Anevia Tirablade

Lily Whitehill's page

46 posts. Alias of DBH.


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Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily speaks up to tell the others what she remembers, "It could be some form of Golem guarding the vault. Some Arcane engineers sold several shaped like animals to some of the noble houses several years ago. As long as the family ring is shown there shouldn't be a problem. Hopefully."

She wonders which Golem the Vanderboren's purchased, if it is one?


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Knowledge Arcana: 1d20 + 7 ⇒ (15) + 7 = 22

Lily frowns slightly as she casts her memory back.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily perks up when Nassor mentions the guardian. Suddenly listening very closely. :)


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily follows along with the group, still a little caught up in puzzling out the riddle, so she looks lost in thought.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

I'm sorry for your loss.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Knowledge local: 1d20 + 7 ⇒ (8) + 7 = 15 As usual the RNG is taunting me. :)

Lily nods agreeably to Lady Lavinia's offer.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Evidence suggests so.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily is trying to puzzle out the riddle on the piece of paper and doesn't contribute to the discussion about the exotic creatures.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Appraise: 1d20 + 7 ⇒ (6) + 7 = 13

15 with Jetsam's Aid another.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily joins Jetsam in searching the cabin for anything that will help us and our employer. "What on earth were they doing carrying those creatures?"

Perception: 1d20 + 9 ⇒ (16) + 9 = 25


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily gets her crossbow out and readies it this round. Taking a 5' step to put the mast between her and the creature.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily grabs a bucket of sand and moves up to extinguish one of the fires. Keeping an eye for anything coming up from the hold.

"Something big is getting out. Best be ready!" She calls out.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily offer a potion of CLW to Jetsam seeing she's wounded still.

Then she searches and binds the unconscious man.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

"That new guy is Soller Vark!' Lily lets everyone else know. Still keeping her eye out for trouble.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily moves up beside Nassor. She's looking around warily at the moment. Deciding who to go for first?

What did the Knowledge Local roll tell me?


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Sorry, I missed the Knowledge Local check.

knowledge local: 1d20 + 7 ⇒ (8) + 7 = 15 Just!


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily lets the sailor climb over the side without attacking him. Feeling no need to slaughter someone fleeing the fight.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

cane sword: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 1d6 ⇒ 1

Having gotten the needless dramatic flourishes out of her system Lily slashes her opponent slightly. "You really should make a run for it dear." She advises. "I won't stop you."

diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11 Oh ffs!


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

sword cane: 1d20 ⇒ 5

Lily fumbles drawing her sword cane and her strike is pitiful. "You really should have played along." She sighs.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Climb: 1d20 ⇒ 20 What a waste.

Lily scrambles up the boarding net. "Evening all. We're here to inspect you for smuggling!'

Bluff: 1d20 + 2 ⇒ (13) + 2 = 15

The wonderful 1st level fumbles.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

perception: 1d20 + 9 ⇒ (15) + 9 = 24
Initiative: 1d20 + 4 ⇒ (18) + 4 = 22

"What was that?" Lily thinks.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Checking in. Not American so no 4th festivities :).


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Quietly until things get loud I believe is the plan. :).


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Seems to be working for me. I've added my icon to the map.

When setting it up you just have to remember to set it so that anyone who has the link can edit the map.

Use the share icon at the top right.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

I use Google docs for my games and find it tends to reset the permissions from Editable to view only by itself. It's a pain at times.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Looks like a plan.

Lily can handle traps & locks, does the other team have someone who can do that?


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily nods at Trace's suggestion. "That sounds like a plan. Have the quiet people scout ahead and the others waiting in the boats ready to join if things get loud."


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily nods politely to the lady of the house and prepares to set off with the others.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Knowledge Local: 1d20 + 7 ⇒ (15) + 7 = 22

Hands clasped on the head of her cane and she looks down Lily tries to think of any information she's heard of Vanthus Vanderboren?

While the nobility were not her usual stamping ground there may have been gossip or rumors floating through the streets.


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Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily nods, finding out what was happening on the sounded interesting, finding something missing was a familiar task.

"Excuse me, do you have a description, or an image of the ring we're looking for?" She asks politely.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

knowledge local: 1d20 + 7 ⇒ (15) + 7 = 22

While seemingly twirling her cane idly Lily takes a long look at the other group, trying to remember is she has any knowledge of their identity?


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

"Not me." Says the slender half-elven woman holding up one wall.

With a spin of her cane she continues, "The new head of the Vanderboran house has an opportunity to offer those who attend this meeting." She looks around, "We're here I guess we wait for our hostess to arrive and present her offer to us."


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Shrugging as she watches the motley collection of adventurers enter the manor Lily tidies herself up and politely knocks. Entering the antrium and nodding politely to anyone else here.

She wears a grey coat over dark blue leather armor and is idly spinning a silver topped cane in one hand as she looks around.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Lily performs her usual housekeeping, making sure all her equipment is cleaned and ready for use.

She has a sum of gold saved but earning more is always the best idea, she's had lean spells before and prefers to avoid them.

An hour before the stated time for the meeting she strolls through the streets, planning on observing from outside for a few moments before entering.

Finding a comfortable wall Lily leans against it and eyes the estate, looking to see who is entering and leaving.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Leaning on the wall outside Featherwhisper's the slender, Half-elf woman finished tidying her hair after her morning bath. 'So good to feel clean again!' she thinks with delight.

She is wearing leather armor dyed a deep blue under a soft, grey coat, tight black pants and calf boots complete her attire. Oddly she also is twirling an ebony cane with a silver head.

Noting the Halfling woman approaching her she straightens up and awaits her curiously. Shrugging at the instruction she takes the letter in one gloved hand and carefully reads it.

Knowledge local Vanderboren?: 1d20 + 7 ⇒ (16) + 7 = 23

After searching her memory for the name of 'Vanderboren' Lily thinks to herself 'How interesting!'.

"Please inform Lady Vanderboren that I will be most delighted to attend."

Once alone again Lily decides to spend sometime gaining information on the Vanderboren's and maybe hints as to why she's being summoned?

Diplomacy (Gather information: 1d20 + 6 ⇒ (20) + 6 = 26


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Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Boy was I right or was I right?

A quick look and who turns up but Mark Thomas 66 and Profession smith 6 ranks.

This going to be good! Especially in an AP I know so little about.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Checking in. Hello to all I've probably played with or run a game with some of you. I'll look though the players to see if I see any old faces.


8 is a big group but we can expect people to drop out as real life punishes us for having fun. :)


DBH here with my Half-elf Investigator. She's very bare bones ATM.

Lily Whitehill:

Y WHITEHILL

Female Half-Elf investigator 1, NG medium humanoid (elf, human)

Init +4; Senses Low-Light Vision, Perception +9,

Languages Common, Draconic, Elven, Infernal, Polyglot

AC 16, touch 14, flat-footed 12, hp 11 (1HD)

Fort +2, Ref +6, Will +2, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Immunities Sleep,

Speed 30 ft. (6 squares)

Ranged light crossbow +4 (1d8/19-20)
Melee cold iron dagger +0 (1d4/19-20)
Ranged cold iron dagger (thrown) +4 (1d4/19-20)
Melee silver dagger +0 (1d4-1/19-20)
Ranged silver dagger (thrown) +4 (1d4-1/19-20)
Melee cold iron sword cane +0 (1d6)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +0; CMB +0; CMD 14

Prepared Spells Prepared Spell List
Investigator (CL 1st):
1st - cure light wounds (DC 14) , monkey fish (DC )

Abilities Str 10, Dex 18, Con 14, Int 16, Wis 11, Cha 15

Special Qualities Adaptability, Alchemy, Elf Blood, Elven Immunities, Inspiration, Keen Senses, Low-Light Vision, Multitalented, Trapfinding, Weapon and Armor Proficiency,
Feats Fast Learner, Skill Focus (Perception)

Skills
*Acrobatics +8,
*Appraise +7,
Bluff +2, Bluff (Potentially Sexually Attracted) +3,
Craft (Untrained) +3,
*Diplomacy +6, Diplomacy (Potentially Sexually Attracted) +7,
*Disable Device +9,
Disguise +2,
Escape Artist +4,
Fly +4,
Intimidate +2,
*Knowledge (Arcana) +7,
*Knowledge (Local) +7,
*Perception +9, Perception (Trapfinding) +10,
Ride +4,
*Sense Motive +4,
*Sleight of Hand +8,
*Spellcraft +7,
*Stealth +4,

Possessions leather armor; cold iron bolt; cold iron sword cane; formula book; Light Crossbow ; Wrist Sheath, Spring Loaded [ Silver Dagger; ]; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); ]; Canteen ; Backpack, Common [ Winter Blanket; Bedroll; Survival Kit (Common); Mess Kit; Grooming Kit; Alchemy Crafting Kit; ];

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You 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 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 formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula 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.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Immunity to Sleep (Ex) You are never subject to sleep effects.

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 of 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 3. 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.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

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.

As for why a noble would work with her? She's very good at gathering information and solving problems discretely.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Kara watches the fight, but is more interested in what the guards are doing. sense motive: 1d20 + 4 ⇒ (1) + 4 = 5 Not noticing anything wrong with the fight, and not caring.

Should the door be opened, or an opportunity be presented she was ready.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

'Noisy.' Is kara's opinion of the Quaggoth.

She looks over Aurora curiously, but doesn't say anything. Noting the resemblance between Vinexa and the new girl. She returns to studying the guards routine carefully.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

@EmmEss.

How wide are the bars to the pen? Would a small creature be able to slip through them?


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

@Vinexa.

Kara looks interested, someone smart. Someone who can handle things more delicately than Kara could.

She shifts a little closer to Vinexa to start discussing things quietly. "So, you can get someone doing what you want without having to break them?" Is her opening remark.

Kara doesn't give a shit for this Demon vs Devils business, neither did her any favors, she's more interested in getting out of here and getting to somewhere she's more familiar with.


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

Kara thinks starting a riot would be easy, slaves have value, kill a few and the guards will enter, then spring the ambush.

She studies the other slaves, thinking over who would be useful to her in surviving down here, and who is expendable?


Female Half-elf Investigator Investigator 1. HP 11. AC 16. Init + 4. Perception + 9. Portrait

@Illya-nym.

"Foolish. This is their land, they know it we don't."

The tall, cruel looking Tiefling smiles at you. "Take one alive. Make him show us the way out!"


DBH here with my Tiefling (Oni-spawn) Brawler.

Kara Bleak:

KARA BLEAK

Female Tiefling (Oni-Spawn) brawler 2, NE medium outsider (native, oni-spawn)

Init +2; Senses Darkvision (60 ft.), Perception +5,

Languages Abyssal, Common, Draconic, Undercommon

AC 12, touch 12, flat-footed 10, hp 20 (2HD)

Saves: Fort +5, Ref +5, Will +0, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, Resistances Cold 5, Electricity 5, Fire 5,

Speed 30 ft. (6 squares)

Melee unarmed strike +6 (1d6+3)
Melee brawler's flurry +4/+4 (1d1+3), Base Atk +2; CMB +5; CMD 17

Innate Spell-Like Abilities: alter self ( DC , 1/day)

Abilities Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 12

Special Qualities Bonus Feats, Brawler's Cunning, Darkvision, Fiendish Language, Fiendish Resistance, Fiendish Sorcery, Martial Flexibility, Martial Training, Oni-Spawn Spell-Like Ability,
Weapon and Armor Proficiency,

Feats Hamatulatsu, Improved Unarmed Strike, Weapon Focus (Unarmed Strike)

Skills Acrobatics +7, Appraise +1, Artistry +1, Bluff +1, Climb +7, Craft (Untrained) +1, Diplomacy +1, Disguise +3, Escape Artist +6, Fly +2, Intimidate +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Linguistics(Undercommon) +2, Perception +5, Perform (Untrained) +1, Ride +2, Sense Motive +4, Stealth +2, Swim +7,

Possessions brawler's flurry;

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler's Flurry (Ex)

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Mercenary For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Oni-Spawn Skilled Oni-Spawn tieflings have a +2 racial bonus on Disguise and Intimidate checks.

Oni-Spawn Spell-Like Ability Oni-Spawn tieflings can use alter self 1/day as a spell-like ability.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

item?: 1d20 + 1d10 ⇒ (11) + (1) = 12 Kara has found a gold coin.

Background:

Kara is a tall, attractive woman, except for the air of cold brutality she carries. Her fiendish heritage obvious thanks to the horns and fangs she doesn't bother to conceal.

Born in Cheliax Kara never knew her parents, surviving on the streets by begging at first, then as she grew stronger by violence. By the time she was fully grown Kara was an enforcer for the local crime syndicate.

She doesn't know who she pissed off enough to have arranged this fate for her? Drugged and beaten unconcious, awaking in a slavers caravan already deep in the Darklands.

Kara is patient, she's been waiting and watching for her chance to escape. It's made difficult by her lack of knowledge of the world underground. She isn't even aware that she's traveled through a portal and is on a different world.

It wouldn't matter if she did, Kara has a very pragmatic outlook on life. She knows she needs aid to survive down here and is looking for people she can work with to do so. While completely ruthless and out for herself Kara is smart enough to know she needs to work with people of different viewpoints and can do that for as long as needed.