Kamilla Moor's page

68 posts. Alias of Kris Vanhoyland.

Full Name

Kamilla Moor


human (Chelaxian) inquisitor 1 || hp 6/10 || AC 18, touch 14, flatfooted 14 || Perception +7, Sense Motive +8 ||


Fort +4, Ref +4, Will +5 || CMB +2, CMD 16 || Init +4 || Harrow 4/5 || Party loot




5'9", 139 lb.










Celestial, Common, Halfling



Strength 14
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 16
Charisma 8

About Kamilla Moor

Kamilla Moor
Female human (Chelaxian) inquisitor of Pharasma 1
N Medium humanoid (human)
Size 5'9", 139 lb.; Age 26
Init +4; Senses Perception +7
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +5
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
1st (2/day)—divine favor, shield of faith
0 (at will)—create water, detect magic, guidance, light
Domain Conversion inquisition
Str 14, Dex 18, Con 12, Int 14, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits Anatomist, Friend in Every Town, Personal Addiction
Flaw Family Ties
Skills Bluff +7, Diplomacy +8, Heal +7, Intimidate +8, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (religion) +6, Lore (Old Korvosa) +6, Perception +7, Profession (Mortician) +7, Sense Motive +8
Languages Celestial, Common, Halfling
SQ family ties, monster lore +3, stern gaze +1
Other Gear chain shirt, arrows (60), dagger, longbow, backpack, belt pouch, candle (10), flint and steel, manacles, mess kit, silk rope (50 ft.), silver holy symbol of Pharasma, spell component pouch
Wealth 0 gp, 7 sp
Anatomist Kamilla has studied the workings of anatomy, as an apprentice mortician. She knows where to aim her blows to strike vital organs and she gains a +1 trait bonus on all rolls made to confirm critical hits.
Charm of Wisdom (Ex) Kamilla uses her Wisdom modifier instead of her Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Family Ties Kamilla's family is extremely important to her, and she feel disheartened when she can’t do what they ask. When a family member makes a request of her, she must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until she either does what was requested or succeed at a DC 20 Will saving throw, which she can attempt once per day at the start of each day. If she ever loses her family or loses contact with her family, exchange this drawback for the Doubt drawback.
Friend in Every Town Kamilla has no problem making friends and learning information from them wherever she goes. She gains a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks.
Inquisitor Domain (Conversion Inquisition) Kamilla is a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to her side.
Judgment (1/day) (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Monster Lore +3 (Ex) Kamilla adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Personal Addiction Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body shakes and shivers, giving the substance its street name. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called “a bit player in a beggar’s problem.” It would seem that if Gaedren’s operation is to be stopped, it falls to you.
You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stern Gaze +1 (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Background: Born into a family of poor cobblers, Kamilla is the oldest of her five other siblings. Most of her young life was spent running around Old Korvosa's impoverished streets and alleyways, where crime is rampant. A bad place for a strong-willed child to grow up, so Kamilla's parents entered her into the Endrin Military Academy when she turned twelve. The young stubborn girl balked at the harsh regime of its drill sergeants, and rebelled at every opportunity that presented itself. After three long years and unbeknownst to her parents, Kamilla left of her own accord, and spent most of her days once more out on the streets that were so familiar to her.

Meeting up with her old friends again, she found they had grown up fast, and were hooked on a rather nasty substance called shiver. Unaware of the exact nature of the drug, and eager to disprove that her time in the Endrin Academy had changed her, Kamilla agreed to procure a new batch of the highly addictive substance for them. She sought out their supplier, a deplorable crime lord by the name of Gaedren Lamm. The foul old man saw an opportunity, and Kamilla agreed to a deal, the details of which only she and Gaedren are privy too. She was sure that she would come out on top, but this proved a lapse in judgement, as she eventually became hooked on the stuff when Gaedren forced her to sample it herself to persuade a potential buyer. For eight months, she lived from moment to moment, thieving her way to her next fix. Kamilla was in a constant state of utter depression, alleviated only by the momentary highs the drug provided. By the end, the drugs merely took away the pain, and allowed her to function normally for progressingly shorter and shorter amounts of time.

As it happens so often, at one point Kamilla pushed her substance abuse too far. Her vision went blurry, and she doubled over from headaches and chestpains. Her clothes soaked in sweat, she barely managed to make it home where she collapsed into a coma.

Upon waking, Kamilla found herself in the Grand Cathedral of Pharasma. Her parents had called for the aid of a local healer, who had taken her there. They brought her back from the brink of death, and nursed her back to health. Learning that her parents had spent nearly all the money they had, Kamilla realized how foolish she had been, and chose to stay on with the church. They taught her a trade, and she became familiar with funerary customs, preparing bodies to be interred in the districts many graveyards and crypts. She was instructed in all facets of the Pharasmin church and received lessons in a wide variety of topics. Eventually Kamilla's martial training resurfaced, as the Cathedral could use all the help they could get with the constant threat of the undead rising from the Vaults beneath the district.

Nowadays, she has grown into an accomplished and responsible young woman, but she has not yet forgotten the name Gaedren Lamm.

Description: Kamilla is a rather homely woman, with mismatched eyebrows and one eye slightly bigger than the other. A badly healed scar mars her face, running from the middle of her nose to her left cheek, a reminder of her ill-spent youth in Old Korvosa. Her hair is a platinum gray, and she wears it asymmetrical; long and curly on one side, shorn close to her skull on the other side. Her ears are heavily pierced, and she has an elaborate tattoo on her chest and throat.

Some people would call Kamilla a pessimist, but she sees herself as a realist. She has seen enough squalor and poverty to know that people can't just change the world, except in temporary and superficial ways. Everything that exists is an integral part of a greater whole, and there is a delicate balance in all of these things. This doesn't mean that Kamilla will sit by idly though, she will in fact go to great lengths to take corrective steps when she perceives an imbalance. In the great scheme of things, good and evil are all equally important and necessary, and in the end, the Lady sits in judgment over all.

Arrows fired -- 5