Blacksmith

Fulcrum Doble-Sellis's page

39 posts. Alias of Black Dow.


Full Name

Fulcrum Doble-Sellis III

Race

Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

About Fulcrum Doble-Sellis

“The world is full of obvious things which nobody by any chance ever observes.” - Sherlock Holmes (The Hound of the Baskervilles)

"Remember, the first step in avoiding a trap is knowing that one has been set. " - Thufir Hawat (Dune)

“To invent, you need a good imagination and a pile of junk.” ― Thomas A. Edison

Male Gnome Bard (Archeologist archetype) 4
Neutral Good Small Humanoid (Gnome)

Favoured Class: Investigator

Favoured Class Options:

+1 HP
+1 Skill Point (Selected @ Level 1)
Add one extract formula from the investigator’s formula list to the formula book. This formula must be at least 1 formula level below the highest level the investigator can create.

Speed: 20ft Unarmoured/20ft Armoured
Init: +2
Senses: Perception +6; Low-Light Vision.

DEFENSE:

AC 15 (10 Base, +2 Dex, +2 Leather Armour, +1 Size)
Touch AC 13 (10 Base, +2 Dex, +1 Size)
Flat Footed AC 13 (10 Base, +2 Leather Armour, +1 Size)
HP 10 (1d8 [8]; +2 Con)
SAVES*: Fort +2** Ref +4 Will +2
* +2 racial saving throw bonus against illusion spells and effects.
CMD: 11 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +0
Melee: Gnome Pincher (Small)* +2 (1d4/x2)*; Cold Iron Kunai (Small)* +2 (1d3/x2)
Ranged: Cold Iron Kunai (Thrown) +2 (1d3/x2) Range: 10ft.; Light Crossbow +2 (1d6/19-20) Range: 80ft.
Touch Attack: +0
Ranged Touch Attack: +0
CMB: +0 (BAB+STRMod+SizeMod)

* Weapon Finesse - use Dex bonus in place of Str bonus
** When using can attempt disarm or steal CM with a +2 bonus

STATS

STR 11 (+0) DEX 14 (+2) CON 14 (+2)
INT 14 (+2) WIS 10 (+0) CHA 12 (+1)

15 PT STAT BUILD:

STR - 3 Points = 13-2=11
DEX - 5 Points = 14 = 14
CON -2 Points = 12+2 = 14
INT = 5 Points = 14 = 14
WIS = 0 Points = 10 = 10
CHA = 0 Points = 10+2 = 12

RACE ABILITIES

Standard Racial Traits

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Defense Racial Traits
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Feat and Skill Racial Traits
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. Knowledge (Engineering) selected.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Magical Racial Traits
Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell's level + the gnome's Intelligence modifier. This racial trait replaces gnome magic.
Offense Racial Traits
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

INVESTIGATOR CLASS FEATURES

The following are the class features of the investigator:

Weapon and Armor Proficiency:

Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Also proficient in Gnome Pincher (Free Martial Weapon)

Alchemy (Su):

Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex):

An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding:

An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

ALCHEMICAL EXTRACTS

1st Level: 3 (2 + 1 INT)

Perystottle's Polyglot (Comprehend Languages):

Casting Time: 1 SA; Range: Personal; Duration: 10 minutes/level.

You can understand the spoken words of creatures or read otherwise incomprehensible written messages.

The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Meribund's Mnemonic Maximiser (Heightened Awareness):

Casting Time: 1 SA; Range: Personal; Duration: 10 minutes/level.

You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly.

You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.

If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

Vixx's Voltaic Vallation (Shock Shield):

Casting Time: 1 SA; Range: Personal; Duration: 1 minutes/level.

This spell creates an invisible shield similar to but not as strong as the shield spell. This shield hovers in front of you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus applies against incorporeal touch attacks. At any time, as a free action, you may dismiss your shield, at which point it deals 1d6 points of electrical damage to all creatures within a 5-foot burst, including you. A Reflex saving throw halves the damage.

FEATS

Weapon Finesse (Combat - Starting Character Feat):

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Take Them Alive (RNC Training Feat):

You have received RNC training in using less lethal attacks.

Benefit: You may use weapons to do non-lethal damage without incurring a -4 penalty to attack.

Advanced RNC Training (RNC Training Feat):

You've learned every trick in the book.

Benefit: Using combat maneuvers does not trigger AoOs. (Doesn't count as the prerequisite for any feat chain)

Disposable Simulacrum (Technologist Theme Feat):

You pull out a pre-assembled gadget, tie it to your life force, and animate it so it can recreate one of your fighting techniques.

Benefit: You gain a contraption. When deactivated it weighs 5 lbs. and can fit in a pouch or pocket, but as a standard action, you may activate the contraption and place it in an unoccupied adjacent space, at which point it becomes a Small creature. The contraption has the same AC and saves as you, hit points equal to one-quarter your total, and the construct subtype. It has a speed of 20 ft., but only moves if you direct it.

You can deactivate the contraption as a swift action. If reduced to 0 hit points,
the contraption is automatically deactivated and you must spend an hour making
repairs before you can activate it again.

Choose a single task that you can normally perform as a standard action, such attacking with a specific weapon, casting a specific spell, or directing a mount. As long as the contraption is within 30 ft., you can spend a standard action to have the contraption perform the chosen task. Spells cast through the contraption count towards your daily spell limit as though you cast the spell.

Since it is a simulacrum, the contraption does the task as if you were performing the action in its space. It uses your stats, and if making a weapon attack it even functions as if it had your weapon. At the GM’s discretion, it can also take closely related minor tasks, like reloading a ranged weapon, but otherwise the contraption can take no other actions on its own.

Special: You can acquire only one theme feat.

SKILLS

Investigator Class Skills List:

The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

INVESTIGATOR: 9 Skill Ranks per level @ 1st Level (6 Class; + 2 Int; +1 Favoured Class)

Appraise +6: 1 Rank; +2 INT; +3 Class
Disable Device +7*: 1 Rank; +2 DEX; +3 Class; +1 Race
Knowledge (Engineering) +9: 1 Rank; +2 INT; +3 Class; +3 Race
Knowledge (Local) +6: 1 Rank; +2 INT; +3 Class
Linguistics +6: 1 Rank; +2 INT; +3 Class
Perception +6: 1 Rank; +0 WIS: +3 Class; +2 Race
Sleight of Hand +6: 1 Rank; +2 DEX; +3 Class
Sense Motive +4: 1 Rank; +0 WIS; +3 Class
Use Magical Device +5: 1 Rank; +1 CHA; +3 Class

* - Can use Disable Device to disarm magic traps

LANGUAGES: Common, Gnome, Sylvan, Primordial*, Dwarven, Elven

* Primordial is free bonus language for residents of Risur

GEAR/EQUIPMENT

Combat Equipment: Leather Armour; Gnome Pincher; Cold Iron Kunai (2); Light Crossbow (10 Bolts); Smokestick (1); Alchemical Grease (1 dose); Acid Flask (1).

Magic Items:

Mundane Equipment: Backpack (holding following - Waterproof Bag [containing Formulae Book & 2 Scroll Cases]; Water Canteen; Coffee Pot & Coffee Beans (1 lbs); Gnome Trail Rations (7 days); Bellows; Hammer; 2 Sunrods; Ink-pen & ink); Belt Pouch #1 (holds coin); Belt Pouch #2 (holds 10 tinder twigs); Goggles (2 sets worn), Bandolier (worn - holds 2 Iron Potion Vials, Potion Sponge, Cork Earplugs, Ball of Twine, Set of Manacles & Thieves Tools); Dilettante's Outfit (worn)

Encumbrance: 00.00lbs (Light Load - max 00.00

Fulcrumculus Mark 1: "B-Holder" (Disposable Simulacrum)
Image of B-Holder

WEALTH

Gold:
Silver:
Copper:
Treasure:

APPEARANCE

Age: 57
Height: 3'5
Weight: 35lbs

BACKGROUND

How long have you been on the force?

Fulcrum is a relatively new recruit having only been with the RNC for just over a year.

What prompted the RNC to recruit you, or, if you applied, why did they accept your application?

Fulcrum applied to the RNC. Initially his family, in particular his mother Venna were concerned at the potential danger this career could involve. The young gnome’s application highlighted his aptitudes for detective work, tinkering and inventive thought. He also impressed with the attention to detail and appreciation of language and communication in his missives and supporting papers.

Why did you accept/apply?

Fulcrum is the younger son of the famous Doble-Sellis steam industrialist family (known for the "Doble-Sellis Portable Pressing & Steaming Iron"; which has proved remarkably popular in Noble households throughout Risur). He possesses a highly inventive and curious mind, much like his father Thermalamus, however his older brother Cogniss, is the keen business head, and as such is the heir apparent to the family company. When the RNC considered his application, Fulcrum jumped at the opportunity to both serve Risur and use his skills for a purpose that is not profit driven.

Since joining...

Fulcrum has thrown himself into training and been an exemplar, if somewhat literal student. Unlike most Gnomes, he has little sense of fun and jinx, preferring to toil long hours to perfect techniques, memorise procedures and assist (instruct) technicians when the opportunity arises.

Acutely aware that his diminutive stature diminishes his combat abilities, the previous cerebral engineer has endeavoured to learn manoeuvres that will make him less of a liability - something his superiors and tutors have commended him on.

COMBAT HEADER:

HP: 10/10; AC 15/Touch 13/FF 13; CMD 11
SAVES: Fort +2 | Reflex +4 | Will +2
Buffs:
Debuffs:

Favoured Class: Fighter

Favoured Class Options:

+1 HP
+1 Skill Point
+1 to the fighter’s CMD when resisting a bull rush or trip.

Speed: 20ft Armoured/Unarmoured.
Init: +1
Senses: Perception +?; Dark Vision 60ft.

DEFENSE:

AC 16 (10 Base, +1 Dex, +X Armour)
Touch AC 11 (10 Base, +1 Dex)
Flat Footed AC 15 (10 Base, +X Armour)
HP 13 (1d10 [10]; +3 Con)
SAVES: Fort +5 Ref +1 Will +1
CMD: 14 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +1
Melee:
Ranged:
CMB: +3 (BAB+STRMod+SizeMod)

STATS

STR 14 (+2); DEX 12 (+1); CON 17 (+3); INT 14 (+2); WIS 12 (+1); CHA 9 (-1)

20 PT STAT BUILD:

5 Points - STR (14) = 14
2 Points - DEX (12) = 12
7 Points - CON (15) +2 = 17
5 Points - INT (14) = 14
0 Points - WIS (10) +2 = 12
1 Points - CHA (11) -2 = 9

STANDARD RACIAL TRAITS

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
DEFENSE RACIAL TRAITS
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
FEAT & SKILL RACIAL TRAITS
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stoic Negotiator: Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
SENSES RACIAL TRAITS
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
OFFENSE RACIAL TRAITS
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

FIGHTER (HIGH GUARDIAN) CLASS ABILITIES

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

As the shield that protects his lord from the myriad dangers around every corner, the high guardian pledges his life to keep his charge safe. High guardians epitomize personal devotion.

Weapon & Armour Proficiency:

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Obligation (Ex):

At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.

Right Hand (Ex):

At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.

This ability replaces the bonus feat gained at 1st level.

FEATS

Additional Traits (General) - Starting Character Feat:

You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

TRAITS

Taldan Patriot (War for the Crown Campaign Trait):

You love your country, its history, and its people... even though they may not love you back. Whether you’re a bureaucrat, a minor noble, or a soldier, you want your community to be the best it can be and you channel that love into a position in service to the people of Taldor.

Benefit(s): You gain a +1 bonus on all Sense Motive and Knowledge (history) checks, and these skills are always class skills for you. In addition, once per day you can recall a specific fact about a Taldan noble’s personality—quirks such as a hobby or pet peeve — including information you would normally learn as a discovery check in social combat.

Clearheaded (Dwarven Racial Trait):

Requirement(s): Dwarf

You see through deception and lies.

Benefit(s): You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.

Protective Faith (Religion Trait):

Requirement(s): Torag

Your faith in the Father of Creation strengthens your ability to shield others.

Benefit: When you use the aid another action to grant your ally a bonus to AC, you grant a +3 bonus to AC instead of the normal +2.

Careful Combatant (Combat Trait):

You have a strong sense of self-preservation, believing it is more important to safely extract yourself from a fight that has turned hopeless than to stubbornly stand your ground and risk death—for when you’re dead, you can’t protect the innocent.

Benefit: When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.

SKILLS
4 Skill Ranks per level as standard (2 Class; + 2 Int)

FIGHTER SKILLS LIST:

The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local*) (Int), Knowledge (Nobility*) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Knowledge (History) & Sense Motive gained through trait.

*A High Guardian adds Knowledge (Local) and Knowledge (Nobility) to his list of class skills, instead of Knowledge (Dungeoneering) and Knowledge (Engineering).This alters the fighter’s class skills.

Bluff +1: 0 Ranks; -1 CHA; +2 Race
Diplomacy +1: 0 Ranks; -1 CHA; +2 Race
Knowledge (History) +7: 1 Rank; +2 INT; +3 Class; +1 Trait
Knowledge (Local) +6: 1 Rank; +2 INT; +3 Class
Knowledge (Nobility) +6: 1 Rank; +2 INT; +3 Class
Sense Motive +6: 1 Rank; +1 WIS; +3 Class; +1 Trait

Languages: Common, Dwarvish, ??? & ???

WEALTH

Gold: 175
Silver:
Copper:
Treasure:

GEAR/EQUIPMENT

Combat Equipment:
Mundane Equipment:

Encumbrance: 00.00lbs (Light Load)

Expenditure:

FAITH

APPEARANCE

Age: TBC Height: TBC Weight: TBC lbs.

Description.

Further Description

BACKGROUND