Azmur Kell

Peregryne's page

55 posts. Organized Play character for Woodenman.

Full Name



Burn: 1/7 -


Active Conditions: Aerokinesis, Enveloping Winds (25%), Elemental Overflow (+1)


NG M Aerokineticist 5 - HP 53/53, 5 NL - AC 20, T 15, FF 15 - F+10*, R+10*, W+5* - Init: +5 - Perc +10, SM +8 -

About Peregryne

PFS # 127693-4 (Silver Crusade)
Aerokineticist 5 (12 XP, 22 Fame, 18 PP)
NG M Human
Init +5; Perception +10

AC 20, touch 15, flat-footed 15
HP 53 (5d8 + 5x4 Con + 5 FCB)
Fort +10, Ref +10, Will +5
+2 vs Charm, Compulsion & Emotion effects
+2 vs very hot conditions, severe heat, breath weapons, and cloud vapors and gases

Speed 30 ft

Air Blast (Ranged Attack) +9 (3d6+7, 60 ft range, 20/x2)
w/ Point Blank Shot +1 hit, +1 damage
w/ Elemental Overflow +1 hit, +2 damage

Str 7 (-2), Dex 20 (+5), Con 18 (+4), Int 10 (+0), Wis 14 (+2), Cha 7 (-2)
+3 BAB, CMB +1, CMD 16

SKILLS (4 skill points/level (class) + 1 skill points /level (Human) )

+10 Acrobatics (2 Ranks, 5 Dex, 3 CS)
+8 Fly (1 Rank, 5 Dex, 3 CS)
+7 Heal (2 Ranks, 2 Wis, 3 CS)
+7 Knowledge (Nature) (3 Ranks, 0 Int, 3 CS, 1 Trait)
+10 Perception (5 Ranks, 2 Wis, 3 CS)
+8 Sense Motive (2 Ranks, 2 Wis, 3 CS, 1 Trait)
+13 Stealth (5 Ranks, 5 Dex, 3 CS)
+10* Survival (5 Ranks, 2 Wis, 3 CS)
*(+2 to find food & water, +2 to avoid becoming lost)


Principled (Faith), Child of Nature (Religion), Suspicious (Social), Point Blank Shot, Precise Shot, Weapon Focus (Kinetic Blast), Weapon Finesse.


Combat Gear (12.5 lbs)
+1 Mithril Chainshirt (12.5lbs, 2100 gp)

Other Gear: (4 lbs)
Backpack (2lbs), Flint & Steel, Smoked Googles, Earplugs, Wand of Cure Light Wounds 39/50 (2 PP), Cloak of Resistance +2 (4000gp, 1lb), Belt of Incredible Dexterity +2 (4000gp), Ioun Torch, Shining Wayfinder (1 lb, 2 PP) Money 689 gp 9 sp 7 cp

Encumbrance (7 Str)
Light 0-23 lb
Medium 24-46 lb
Heavy 47-70 lb


Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.


Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su): Air. At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane and grants her access to specific wild talents (see below) and additional class skills.
Class Skills: An aerokineticist adds Fly and Knowledge (nature) to her list of class skills.

Wild Talents: A kineticist can use wild talents — magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities) and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Wild Talents Known:

- Basic Aerokinesis (Element air; Type utility (Sp);Level 1; Burn 0)
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.
You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

- Enveloping Winds (Element air; Type defense (Su); Level —; Burn 0)
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.

- Air Cushion (Element air; Type utility (Sp); Level 1; Burn 0)
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.

- Air's Reach (Element air; Type utility (Su); Level 1; Burn —)
When using air blasts, air wild talents, or composite blasts that include air, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.

Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Kinetic Blasts Known:

- Air Blast
Element: air; Type: simple blast (Sp); Level —; Burn 0; Blast Type physical; Damage bludgeoning (1d6+1+Con, +1d6+1 per 2 levels)

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Infusions Known:

- Extended Range
Element universal; Type form infusion; Level 1; Burn 1; Saving Throw: none
Your kinetic blast can strike any target within 120 feet.

- Kinetic Blade
Element universal; Type form infusion; Level 1; Burn 1; Saving Throw: none
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

- Blade Rush
Element universal; Type form infusion; Level 2; Burn 2; Saving Throw none
You use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. You gain a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If you have the kinetic whip infusion, you can manifest a kinetic whip instead of a kinetic blade at the end of your movement by increasing the burn cost of this infusion by 1. The blade or whip vanishes instantly after the rush.

Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Burn (Ex): For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Max Burn per Round: 1 per 3 levels (Min: 1)
Max Burn: 3 + Con Mod: 7

Elemental Overflow (Ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

Infusion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Physical Stats: Age: 25 years Height: 6’ Weight: 150 lbs


0-04 The Frozen Fingers of Midnight – 824 gp
Boons: Nil
Purchased Wand of CLW for 2PP

6-05 Slave Ships of Absalom – 514 gp
Budding Friendship: You have done a favour for Lady Silviana in Absalom, and she is willing to repay the favour. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off of your Chronicle Sheet to earn 1 Prestige Point instead.
0 charges used from CLW Wand

0-05 Mists of Mwangi – 509 gp
Boons: Nil
Purchased Mithril Chain Shirt (1100 gp)
0 charges used from CLW Wand

6-97 Siege of Serpents – 875 gp
Pathfinder’s Excellence (Combat): Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium’s employ, the critical threat range of the attack doubles; this benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon off your Chronicle sheet.
Pathfinder’s Excellence (Magic): Before casting a spell or using a spell-like ability, you can check one of the boxes preceding this boon in order to roll twice for any caster level check to overcome spell resistance and on caster level or concentration checks made to cast a spell in an impeded area (such as a fire spell underwater or a plane with the impeded magic trait). Any members of the Aspis Consortium or foes directly in the Consortium’s employ suffer a –2 penalty on any saving throw against the spell. As a standard action, you can instead check two boxes in order to recall a spell that you have already cast that day. The spell is then prepared again, just as if it had not been cast. Once you check the last box, cross this entire boon off your Chronicle sheet.
0 charges used from CLW Wand

The Godsmouth Heresy – 1398 gp
Pharasma's Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an Undead creature or any single saving throw against an Undead creatures ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasama is your patron deity, you receive a +4 bonus on this reroll. Once this ability has been used, cross it off the Chronicle.
Purchased Cloak of Resistance +1
7 charges used from CLW Wand

6-19 Test of Tar Kuata (GM) – 1288 gp
Enlightened Ambassador: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.
Tar Kuata Initiate: The monks of Tar Kuata have recognized your potential and offered to train you at their monastery for a minimal cost. When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the monk class; those that already have retraining synergy with the monk class instead reduce the number of days required to retrain any class level into a monk level by 1. A monk retraining a monk class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost. Finally, if you are a dwarf monk, you can cross this entire boon off your Chronicle sheet when retraining to gain the Ouat monk archetype (Pathfinder Campaign Setting: Inner Sea Combat 41) for free. If any other archetypes you possess modify the same class feature as the Ouat archetype replaces, you lose those archetypes at no cost. Likewise, if an alternate dwarven racial trait modifies the same racial trait as the Ouat archetype, the archetype modifies that alternate racial trait instead.
0 charges used from CLW Wand

1-52 The Twofold Demise – 928 gp
Boons: Nil
4 charges used from CLW Wand
Purchased Shining Wayfinder for 2PP

7-05 School of Spirits – 1900 gp
New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.
Haunt Siphon – Available for Purchase – 400 gp
[q]Small wisps of white vapor churn within these glass vials. To capture a haunt’s energies in a haunt siphon, twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash. [/q]

9-00 Assault on Absalom (GM) – 1250 gp
Defender of Absalom: You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witnessed your triumphs and will remember your courage for several deeds in particular. Choose one (or two, if so instructed by the Overseer GM) of the following rewards corresponding to a faction’s objective that either the House successfully fulfilled (corresponding to one of the conditions announced during play) or that your table successfully fulfilled; cross the others off your
Chronicle sheet. You do not need to be a member of a particular faction to choose its associated reward.
[] Tempest Guardian (Grand Lodge): You led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the fort’s besmirched reputation. The militia makes you an honorary Muckrucker, teaching you or a protégé some of their favorite tricks. You can check the box that precedes this boon when making a new Pathinder Society character to grant your new character one of the following as a bonus trait: [-]fast-talker, resilient[/-], or suspicious. Alternatively, you can gain the trait.
[] Maestro of Manumission (Liberty’s Edge): You oversaw the manumission of hundreds of Absalom’s slaves, which might mark the end of slavery in the city and recruit new talent to the Society. You can check this box when creating a new character to begin that character at 2nd level with 3 XP, 1,500 gp, and 6 Prestige Points.
Purchased: Belt of Incredible Dexterity – 4000 gp
Purchased: Upgrade to Armor to +1 – 1000 gp

8-99 The Solstice Scar, Version D – 1250 gp
[][][]Blood and Courage: As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action.

[]Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).
At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by efects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr’s Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1,000 gp for each unique Martyr’s Shard boon this character has earned.
[]Martyr’s Shard 4: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battleield where she irst earned Vildeis’s favor, you have secured that empyreal lord’s assistance in a time of need—particularly when battling evil.
If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction of undead creatures for 1 minute. During this time, the weapon also grants you a +2 bonus on caster level checks to overcome the spell resistance of evil creatures.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the irst 5 points of undead creatures’ damage reduction.
Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but a dagger rather than a longsword) as though her efective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).
Upgrade Cloak of Resistance to +2 - 3000 gp
Free 5th Level Retrain of Gushing Infusion to Kinetic Blade Infusion

Chronicles Applied....but not yet Activated
6-11 Slave Master's Mirror (GM) - Level 6