Paladin (Oath of Vengeance) 12/Monk (Zen Archer) 3
Common, Halfling, Elven, Dwarven, Orc
About Antal 'Mouse' Abdul
Male Halfling Paladin (Oath of Vengeance) 12/ Monk (Zen Archer) 3
LG Small humanoid (halfling)
Init +10; Senses Perception +21 Darkvision 60 ft.
AC 38, touch 29, flat-footed 29 (+7 armor, +8 Dex, +4 Wis, +1 dodge, +2 monk, +5 deflection, +1 size)
Fort +23, Ref +26, Will +27
Immunities fear, charm
Speed 60 ft.
Melee+5 agile merciful unarmed attack +28/+28/+23/+18 (1d8+13+1d6; nonlethal)
Ranged+1 merciful seeking holy shocking burst composite longbow +25/+25/+20/+15 (1d6+4+1d6+1d6 electricity/x3; nonlethal) or
flurry of blows +23/+23/+23/+18/+18/+13/+13 (1d6+4+1d6+1d6 electricity/x3; nonlethal)
Special lay on hands 12/day 6d6, smite evil 4/day
Paladin Spell-Like Abilities (CL 12th; Concentration +18) At will—detect evil Paladin Spells Prepared (CL 12th; concentration +15)
3rd— Blessing of Fervor, Fire of Judgement (DC 19)
2nd— Corruption Resistance, Inheritor's Smite, Litany of Righteousness (2) (DC 18)
1st— Bless Weapon, Divine Favor, Protection from Chaos, Rally Point (DC 17)
Str 16 (Base 14, Racial -2, Headband +4)
Dex 26 (Base 16, Racial +2, Headband +4, Ioun +2, Advancement +2)
Con 10 (Base 10)
Int 10 (Base 8, Ioun +2)
Wis 18 (Base 14, Headband +4)
Cha 22 (Base 12, Racial +2, Headband +4, Circlet +3, Level +1)
Base Atk +14; CMB +16; CMD 38
Feats Improved Unarmed Strike, Perfect Strike, Weapon Focus (Longbow), Point Blank Master, Point-Blank Shot, Precise Shot, Deadly Aim, Clustered Shots, Improved Precise Shot, Snap Shot, Improved Snap Shot, Greater Snap Shot, Weapon Finesse
Traits Reactionary, Agent of Dusk
Skills Acrobatics +14, Climb +9, Diplomacy +20, Linguistics +3, Perception +24, Sense Motive +20, Stealth +20
Languages Common, Halfling, Elven, Dwarven, Orc
SQ aura of good, divine grace, aura of courage, divine health, mercy (fatigue, daze, exhaust, stun), channel wrath, aura of resolve, powerful justice, zen archery
Combat Gear Wand of Barkskin +5, Wand of Protection from Evil, Wand of Disguise Self, 2 Wands of Cure Light Wounds, 2 Flying Ointments Other Gear+1 Merciful Seeking Holy Shocking Burst Composite Longbow +3 Str, 20 Adamantine Arrows, 20 Cold Iron Arrows, 20 Silver Arrows, Agile Merciful Amulet of Mighty Fists, Belt of Physical Might +4 Str/Dex, Boots of Speed, Bracers of Armor +7, Circlet of Persuasion, Cloak of Resistance +5, Goggles of Night, Headband of Mental Prowess +4 Wis/Cha, Inheritor's Gauntlets, Monk's Robe, Ring of Freedom of Movement, Ring of Protection +5, Deep Red Sphere Ioun Stone, Scarlet and Blue Sphere Ioun Stone, Permanency Greater Magic Fang +5 on Unarmed, Efficient Quiver, Handy Haversack, 405 gp, 5sp
Antal Abdul is a halfling whose family was taken away from him by gnolls while he was still a little boy. His heart was filled with chaos and anger, which was multiplied due to his encounter with the Garund halfling slave trade. This inner rage formed disfunction, and Antal was beaten up by various slavemasters wo eventually gave up on him and sold him to others.
Antal's luck changed when he had been his fourth master forced him to consult for spiritual healing at the local temples. His story was noticed by the temple of Iomedae, which decided to make a deal with the halfling within the confines of the confession booth. The deal was for the church to buy his freedom if he would allow them to teach him to hone his anger for better results. To Antal, this was a win-win situation. He took it.
The next morning, everything was as planned. The local bishops of the Inheritor visited the home where Antal was bound to and bought him. The halfling soon started his training in the arts of combat, grace, and inner peace. Although he tried his best with the Iomedian longsword, the clerics noticed his affinity with the bow, so he was allowed to focus on archery. He was also taught that he should not be blamed for his horrible past for he did nothing. Instead, he must pursue those of negative morals and have wronged him to restore peace, justice, and balance to the world.
When Antal reached his mid teens, his new family decided that he should practice outside the confines of the temple. They spoke to the leaders of the Dusk, and Antal became part of Katapesh's city watch. He was a promising adept, much shorter than his new-found brethren at war, but amazingly more agile, characteristics of him that got him the nickname 'Mouse'.He quickly built up his rank, however he never made it to the top, for he decided that his place in the Dusk was not permanent.
At the age of 23, after getting consent and favor with the temple, the little Mouse went off to hunt the gnoll group that took away his family. He was not alone, however, for he made new friends along the way. Some of his friends from the Dusk also decided to join him. They became the best of friends and even titled themselves the 'Magnificent Seven'.
The group made it great and finally reached what they thought was the gnoll camp. To their surprise, this was not a pack of gnolls, but a union between gnolls, evil outsiders, and their followers with the purpose of transforming Osirion and Katapesh into a Garundi version of Cheliax. What was once thought of as a fight against bipedal hyenas became an epic Battle of Thermopylae against efreet, necromancing cultists, and tiefling assassins. It was then that Antal realized that his oath to the Inheritor was not one against a specific group or race, but to evil itself.
After the Magnificent Seven dispersed the treaty with the help of the Osirian Army, the group split ways and Antal became a wandering warrior in search of evil with the sole purpose of destroying its every form. And although the halfling has his destructive intentions, he was taught well that evil was not an entity but a state of mind, and that everything, even a demon, has the chance to redeem itself and that vengeance does not necessarily mean violence. He now roams the world, armed with his bow and his mouth to defend everything from evil through propaganda, understanding, and if necessary, violent activism.
His story leads him to the rural Dalaston. What adventures may he find here?