Full Name |
Rylka Sarna |
Race |
| HP: 28 /28 | AC: 19 (T: 15, F: 17) | CMB: +3, CMD: 16 | F: +5, R: +4, W: +8 | Init: +5 | Perc: +12, SM: +11 |
Classes/Levels |
| Speed 20' | Spells: 1st 5/5, 2nd 3/3 | Bane: 5/5 | Judgments: 2/2 | Determination: 2/2 | Liberation: 5/5 | Active conditions: None. |
Gender |
Female CG halfling inquisitor (infiltrator, preacher) of Milani 5 |
Size |
2' 11", 25 lbs. |
Age |
26 |
Alignment |
Chaotic Good |
Deity |
Milani |
Location |
Kaer Maga |
Languages |
Celestial, Common, Halfling, Infernal, Sakvroth, Shoanti, Varisian |
About Rylka Sarna
Female halfling inquisitor (infiltrator, preacher) of Milani 5
CG Small humanoid (halfling)
Init +5; Senses Perception +12, Sense Motive +11
Defense
AC 19, touch 15, flat-footed 17 (+4 armor, +1 deflection, +2 Dex, +1 enhancement, +1 size)
HP 28 (5d8)
Fort +5, Ref +4, Will +8; +5 vs. abilities that detect lies or force the truth, +2 vs. fear, +2 trait bonus vs. charm and compulson
Offense
Speed 20 ft.
Melee Melee dagger +5 (1d3+1/19-20) or
mwk morningstar +6 (1d6+1)
Ranged hand crossbow +6 (1d3/19-20) or
mwk repeating heavy crossbow +7 (1d8/19-20)
Special Attacks bane (5 rounds/day), halfling jinx, judgment 2/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
At will—detect alignment
Inquisitor (Infiltrator) Spells Known (CL 5th; concentration +8)
2nd (3/day)—cure moderate wounds, hold person (DC 15), lesser restoration
1st (5/day)—cure light wounds, expeditious retreat, sanctuary (DC 14), true strike
0 (at will)—acid splash, brand (DC 13), detect magic, light, read magic, sift
Domain Liberation
Statistics
Str 12 +1, Dex 14 +2, Con 10 +0, Int 10 +0, Wis 16 +3, Cha 16 +3
BAB +3; CMB +3; CMD 16
Feats Point-Blank Shot, Precise Shot, Sluggish Jinx
Traits birthmark, well-informed
SQ +1 skill point, determination, forbidden lore, halfling weapon familiarity, keen senses, liberation (5 rounds/day), misdirection, necessary lies, shiftless
Skills
Acrobatics +2 (-2 to jump); (Ranks:0, +2 Dex, -0 ACP) (-4 speed)
Appraise +0; (Ranks:0, +0 Int)
Bluff +14; (Ranks:3, +3 class, +3 Cha, +2 racial (shiftless), +3 Wis(Guileful Lore))
Climb +1; (Ranks:0, +0 class, +1 Str, -0 ACP)
Craft (untrained) +0; (Ranks:0, +0 class, +0 Int)
Diplomacy +13 (+14 to gather information); (Ranks:4, +3 class, +3 Cha, +3 Wis(Guileful Lore)) (+1 trait (well-informed))
Disguise +8; (Ranks:2, +3 class, +3 Cha)
Escape Artist +2; (Ranks:0, +2 Dex, -0 ACP)
Fly +2; (Ranks:0, +2 Dex, -0 ACP)
Heal +3; (Ranks:0, +0 class, +3 Wis)
Intimidate +8; (Ranks:2, +3 class, +3 Cha)
Knowledge (arcana) +4; (Ranks:1, +3 class, +0 Int)
Knowledge (dungeoneering) +4; (Ranks:1, +3 class, +0 Int)
Knowledge (local) +8; (Ranks:4, +3 class, +0 Int, +1 trait (well-informed))
Knowledge (nature) +4; (Ranks:1, +3 class, +0 Int)
Knowledge (planes) +4; (Ranks:1, +3 class, +0 Int)
Knowledge (religion) +6; (Ranks:3, +3 class, +0 Int)
Linguistics +5; (Ranks:5, +0 Int)
Perception +12; (Ranks:4, +3 class, +3 Wis, +2 racial)
Ride +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Sense Motive +11; (Ranks:5, +3 class, +3 Wis)
Sleight of Hand +12; (Ranks:5, +3 class, +2 Dex, -0 ACP, +2 racial)
Spellcraft +6; (Ranks:3, +3 class, +0 Int)
Stealth +10; (Ranks:1, +3 class, +2 Dex, -0 ACP, +4 size)
Survival +3; (Ranks:0, +0 class, +3 Wis)
Swim +1; (Ranks:0, +0 class, +1 Str, -0 ACP)
Racial Modifiers +2 Bluff, +2 Perception, +2 Sleight of Hand
Languages Celestial, Common, Halfling, Infernal, Sakvroth, Shoanti, Varisian
Equipment and Encumberence
Weapons and Ammo dagger, hand crossbow, hand crossbow bolts (50), mwk morningstar, mwk repeating heavy crossbow, repeating crossbow bolts (100)
Armor and Defense mithral shirt
Combat Gear wand of cure light wounds
Other Gear handy haversack, bedroll, belt pouch (2), candle (10), chalk (5), flint and steel, grappling bolt, mess kit, pot, silk rope (50'), soap, spell component pouch, string or twine (50'), torch (10), trail rations (5), waterskin, wooden holy symbols (20)
Coins 220 gp, 9 sp, 4 cp
Carrying Capacity
L / M / H - 32.25 / 64.5 / 97.5 lbs.
Encumberence
Light Load - 23.125 lbs.
Tracked Resources
Armor Attunement (1/day) - 0/1
Bane (+2 / 2d6, 5 rounds/day) (Su) - 0/5
Dagger - 0/1
Determination (2/day) (Ex) - 0/2
Hand Crossbow bolts - 0/50
Judgment (2/day) (Su) - 0/2
Liberation (5 rounds/day) (Su) - 0/5
Repeating crossbow bolts - 0/100
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50
Weapon Attunement (1/day) - 0/1
Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Armor Proficiency (Light)(Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (2/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Guileful Lore (Ex) Add your Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Halfling Jinx (30 ft, At will, DC 13) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will neg).
Halfling Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Inquisitor (Infiltrator) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Keen Senses +2 racial bonus on Perception checks.
Liberation (5 rounds/day) (Su) Act as if you had freedom of movement for 5 rounds/day.
Misdirection (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +5 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
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.
Shield Proficiency You can use a shield and take only the standard penalties.
Shiftless +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sluggish Jinx Jinx penalty also applies to initiative and attack rolls.
Background
Rylka was born into slavery in Egorian. Her father was a gardener and her mother a chambermaid. When she was ten, her family managed to escape their owner with the help of a Bellflower tiller. Their plan was to head east through Brastlewark masquerading as gnomes.
However, part way there a group of bounty hunters caught up with them. Her parents were slain for attempted escape, but the Tiller managed to slip away with Rylka. With the heat on, plans were changed and the Tiller swung north the Kintargo and stowed away on a ship bounty for Korvosa.
Once in Varisia, the Tiller passed the, now orphaned, child to other Bellflower agents to find her a new family. For a few years she traveled among both Varisian caravans and Shoanti tribes. As her new family traveled, a priestess in Riddleport noticed a mark on her arm that had been mistaken for a tattoo, it was a bloody rose.
Sent to study Milani, Rylka soon found herself happy to be training to take down slavery. She traveled some, to various congregations of the Everbloom throughout Avistan. Eventually she found herself sent to Kaer Maga to rebuild the Freemen in the Bottoms.
Description
Rylka Sarna stands just short of three feet and weighs only 25 pounds. She keeps her feet shaven so as to more easily appear as a human child. Her mousey brown hair is kept long to hide her ears. Her face is narrow for a halfling and she dresses in a Varisian style. She keeps many holy symbols stashed about her person, but not one of her patron's, relying instead upon her birthmark.
Q&A:
Why are you in Kaer Maga? Are you a local, hoping to free the city? A visitor, caught up in trouble? Or perhaps a predator, looking for spoils?
Rylka is in Kaer Maga to rebuild the Freemen and perhaps overturn Chelaxian rule if possible. Her cover is as a Varisian trader.
2. Why do you wish to free the city? What drives you to fightback against the hated Chelish? Political, religious, financial reasons? A sheer hate for the Diabolists or perhaps envy for what they have?
Religion drives Rylka to free Kaer Maga.
3. What factions are you aligned with in the city?
The Freemen. She received the name of one of the Commerce League that may be friendly to her cause, but has not yet been able to make contact.
4.Lastly, in the most broad sense, how do you plan to free the city? General uprising? Careful assassination? Brutal guerrilla war? Political intrigue? Digging up ancient weapons from a bygone era? Something else? You don't need a full-fledged plan but just a sense of how your character approaches the problem and how to fix it.
The primary plan is to work to end slavery, then either a general uprising of the lower classes (including military if possible), or a political uprising (possibly convincing the Commerce League to regain control and force out the Chelaxians).
Why a solo game?
I've never been in one and the concept is intriguing. I really like the campaign description.