Monday, November 9, 2009

Nar'ghul



Nar'ghul Level 1 Artillery
Medium natural humanoid XP 100
Initiative +3 Senses Perception +1; low-light vision
HP 25; Bloodied 12
AC 13; Fortitude 12; Reflex 13; Will 13
Speed 6
m Dagger (at-will; standard) • Weapon
+5 vs AC; 1d4 + 2 damage
A Death Flock (encounter; standard) • Force, Implement
Area burst 1 within 20; +4 vs Reflex; 1d6 + 5 force damage, and the target is dazed (save ends)
Mimicry
Nar'ghul can mimic sounds and voices. A successful Insight check opposed by the ringleader’s Bluff check allows a listener to determine that the effect is faked.
Alignment Unaligned Languages Common
Skills Arcana +8, Stealth +8
Str 10 (+0) Dex 16 (+3) Wis 13 (+1)
Con 13 (+1) Int 16 (+3) Cha 16 (+3)
Equipment Dagger, Implement, Wand
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Nar'ghul is the kenku apprentice of Calessa Devilin, created using the Monster Builder. A young and inexperienced wing-mage.

Tor

====== Created Using Wizards of the Coast D&D Character Builder ======
Tor, level 11
Longtooth Shifter, Rogue, Daggermaster
Rogue Tactics: Brutal Scoundrel

FINAL ABILITY SCORES
Str 20, Con 13, Dex 20, Int 11, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 15, Con 12, Dex 17, Int 10, Wis 10, Cha 9.


AC: 25 Fort: 22 Reflex: 24 Will: 18
HP: 85 Surges: 7 Surge Value: 21

TRAINED SKILLS
Stealth +15, Thievery +15, Perception +11, Streetwise +10, Athletics +17, Intimidate +10

UNTRAINED SKILLS
Acrobatics +10, Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +6, Endurance +8, Heal +6, History +5, Insight +6, Nature +6, Religion +5

FEATS
Level 1: Backstabber
Level 2: Toughness
Level 4: Sturdy Shifter
Level 6: Surprise Knockdown
Level 8: Defensive Mobility
Level 10: Surprising Charge
Level 11: Rogue Weapon Mastery

POWERS
Rogue at-will 1: Probing Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Torturous Strike
Rogue daily 1: Trick Strike
Rogue utility 2: Bounding Leap
Rogue encounter 3: Low Slash
Rogue daily 5: Downward Spiral
Rogue utility 6: Guided Shot
Rogue encounter 7: Circling Predator
Rogue daily 9: Into Harm's Way
Rogue utility 10: Gap in the Armor

ITEMS
Magic Leather Armor +3, Wraithblade Dagger +2, Bracers of Infinite Blades (level 11), Periapt of Proof against Poison +2, Shuriken (10)
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Character for a new player in my Warriors of the Sun game

Friday, November 6, 2009

Kala Kal'kanis, 6th level



====== Created Using Wizards of the Coast D&D Character Builder ======
Kala Kal'kanis, level 6
Drow, Swordmage
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
Darkfire: Darkfire Intelligence
Blood Drain: Blood Drain Strength

FINAL ABILITY SCORES
Str 16, Con 11, Dex 14, Int 18, Wis 10, Cha 10.

STARTING ABILITY SCORES
Str 15, Con 11, Dex 12, Int 17, Wis 10, Cha 8.


AC: 20 Fort: 20 Reflex: 21 Will: 19
HP: 56 Surges: 8 Surge Value: 14

TRAINED SKILLS
Arcana +12, Diplomacy +8, History +12, Athletics +11

UNTRAINED SKILLS
Acrobatics +5, Bluff +3, Dungeoneering +3, Endurance +3, Heal +3, Insight +3, Intimidate +5, Nature +3, Perception +3, Religion +7, Stealth +7, Streetwise +3, Thievery +5

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Vampiric Heritage
Level 6: Arcane Fire

POWERS
Swordmage at-will 1: Sword Burst (retrained to Frostwind Blade at Level 6)
Swordmage at-will 1: Greenflame Blade
Swordmage encounter 1: Blazing Pursuit
Swordmage daily 1: Whirling Blade
Swordmage utility 2: Host of Shields
Swordmage encounter 3: Blazing Lunge
Swordmage daily 5: Purifying Wound
Swordmage utility 6: Swordmage's Decree

ITEMS
Vicious Fullblade +1, Leather Armor, Drow House Insignia +4, Adventurer's Kit, Boots of Adept Charging (heroic tier)
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Calessa Devilin, 6th level




====== Created Using Wizards of the Coast D&D Character Builder ======
Calessa Devlin, level 6
Half-Elf, Wizard
Build: Control Wizard
Eldritch Blast: Eldritch Blast Charisma
Arcane Implement Mastery: Orb of Imposition

FINAL ABILITY SCORES
Str 8, Con 12, Dex 12, Int 17, Wis 12, Cha 19.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 12, Int 16, Wis 12, Cha 16.


AC: 17 Fort: 14 Reflex: 16 Will: 19
HP: 42 Surges: 7 Surge Value: 10

TRAINED SKILLS
Arcana +11, Religion +11, Insight +11, Diplomacy +14

UNTRAINED SKILLS
Acrobatics +4, Bluff +7, Dungeoneering +4, Endurance +4, Heal +4, History +6, Intimidate +7, Nature +4, Perception +4, Stealth +4, Streetwise +7, Thievery +4, Athletics +2

FEATS
Wizard: Ritual Caster
Level 1: Wintertouched
Level 2: Group Insight
Level 4: Elven Arcane Precision
Level 6: Arcane Familiar

POWERS
Dilettante: Eldritch Blast
Wizard at-will 1: Ray of Frost
Wizard at-will 1: Magic Missile
Wizard encounter 1: Chill Strike
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Freezing Cloud
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Feather Fall
Wizard encounter 3: Maze of Mirrors
Wizard daily 5: Glitterdust
Wizard daily 5 Spellbook: Web
Wizard utility 6: Invisibility
Wizard utility 6 Spellbook: Arcane Insight

ITEMS
Spellbook, Adventurer's Kit, Dagger, Fine Clothing, Magic Orb +1, Potion of Healing (heroic tier), Circlet of Second Chances (heroic tier), Slick Cloth Armor (Basic Clothing) +1
RITUALS
Arcane Mark, Brew Potion, Make Whole, Gentle Repose, Comprehend Language, Detect Secret Doors, Water Walk, Animal Messenger, Amanuensis
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She got the Amulet like she was supposed to, but the artifact is giving them all bizzare dreams, involving a lot of sex and a woman with blazing blood red hair.

Lexihara Bloodtalon, 6th level



====== Created Using Wizards of the Coast D&D Character Builder ======
Lexihara Bloodtalon, level 6
Dragonborn, Warlord
Build: Inspiring Warlord
Commanding Presence: Inspiring Presence
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire

FINAL ABILITY SCORES
Str 17, Con 14, Dex 10, Int 14, Wis 10, Cha 17.

STARTING ABILITY SCORES
Str 14, Con 14, Dex 10, Int 14, Wis 10, Cha 14.


AC: 21 Fort: 17 Reflex: 16 Will: 17
HP: 56 Surges: 9 Surge Value: 16

TRAINED SKILLS
Endurance +9, Athletics +10, Intimidate +13, Diplomacy +11

UNTRAINED SKILLS
Acrobatics +2, Arcana +5, Bluff +6, Dungeoneering +3, Heal +3, History +7, Insight +3, Nature +3, Perception +4, Religion +5, Stealth +2, Streetwise +6, Thievery +2

FEATS
Level 1: Toughness
Level 2: Dragonborn Senses
Level 4: Improved Inspiring Word
Level 6: Double Team

POWERS
Warlord at-will 1: Furious Smash
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Hammer and Anvil
Warlord daily 1: Bastion of Defense
Warlord utility 2: Shake It Off
Warlord encounter 3: Warlord's Strike
Warlord daily 5: Stand the Fallen
Warlord utility 6: Stand Tough

ITEMS
Adventurer's Kit, Light Shield, Veteran's Chainmail +1, Magic Broadsword +1, Flask (empty), Fine Clothing, Wine, Bottle (2), Short sword, Bashing Shield Light Shield (heroic tier), Potion of Healing (heroic tier), Ironskin Belt (heroic tier)
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6th level! And they have Amulet they were questing for! Now they have to get it back!

Wednesday, October 14, 2009

Aurin, 13th level

====== Created Using Wizards of the Coast D&D Character Builder ======
Aurin Dawnbringer, level 13
Human, Invoker, Flame of Hope
Divine Covenant: Covenant of Wrath

FINAL ABILITY SCORES
Str 12, Con 14, Dex 14, Int 16, Wis 20, Cha 14.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 13, Int 13, Wis 15, Cha 13.


AC: 25 Fort: 22 Reflex: 23 Will: 25
HP: 72 Surges: 8 Surge Value: 18

TRAINED SKILLS
History +14, Religion +14, Insight +16, Arcana +14, Intimidate +13, Perception +16

UNTRAINED SKILLS
Acrobatics +7, Bluff +8, Diplomacy +8, Dungeoneering +11, Endurance +7, Heal +11, Nature +11, Stealth +7, Streetwise +8, Thievery +7, Athletics +6

FEATS
Invoker: Ritual Caster
Human: Astral Fire
Level 1: Skill Training (Perception)
Level 2: Armor of Bahamut
Level 4: Solar Enemy
Level 6: Implement Expertise (staff)
Level 8: Action Surge
Level 10: Speed Loader (retrained to Combat Anticipation at Level 11)
Level 11: Devastating Critical
Level 12: Speaker of the Gods

POWERS
Bonus At-Will Power: Grasping Shards
Invoker at-will 1: Sun Strike
Invoker at-will 1: Avenging Light
Invoker encounter 1: Blades of Astral Fire
Invoker daily 1: Purging Flame
Invoker utility 2: Wall of Light
Invoker encounter 3: Sun Hammer
Invoker daily 5: Searing Orb
Invoker utility 6: Symbol of Hope
Invoker encounter 7: Invoke Obedience
Invoker daily 9: Cerulean Flames
Invoker utility 10: Covenant of Endurance
Invoker encounter 13: Pillar of Guardian Flame (replaces Sun Hammer)

ITEMS
Ritual Book, Astral Fire Chainmail +3, Magic Staff +3, Cloak of Resistance +2, Adventurer's Kit, Battlestrider Greaves (paragon tier), Dagger (2), Repeating crossbow, Crossbow Bolts (20), Magic Holy Symbol +1, Gloves of Storing (heroic tier), Alchemical Reagents (Arcana) (1200), Sanctified Incense (Religion) (1000), Residuum (Any) (2530), Magazine
RITUALS
Hand of Fate, Comprehend Language, Gentle Repose, Animal Messenger, Arcane Mark, Enchant Magic Item, Magic Circle, Disenchant Magic Item, Wizard's Sight, Passwall, Sending, Raise Dead, Consult Mystic Sages
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Lady Vai for Part 3: Of Sages and Priests



Lady Anistyrnia Vai

PL 10 (160pp)

Abilities: Str 10 (+10) Dex 10 (+0) Con 10 (+0) Int 22 (+6) Wis 20 (+5) Cha 20 (+5)

Skills: Bluff 8 (+13 /+17), Concentration 10 (+15), Diplomacy 8 (+13 /+17), Gather Information 8 (+13), Intimidate 3 (+8) Knowledge (Arcane lore) 13 (+19), Knowledge (Civics) 4 (+10), Knowledge (Theology & Philosophy) 8 (+14), Notice 6 (+11), Perform (Singing) 4 (+9), Sense motive 8 (+13), Languages: (Sidhe, Ancient, Troll, Orc; Base: Common)

Feats: Artificer, Attack Focus [Ranged], Attack Specialization [Sorcery] (4), Benefit [Status: Granddaughter of Aglin Vani]), Connected, Contacts, Dedicated, Dodge Focus (7), Fascinate (2) [Bluff, Diplomacy], Luck, Master plan, Ritualist, Second Chance [Mind control], Speed of thought, Trance, Well-informed

Powers
Feature 1 [long-lived; 1pp], Flight 3 [50mph; 6pp], Mystic shield 11 [force field; 11pp], Super-senses 1 [detect magic; 1pp]
Sorcery 11 (45pp)
→ Mystic Arrow Blast 11 ["The Tears of Taija"; extra: autofire (2), penetrating, learned caster; feats: effects insubstantial (2), homing, improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Mystic Arrow Blast 10 ["Taija’s Storm"; extra: area (cloud), penetrating, selective attack, learned caster; feats: affects insubstantial (2), dimensional; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Mystic Arrow Binding 11 ["Taija’s Chains"; snare; extra: duration (sustained), independent, autofire, learned caster; feats: affects insubstantial (2), improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Dispel Magic 11 [nullify magic (2 points); extra: burst area, duration (concentration), learned caster; flaws: side effect (fatigue, always occurs), range to touch]
→ Glamour 5 [illusion (all senses); extra: selective attack, learned caster; flaws: side effect (fatigue, always occurs), phantasm]
→ Telekinesis 10 ["Taija’s Invisible Hand"; extra: damaging, perception, learned caster; feats: precise, subtle; flaws: side effect (fatigue, always occurs)]
→ Teleport 11 [extra: accurate, learned caster; feats: easy, progression (3), turnabout; flaws: side effect (fatigue, always occurs), short range only]
→ Obscure 11 ["Taija’s Miasma"; visual; extra: learned caster; feats: selective; flaws: side effect (fatigue, always occurs)]
→ Scrying 11 ["The Eye of Taija"; ESP (all senses); extra: learned caster; feats: subtle (2); flaws: side effect (fatigue, always occurs)]

Combat: Attack +0 (+1 Ranged, +9 Sorcery) [Unarmed +0, Mystic Blasts +11; 19-20 Crit]; Defense 19 (11 flat-footed); Init +6

Saves: Toughness +11 (+11 flat-footed); Fort +6; Ref +6; Will +13

Equipment: The Bow of Heylen (Damage +3; Mighty [3], Improved Critical)

Drawbacks: power loss (unable to cast when cannot speak or gesture; 4pp), weakness (contact with iron; -1 charisma/20 minutes; 4pp)

Abilities 32 + Skills 21 + Feats 26 + Powers 65 + Combat 4 + Saves 20 - Drawbacks 8 = 160pp

Complications: Enemy (The Red Knight Conspiracy), Fame (Unattached Noble), Obsession (Get back what was hers), Hatred (Rapists)

Tuesday, September 22, 2009

Katheryn Kathleen Young

[photo by CosmoPhoto on deviantArt]

Katheryn Kathleen Young
Corporal and medic.
Power level 6 [Abilities 19 + Skills 18 + Feats 16 + Powers 12 + Combat 20 + Saves 16 - Drawbacks 0 = 101]

Str 10, Dex 14 (+2), Con 11, Int 13 (+1), Wis 17 (+3), Chr 14 (+2)

Skills: climb 4 (+4), computers 4 (+5), concentration 6 (+9), craft [chemical] 4 (+5), diplomacy 4 (+6/+10 attractive), drive 4 (+6), knowledge [life sciences] 6 (+7), medicine 10 (+13), notice 6 (+9), profession [medic] 6 (+9), sense motive 6 (+9), stealth 4 (+6), survival 4 (+7), swim 4 (+4)

Feats: attack focus (ranged) 2, attractive, benefit 2 [security clearance, status (handler)], equipment 9, luck 1, precise shot
Equipment: ARC armored jumpsuit (+3 toughness, camo (foliage, urban, night); 6ec), arsenal (submachine gun, heavy pistol, knife; 14ec), grenades (frag, smoke; 16ec), cell phone (1ec), laptop (1c), multitool (1ec), gas mask (1ec), GPS receiver (1ec), +4 free points

Powers
• Med-kit [healing 6; 12pp]

Combat [base attack +4, base defense +6]: attack +4 melee (+0 unarmed, +1 knife), attack +6 ranged (+4 pistol; +4 SMG, autofire); defenses +6; initiative +2

Saves: Toughness +5; fort save (+4) +4; Ref save (+6) +8; Will save (+5) +8

Complication: phobia (claustrophobia), responsibility (military, child psychic)

Kit-Kat, as some in her old platoon called her, is one of the newest Handler of Sarah, a pychic young girl who can "melt" stuff with her mind!

Sunday, September 20, 2009

They need a name!

====== Created Using Wizards of the Coast D&D Character Builder ======
Khouri, level 1
Elf, Cleric

FINAL ABILITY SCORES
Str 12, Con 10, Dex 16, Int 9, Wis 18, Cha 14.

STARTING ABILITY SCORES
Str 12, Con 10, Dex 14, Int 9, Wis 16, Cha 14.


AC: 16 Fort: 11 Reflex: 13 Will: 16
HP: 22 Surges: 7 Surge Value: 5

TRAINED SKILLS
Religion +4, Diplomacy +7, Heal +9, Insight +9

UNTRAINED SKILLS
Acrobatics +2, Arcana -1, Bluff +2, Dungeoneering +4, Endurance -1, History -1, Intimidate +2, Nature +6, Perception +6, Stealth +2, Streetwise +2, Thievery +2, Athletics

FEATS
Cleric: Ritual Caster
Level 1: Implement Expertise (holy symbol)

POWERS
Channel Divinity: Turn Undead
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Lance of Faith
Cleric encounter 1: Divine Glow
Cleric daily 1: Cascade of Light

ITEMS
Ritual Book, Adventurer's Kit, Dagger (2), Holy Symbol, Longbow, Hide Armor, Arrows (30), Mace
RITUALS
Gentle Repose, Unseen Servant
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====== Created Using Wizards of the Coast D&D Character Builder ======
Rhadze, level 1
Tiefling, Swordmage
Swordmage Aegis: Aegis of Assault

FINAL ABILITY SCORES
Str 13, Con 14, Dex 10, Int 18, Wis 10, Cha 15.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 10, Int 16, Wis 10, Cha 13.


AC: 19 Fort: 12 Reflex: 14 Will: 14
HP: 29 Surges: 10 Surge Value: 7

TRAINED SKILLS
Arcana +9, History +9, Diplomacy +7, Athletics +6

UNTRAINED SKILLS
Acrobatics, Bluff +4, Dungeoneering, Endurance +2, Heal, Insight, Intimidate +2, Nature, Perception, Religion +4, Stealth +2, Streetwise +2, Thievery

FEATS
Level 1: Intelligent Blademaster

POWERS
Swordmage at-will 1: Luring Strike
Swordmage at-will 1: Greenflame Blade
Swordmage encounter 1: Blazing Pursuit
Swordmage daily 1: Dimensional Thunder

ITEMS
Adventurer's Kit, Leather Armor, Longsword, Dagger (2), Javelin (2), Grappling Hook, Lantern, Oil (1 pint) (2)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Moke, level 1
Dwarf, Barbarian
Feral Might: Rageblood Vigor

FINAL ABILITY SCORES
Str 16, Con 18, Dex 12, Int 10, Wis 10, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 10, Wis 8, Cha 12.


AC: 15 Fort: 16 Reflex: 12 Will: 11
HP: 33 Surges: 12 Surge Value: 8

TRAINED SKILLS
Intimidate +6, Endurance +10, Athletics +7

UNTRAINED SKILLS
Acrobatics, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal, History, Insight, Nature, Perception, Religion, Stealth, Streetwise +1, Thievery

FEATS
Level 1: Dwarven Weapon Training

POWERS
Barbarian at-will 1: Recuperating Strike
Barbarian at-will 1: Howling Strike
Barbarian encounter 1: Great Cleave
Barbarian daily 1: Bloodhunt Rage

ITEMS
Adventurer's Kit, Hide Armor, Execution axe, Dagger (2), Handaxe (2)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Sarte, level 1
Dragonborn, Fighter
Fighter Talents: Two-handed Weapon Talent
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold

FINAL ABILITY SCORES
Str 18, Con 14, Dex 14, Int 10, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 10, Wis 13, Cha 8.


AC: 17 Fort: 16 Reflex: 12 Will: 11
HP: 29 Surges: 11 Surge Value: 9

TRAINED SKILLS
Athletics +9, Endurance +7, Intimidate +7

UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Religion, Stealth +2, Streetwise, Thievery +2

FEATS
Level 1: Weapon Focus (Spear)

POWERS
Fighter at-will 1: Reaping Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Lasting Threat

ITEMS
Adventurer's Kit, Scale Armor, Dagger (2), Longspear, Shortbow, Arrows (30)
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The character I have in my new campaign!

Game World: Mirehold

(pic by snowskadi on deviantArt)

Mirehold
Even with part of the city facing flooding, Mirehold is an important town. It occupies a strategic crossroads between the Empire of Rothsburg, the Barony of Dancouris and Moonsilver. The waterline is an important divsion and much of Mirehold that is controlled by the River Knives is built on pontoons.
Population: 850 with 500-1000 extras who are in the town on business or trade.
Government: the Lord Mayor Persi (halfling male) fights a battle with the River Knives. They pretty much each control half of the city.
Defense: there are 80 town guard, about 20 of them are on the River Knives payroll.
Inns: the Marsh Wren, the Dozing Dwarf
Taverns: the Pink Dragon, Iron Barley, Pond Scum. Pond Scum is a tavern built on a barge and is a River Knives hang out.
Supplies: Elo, is a drunk old halfling who is the best weaponsmith around... when he is not drunk. Darvan Coaster, Hesk’s Emporium
Trade: trade is an important factor in the survival of Mirehold.
Temples
• The House of the Moon is a temple devoted to Sehanine. Lady Casteri (human female), is an older lady whose husband, a fellow adventurer, died a long time ago. Closely allied with Moonsilver. There are also shrines the Avandra and Corellon.
• Temple of the Blood Hunt is a temple to Melora. Kron (elf male), is the temple lead. It is said once a month, on the new moon, he lead a few of his followers on a hunt...
• There is a small shrine to the Raven Queen, and a mysterious woman known only as Rell (human female) attends to it and to the cemetery. No one messes with her and they all give her a wide birth unless they need business with her.