<div class="floatleft">(https://elliquiy.com/elluiki/images/b/bb/Adina.png)</div><strong>Name</strong>Adina Vasilescu<br/><strong>Age</strong>134<br/><strong>Gender</strong>Female<br/><strong>Background</strong>Adina's mother came to the temple of Pharasma in Caliphas while heavily pregnant.  She refused to speak of the father, and died during labor, bringing a newborn dhampir into the world.<br/><br/>Adina was raised by the temple, her first decades of life utterly dedicated to the church.  She was treated as an outcast by most, only a few of the kinder clerics caring for her, and she became silent and withdrawn.  When she learned the truth of her heritage, her deeply held religious convictions about the evils of the undead filled her shame and self-loathing, and caused her to further retreat into herself.  She spent nearly a century living like a ghost in the temple, until one day an older, retired adventuring priest named Sofia Iliescu took an interest in her, convincing her to go out make a difference in the world.  She spent years in training, eventually becoming an Inquisitor.<br/><br/>Adina has spent more than a decade wandering Ustalav, fighting evil wherever she finds it, and helping those in need.  It hasn't been easy, as aside from the monsters of the night, she is still shunned and reviled for her semi-undead nature, the rural peasants being even more fearful of her condition than the urban population.  One of the few positive encounters in her career came when she rescued Professor Lorrimor when he fell afoul of a pack of ghouls.  She remembers the incident clearly, as the professor has been on of the only people who was truly grateful for her aid, rather than fearing her heritage.  It's with a heavy heart that she goes to his funeral, as her inclusion in the affair drives home to her just how much he had appreciated her rescue.<br/><br/><strong>Appearance</strong>Adina is a short, thin woman with very pale skin and a perpetually tired look about her, making her seem like a person slowly recovering from a long illness.  Despite that she is a striking beauty, with intense amber eyes and long, pale blonde hair tied back with a black ribbon.  She wears a travel worn armored coat, a battered leather cap on her head, a crossbow and shield on her back, and has a mace hanging from her belt.  Around her neck she prominently wears the wooden holy symbol of Pharasma, which has been so worn down from handling that the spiral pattern is starting to fade.<br/><br/><strong>Personality</strong>Adina is cold and distant, avoiding getting close to others under the belief that she will simply be rejected again as she has her entire life.  In truth she is very sad and lonely, and full of misplaced guilt and shame about her heritage.  Some days the isolation gets to her very strongly, and only more than a century living in the temple of Pharasma gives her the faith to carry on with her self imposed quest for 'redemption'.<br/><br/>While she never calls attention to it, she always puts others before herself, quietly helping those in need and feeling very uncomfortable on the rare occasions her efforts are appreciated.  If anyone were to make even a modest attempt to get to know her they would find a friend for life from the lonely inquisitor, although she is very uncomfortable with most positive attention.<br/><br/>On her downtime Adina likes to write poetry, most of which is very, very angsty and of poor quality.  The rest is very purple, romantic sonnets of even worse quality.<br/>She refuses to show it to anyone, or even admit that she writes poetry, even if caught in the act.<br/><br/><strong>Sexuality</strong>Bisexual, but has no practical experience -- almost all of her knowledge about sex comes from poor quality lewd poetry she's read over the past few years.<br/><strong>On/Offs Thread</strong>https://elliquiy.com/forums/index.php?topic=271827.0<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 14pt;"><strong>Adina Vasilescu</strong></span><br/>Female dhampir inquisitor of Pharasma 1<br/>NG Medium humanoid (dhampir)<br/><strong>Init</strong> +5; <strong>Senses</strong> Darkvision 60 ft, Low-light vision; Perception +8<br/><hr/><strong>DEFENSE</strong><br/><hr/><strong>AC</strong> 18, touch 13, flat-footed 15 (Dex +3, Armor +4, Shield +1)<br/><strong>hp</strong> 8/8 (1d8)<br/><strong>Fort</strong> +2; <strong>Ref</strong> +3; <strong>Will</strong> +4; +2 racial vs Disease and Mind-affecting<br/><strong>Special</strong> Resist Level Drain (no penalties, although will still die from negative levels.  negative levels automatically go away after 24 hours)<br/><hr/><strong>OFFENSE</strong><br/><hr/><strong>Speed</strong> 20 ft. (Base 30 ft.)<br/><strong>Melee</strong> Heavy Mace +1 (1d8+1, x2)<br/><strong>Ranged</strong> Light Crossbow +3 (1d8, 19-20, 80ft.)<br/><strong>Inquisitor Spells Known</strong> (CL 1st; concentration +0)<br/>  1st (2) -- Magic Weapon, Weapons Against Evil<br/>  0 (At will) -- Brand, Detect Magic, Disrupt Undead, Stabilize<br/><hr/><strong>STATISTICS</strong><br/><hr/><strong>Str</strong> 12, <strong>Dex</strong> 16, <strong>Con</strong> 10, <strong>Int</strong> 12, <strong>Wis</strong> 15, <strong>Cha</strong> 14<br/><strong>Base Atk</strong> +0; <strong>CMB</strong> +1, <strong>CMD</strong> 14<br/><strong>Feats</strong> Point blank shot<br/><strong>Skills</strong> Diplomacy 6, Heal 6, Intimidate 6, Knowledge (religion) 6, Perception 8, Sense Motive 6, Spellcraft 5, Survival 6; Check Penalty -6<br/><strong>Background Skills</strong> Artistry (poetry) 5, Craft (bow) 5<br/><strong>Special</strong> Monster Lore (Add Wis Mod to skill checks to identity the abilities and weaknesses of creatures), Stern Gaze (Add half level as a morale bonus to Intimidate and Sense Motive)<br/><strong>Languages</strong> Common, Aklo<br/><hr/><strong>ABILITIES</strong><br/><hr/><strong>Light Sensitivity</strong> Dazzled in bright sunlight or within the radius of a daylight spell<br/><strong>Negative Energy Affinity</strong> Reacts to positive and negative energy as if undead<br/><strong>Detect Undead</strong> 3/day<br/><strong>Repose Domain: Gentle Rest (Sp)</strong> Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br/><strong>Judgement</strong> 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.<br/><br/>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.<br/><br/>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.<br/><br/>Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.<br/><br/>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.<br/><br/>Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.<br/><br/>Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.<br/><br/>Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.<br/><br/>Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.<br/><br/>Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.<br/><br/>Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.<br/><br/>Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).<br/><hr/><strong>OTHER STATISTICS</strong><br/><hr/><strong>Class Skills</strong>  Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str).<br/><strong>Background Skills</strong> Artistry (Int), Craft (Int), Lore (Int), Profession (Wis)<br/><strong>Skill Ranks</strong> Diplomacy 1, Heal 1, Intimidate 1, Knowledge (religion) 1, Perception 1, Sense Motive 1, Spellcraft 1, Survival 1; Racial: +2 Bluff, +2 Perception; Trait: +1 Knowledge (nobility), +1 Knowledge (religion)<br/><strong>Background Ranks</strong> Artistry (poetry) 1, Craft (bow) 1<br/><strong>Base Saves</strong> Fort +2, Ref +0, Will +2<br/><strong>Favored Class</strong> Inquisitor (Skill 1)<br/><strong>Trait</strong> Child of the Temple, Chance Savior (+2 trait bonus to Initiative)<br/><hr/><strong>EQUIPMENT</strong><br/><hr/>Heavy Mace (1d8 damage, B, x2, 8 lbs.)<br/>Light Crossbow (1d8 damage, P, 19-20, 4 lbs.)<br/>20 Crossbow Bolts (2 lbs.)<br/>Armored Coat (+4 AC, -2 Check, 20ft., 20 lbs.)<br/>Light Wooden Shield (+1 AC, -1 Check, 5 lbs.)<br/>Backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol (34 lbs.)<br/>Ink, Inkpen<br/>Blank book, partially filled with bad poetry (1 lbs.)<br/>14gp, 9 sp<br/><strong>Load</strong> 43/86/130 -- 72 lbs.: Medium (-3 check, Speed 20)<br/></div></div>