Tiefling

Sara Moyna's page

239 posts. Alias of Woran.


Full Name

Sara Moyna

Race

Asura-spawn Thiefling

Classes/Levels

Inquisitor of Shelyn | HP 27/27 | AC 18, T 13 FF 14 | Fort +5 | Ref +4 | Wis +6 | Percept +8 | Darkvision | Init +4

Gender

Female

Age

14

Strength 13
Dexterity 18
Constitution 14
Intelligence 8
Wisdom 17
Charisma 10

About Sara Moyna

Sara Moyna
Female Asura-spawn Thiefling Inquisitor of Shelyn 2
CG medium humanoid (outsider, native)

Init +4, Senses Perception +8, Darkvision

Defense
AC 18, Touch 13, flat-footed 14; (+4 armor, +4 Dex)
HP 27
Fort +5, Ref +4, Wis +6

Offense
Speed 30 ft.
Melee Glaive +2 (1d10 + 1 20/x3)
Claw +2/+2 (1d4 + 1 20/x2)
Dagger +2 (1d4 + 1 19-20/x2)
Ranged Longbow +5 (1d8 20/x3)
Special Attacks Judgement of Healing
Spells (Concentration +4)
3/day 1st. - Bless, Cure light Wounds, Protection from Evil
0 (at will) - Create Water, Detect Magic, Guidance, Read Magic, Stabilize

Statistics
Str 13, Dex 18, Con 14, Int 8, Wis 17, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank shot
Skills
Acrobatics +1; (+4 Dex, -3 ACP)
Appraise +1; (-1 Int, +2 misc)
Bluff +0;
Climb -2; (+1 Str, -3 ACP)
Diplomacy +4; (+1 rank, +3 class skill)
Disguise +0;
Escape Artist +1; (+4 Dex, -3 ACP)
Heal +3; (+3 Wis)
Intimidate +1;
Knowledge Planes +4/+7; (+2 ranks, -1 Int, 3 favored class bonus)
Knowledge Religion 3/6; (+1 rank, -1 Int, 3 favored class bonus)
Linguistics +5; (+2 ranks, -1 Int, 3 favored class bonus +1 trait)
Perception +8; (+2 ranks, + 3 Wis, 3 favored class bonus)
Perform Oratory +6; (2 ranks, 3 favored class bonus, 1 trait bonus)
Perform wind +6; (2 ranks, 3 favored class bonus, 1 trait bonus)
Ride +1;
Sense Motive +8; (1 rank, 3 Wis, 3 favored class bonus, 1 misc)
Spellcraft +3/+4; (1 rank, -1 Int, 3 favored class bonus)
Stealth +1;
Survival +8; (+2 ranks, + 3 Wis, 3 favored class bonus)
Swim -2
Traits Intense artist (perform); Self-Taught Scholar
Languages Common, Infernal, Celestial

Inventory:

Worn:
Peasant's outfit
Hide armor
Gloves
Pocketed Scarf

equiped
Longbow
Quiver with 40 arrows
Dagger
Glaive

In backpack
Bedroll
Blanket
Candlestick
chalk (5 pieces)
Flint and Steel
Grappeling Hook
Whetstone
Waterskin
Twine (50 ft.)
Soap
Scroll Case
Rope (Hemp, 50 ft.)
Small Steel Mirror
Mess Kit
Inkpen
Flute


Current Weight Carried
Weight Allowance Light: 50, Medium 100, Heavy 150

Lift over head 150, Lift off ground 300, Push/Drag 750

Thiefling traits:
Claws, Darkvision, Fiendisch language, Fiendisch Resistance (cold, electricity and fire), Prehensile tail.

Judgement:
Judgment (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.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

monster lore:
Monster Lore (Ex): The inquisitor 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.

Luck Domain:

Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Sara her parents were Dustmen, and she found the philosophy quite normal. Being poor, life wasnt fun, and she hoped that after she died it would get better.

When she was 8, she got grievously ill with some fever from the lower planes. Covered in blood boils, she hovered at deaths door.
Afraid, she wanted the reassurance of her parents. But they hovered like vultures round her bed, making comments how good it would be if she died. How she would be free.
But Sara did not die. It took long weeks, but she got better.
Her parents not caring if she lived hit her hard. She tried to make her parents love her, but being true Dustmen, it was an emotion they did not have, or had buried too deep.

Heartbroken, Sara could not stand living with her parents anymore. Seeing their lifeless faces. Dead before they were truly dead.

Running away from home, she found that although poor, they had it better then a lot of Sigil's citizens. At least they had had a roof over their head, and most days enough to eat, if little else.
Living rough, having to scrape every jink together, she discovered deep within her a zest for life. A slow fire that would not be put out, no matter how bad it got. Malnutrition. Thirst. Beatings. She weathered it all.
In her quests to make her parents see the trugh, Sara found the faith of Shelyn, the Godess of art, beauty, love and music.
By doing basic jobs in one of the small temples, the acolytes taught her to play the flute, and how to use her voice as a form of expression.
Being able to make yourself heard, did have its advantages in winning customers over other contenders.
Making a few jink as a light girl can be tough otherwise. Guiding people trough her little corner of Sigil after dark. Or when customers are hard to come by, she tries to catch a few coins by playing her flute.

Recently, she noticed her body started to change. Puberty as a girl is no fun on the street, even tough St. Cuthberts has some resources.
But more then hair in weird places has started to grow.
Sara was mortified when she discovered that the bumps on her head were not large pimples, but small horns breaking trough. And what she tought to be a large boil, was the start of a tail.
She has started to wear a volimous scarf on her head, and keeps her tail concealed in her pants.
And she prays to Shelyn that the weird thing with her nails is just a weird fungal infection. But she wears gloves round the clock just to be sure.
In a world of beggars and outcasts, thieflings take up the bottom rung of the ladder. And she does not want to end up there.

She still hopes to make her parents see that life is worth living. Somewhere in the planes there must be proof that refutes the dustmen belief?
The Sensates hold interest to her. People who want to experience everything might not hold THE answers, but certainly a lot. And they could help her into the right direction.

Friends:
- Sara has one friend left from her youth. A boy 2 years younger then her named Namual. His parents are also Dustmen. As it is rare for Dustmen to have children, they often played together while his or Sara's parents had duties to attend.
He is taken aback with Sara's new found zeal, but his loyalty to her is still strong. She is his only friend, having non with the Dustmen. He keeps her up to date about her parents, the rare occasions they manage to meet.

- Having learned how to play an instrument, there is a small group of other St. Cuthbers yough so sometimes plays with so they can catch more jink. Sometimes an inn wants to draw more customers then its rivals, and music usually does the trick. Doesnt pay much, but a hot meal and a couple of jink is not bad for an evening with a roof over your head.
Not real friends, so far no one has stabbed no one over the money, so for beggars that counts as a friendship.

Enemies
- Sara views the Dustmen as her bitter enemies. They are the ones that turned her parents, and they are the ones that she must save them from.
- Having just found out she might be a Thiefling, automatically gets her a slew of enemies if word got out. Some factions want to scour all devil and fiend blood from Sigil, and Sara is mortally afraid they will find out and kill her.