha based with a +2 Racial Bonus) or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same Imaginary Animal’s horrific appearance for 24 hours.
Partial Invisibility (Su): Imaginary Animals permanently gain the benefits of the Superior Invisibility spell until they select a prey to attack. They are then visible to the prey but retain their Invisibility versus everything else.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Partial Incorporeality (Su): Imaginary Animals gain the Incorporeal Subtype. When they select a prey to attack they temporarily lose the Incorporeal Subtype, but only against that individual.
Saves: Unchanged.
Abilities: +4 Int and Cha.
Skills: Imaginary Animals gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot Checks.
Feats: Unchanged.
Environment: Unchanged.
Organization: Solitary.
Challenge Rating: +2
Treasure: Unchanged.
Alignment: Usually Neutral evil
Advancement: Unchanged.
Level Adjustment: +4
Example of creature using template here:Revised avatar by Trixie, New avvie by Crisis21!
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2013-03-10, 01:57 AM (ISO 8601)
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Re: Critters II!
but wut 'bout mine
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2013-03-10, 05:51 PM (ISO 8601)
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Re: Critters II!
I like yours too but given the BG FOrums habits of going down i need a backup thread elsewhere
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2013-03-10, 06:20 PM (ISO 8601)
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Re: Critters II!
ah :D cool
expect a new template here soon :D
Ok this originally had a thread of its own but now its here
Half Pseudodragon
Half Pseudodragons are created when a pseudodragon wants companionship beyond being an improved familiar, pet, or new member of a party and decides to start a family with a humanoid(or something else), this usually includes either the pseudodragon or the other person being a wizard
Creating a half Pseudodragon
Half Pseudodragon is an inherited template that can be added to any living creature that isnt an ooze or elemental
Size: Same as base creature
Type: change to dragon
Hit Dice: change to d12
Speed: creature gains flight speed equal to double its land speed. with good maneuverability
Armor Class: natural armor increases by +2
Attacks: gain a tail sting attack and a bite attack if the base creature already has these it uses whatever one is better
Damage: the tail does 1d6 damage at medium size and the bite does 1d3 damage at medium size (adjust if base creature is larger or smaller)
reach: increase reach by 5 ft. with tail
Special Attacks: the half pseudodragon keeps the special attacks of the base creature
Special Qualities: Gain Darkvision of 60 ft. range, telepathy 30 ft., low light vision, SR= 9+base creatures hit dice
Saves: +4 on saves against paralysis and sleep
Abilities: -2 strength +2 dexterity, like their pseudodragon parents, half pseudodragons are not as strong as others but are very quick
Skills: The half pseudodragon can change its color slightly to blend in with the environment, granting it a +2 on hide checks
Feats half pseudodragons gain weapon finesse as a bonus feat
Environment same as base creature
CR: +1?
Alignment: Usually Neutral Good
Advancement: Same as base creature
LA: +2?
Telepathy (Su)
The half Pseudodragon may communicate telepathicaly with anyone within 30 ft. that speaks sylvan or common
Low light vision (Ex) half pseudodragons may see twice as far as a human in conditions of low light, such as moonlight, torchlight, and similar conditions, they retain the ability to see color in low light
Darkvision (Ex) Half pseudodragons can see 60 feet in mundane darkness (not magical darkness) but cannot distinguish color.
and i will be making half wyverns nextLast edited by inuyasha; 2013-03-10 at 06:25 PM.
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2013-03-18, 01:09 AM (ISO 8601)
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Re: Critters II!
Can Pseudodragons change shape?
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2013-03-18, 07:36 AM (ISO 8601)
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Re: Critters II!
AFB i think so but I dont think a half pseudodragon would :p
EDIT: ok i looked at the SRD and they cannot, I guess you just need to be a wizard to do it :p but other than that how do u like the template
Another EDIT: and how would ye like to see a half template that is TOTALY disgustingLast edited by inuyasha; 2013-03-18 at 08:30 AM.
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2013-03-18, 05:44 PM (ISO 8601)
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Re: Critters II!
As long as it doesnt violate the forum rules im ok with it.
I ask about the shapechanging because thats how half dragons come about: dragons can turn into people.Revised avatar by Trixie, New avvie by Crisis21!
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2013-03-18, 06:04 PM (ISO 8601)
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Re: Critters II!
Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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2013-03-22, 10:46 PM (ISO 8601)
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Re: Critters II!
Derivative
Derivative is an Inherited Template that can be applied to any Animal.
Size and Type: Unchanged.
Hit Dice: Unchanged.
Speed: Unchanged.
Armor Class: Unchanged.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:
Steal Power (Su): If the Derivative animal successfully attacks and damages an opponent it may choose any one Special Attack or Special Quality that opponent has used thus far in the combat, or that the Derivative Animal has seen it use in the past. The opponent is allowed a Willpower Save to avoid this (DC is 10 plus half Hit Dice plus Cha modifier), but if he fails he loses the use of 1 Special Attack/Quality until the Derivative animal uses it or 1 Minute has passed whichever comes first.
Special Qualities: Retains all Special Qualities of the Base Creature.
Saves: Unchanged.
Abilities: +8 Cha
Skills: Unchanged.
Feats: Unchanged.
Environment: Unchanged.
Organization: Unchanged.
Challenge Rating: +1
Treasure: Unchanged.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: +1
Example of creature using template here:Last edited by Bhu; 2013-04-07 at 10:15 PM.
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2013-03-22, 11:03 PM (ISO 8601)
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Re: Critters II!
Ok so Ive stopped working on that disgusting template...it just got too wierd...even for me...BUT I will be making a Very silly new series of monsters: the evil animal minions...just wait for the fun bhu
heres the first one:
Armored super whale
Gargantuan magical beast
HD: 12d10+132 (297 HP)
Initiative: +2
Speed: Fly 40ft (perfect) swim 40ft
Armor class: 23 (-4 size +2 dex +15 natural)
Attacks: Bite +27 melee (4d6+19)
Full attacks: Bite +27 melee (4d6+19) Tail slap +22 melee (1d8+9)
Space/reach: 20ft/15ft
Special attacks: Ubersonar!
Special qualities: DR 10/adamantine, Blindsight 120ft, water breathing, lowlight vision
Saves: Fort +18 Ref +10 Will +7
Abilities: Str 49 Dex 14 Con 30 Int 8 Wis 16 Cha 12
Skills: Listen +16 Spot +15 Swim +27
Feats: Alertness, Diehard, Endurance, Improved natural attack (bite), Improved Toughness
CR: 12
LA: -- unless your dm is insane...I will find a number soon!
"Stiny release the genetically enhanced armored super whales!"
Before you is a flying, adamantine plated sperm whale...and it doesnt look happy.
Armored super whales speak whale and common in a deep harsh voice
Combat:
Ubersonar (Su)
every 1d4 rounds an Armored Super Whale can unleashe a 40ft cone of sonic energy, dealing 12d8 damage. A successful reflex save (DC 26) can halve the damage. The save DC is constitution basedLast edited by inuyasha; 2013-03-23 at 11:16 AM.
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2013-03-23, 08:17 AM (ISO 8601)
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Re: Critters II!
inuyasha: Ubersonar should say "A successful DC 26 reflex save can halve the damage. The save DC is constitution based." (unless you want to base it around another ability score).
Because it is a magical beast, it should say "Gargantuan magical beast
HD: 12d10+123 (189 HP)"
Attacks are done slightly wrong:
"Attack: Bite +27 melee (4d6+19)
Full attack: Bite +27 melee (4d6+19), and Tail slap +22 melee(1d8+9)"
I personally think it should get Improved Toughness (Complete Warrior, p. 101, I think it also appears in Libris Mortis, and a few of the MMs) instead of Toughness because +3 HP for a feat sucks, and getting +1 HP/HD (+12 HP) is at least slightly better.
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2013-03-23, 11:12 AM (ISO 8601)
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Re: Critters II!
oh crap...sorry it was 11:30 when I made this XD
EDIT: okay, fixed, so other than the fixes, how do ye like it and are ye willing to see more super animal minions?Last edited by inuyasha; 2013-03-23 at 11:17 AM.
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