Alain

Linark Abbadon's page

272 posts. Organized Play character for Walter das Sombras.


Full Name

Linark Abbadon, the Slayer

Race

Assimar

Classes/Levels

Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Size

Medium

Age

26

Alignment

LG

Deity

Pharasma

Languages

Common, Celestial, Abyssal, Infernal, Varisian, Thassilonian

Strength 18
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 7
Charisma 17

About Linark Abbadon

It is not upon me the task of judging. The gods will do that. I'm only promoting the meeting.
#98098-4

Background:
Linark is not known as a merciful Paladin. He had slain multiple evil creatures, but for every one of them he granted an option to redeem themselves. Of course, as the rumors tells us, those options were mostly impossible, and upon failure the creatures were slain.

But no one seems to know how he became that way. When he was young, living in the calm city known as Turtleback Ferry, he saw a mighty Paladin saving the city from outsider's invasion, and no single monster lived to tell the tale. He didn't realize, though, that the citizens life were at risk and thus the paladins could not spare time trying to arrest or incapacitate the evil beings. He saw only the hacks of sword, the blood, the fallen bodies of the creatures that were previously putting the city down. He believe that it was justice. And after it had ended he realized everyone was happy, cheering, congratulating those mighty warriors.

It was obvious to him that he should become a Paladin, and he moved to Korvosa for that purpose. He trained for many years, but in many points he was lacking talent, except when it came to slaying evil beings. Although he learned that mercy was an ability everyone should have, but he didn't understand deep inside what it truly meant. He made slow progress, and eventually was ready for field work.

But, in one quick job he was somehow affected by an Insanity curse. He got really confused by that and was afraid his fellows would kill him for that. Paranoid. He wandered throughout the region for 3 whole years, when he found a wandering cleric that healed him, without he ever realizing it. But the damage was already done. Having lived with the curse for such a long time made him almost insane, but he came back to the society nonetheless.

Everyone though he was dead, but received him back with open arms, sending him once again to fulfill tasks. He tried to apply the knowledge he had gained in his training years, and for seven times he offered evil beings fair chances of redeeming for their evil acts. But all of those times his enemies were just trying to fool him, and for three times he got very close to death. Another two times the prisoners got away, and at the last try four innocents paid with their lives for his attempt to be merciful.

He realized that he was not supposed to be merciful. He should be merciless, like the Paladins on Turtleback Ferry he once saw. He began being harsh at his punishments, and making offers that were almost impossible to fulfill.

Deep inside he knew this behavior should bring him trouble someday, but he saw his hands as god's hands, an thus he could not stop until those hands fail for good.

Linark Abbadon
Male Assimar Paladin 3 - LG Medium Humanoid(Human)/Outsider(native)
Init: +0, Senses: Darkvision 60ft Perception: -2
Aura: Aura of Good (3) Languages: Common, Celestial, Abyssal, Infernal, Varisian, Thassilon
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DEFENSE
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AC 15, Touch 10, Flat-footed 15, CMD 17
HP 31 (3d10+6+3)
Fort: +8, Ref: +4, Will: +4 (+9)
Resistance 5 Cold/Electricity/Acid
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee PA Nodachi (2H) +7 (1d10+9/18-20/x2)
Melee PA Warhammer (2H) +6 (1d8+9/x3)
Ranged Longbow +3 (1d8/x3)
Face: 5 ft. Reach: 5 ft.
Base Atk: +3, CMB: +7
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STATISTICS
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Abilities: Str 18, Dex 10, Con 14, Int 12, Wis 7, Cha 17
Feats: Light/Medium/Heavy Armor Proficiency, Simple/Martial Weapon Proficiency, Power Attack, Shield Proficiency, Weapon Focus (Nodachi)

Skills:
Points: (2 class + 1 int)x3 = 9
-3 Acrobatics DEX (0+0+0-3)
+1 Appraise INT (1+0+0)
+4 Bluff CHA (3+0+0+1)
+1 Climb STR (4+0+0-3)
+8 Diplomacy CHA (3+1+3+1) CS
+3 Disguise CHA (3+0+0)
-3 Disable Device DEX (0+0+0-3)
-3 Escape Artist DEX (0+0+0-3)
-2 Heal WIS (-2+0+0) CS
+9 Intimidate CHA (3+2+3+1) CS
+5 Knowledge(Nobility) INT (1+1+3) CS
+5 Knowledge(Religion) INT (1+1+3) CS
+5 Linguistics (Abyssal/Infernal/Varisian/Thassilonian) INT (1+2+0+2)
-2 Perception WIS (-2+0+0)
-3 Ride DEX (0+0+0-3) CS
+4 Sense Motive WIS (-2+1+3+2) CS
-3 Sleight of Hand DEX (0+0+0-3)
+5 Spellcraft INT (1+1+3) CS
-3 Stealth DEX (0+0-3)
-2 Survival WIS (-2+0+0)
+1 Swim STR (4+0-3)

Possessions: Fire-Forged Steel Nodachi 660GP, Warhammer 12GP, Outfit (Hot weather), Scale Mail 50GP, Longbow 50gp
Other Gear: Right Hand Rings (Gold, Mithral, Adamantium) 80GP, Left Hand Rings (Elysian Bronze, Darkwood, Umbrite) 80GP, Cure Light Wounds Wand (44charges)(2pp), Endure Elements wand (50 charges)(2pp)
Tracking Sheet
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SPECIAL ABILITIES
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Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil(Su):
- 1/day
- Swift action to activate
- +3 (CHA) to attack, +3 (paladin lvl) to damage
- If target is Outsider(evil), evil dragon, or an undead creature, +6 to damage instead (2xPaladin lvl) on the FIRST attack
- Bypasses any DR the creature might possess
- +3 (CHA) deflection bonus against the target

Lay On Hands (Su):
- 4/day (1/2 paladin lvl + CHA)
- On self: Swift action
- On others: Standard action
- Ammount: 1d6 (1/2 paladin lvl)
- May be used to harm undead (no save)

Aura of Courage: A paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health: A paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy: At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition (Remove - Fatigue).
Traits: Extremely Fashionable (Intimidate); Irrepressible
Ability Score Racial Traits: Angelkin Aasimars gain +2 Strength and +2 Charisma.
Scion of Humanity: An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability (Sp): Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft.

Behavior:
- Will kill any evil creature that makes an offer to good to be true, thinking that It is lying
- Will try to teach his way of living to almost anyone;
- Helps anyone as long as it is in dire need;
- Tends to be easily fooled by non-evil people;

Advancement:
Previous Adventures Details:
- Tier 1-2: Murder on the Silken Caravan (25704) - 1XP - 2PP - +454GP
- Tier 1(Zeroed CS): Rivalry's End (25704) - 1XP - 2PP - +500GP
- Tier 1-2: Voice in the Void (25704) - 1XP - 2PP - +501GP
- Tier 2-4: Wormwood Mutiny (32688) - 3XP - 4PP - +3711GP
= Total: 6XP, 8PP, 10Fame, 5316GP.
Waiting:
- Tier 3-4: Severing Ties (33347) - 1XP - 2PP - +1738GP
- Tier 7-8: Cultist's Kiss (33069) - 1XP - 2PP - +4401GP