Linarra Del Voix's page

107 posts. Organized Play character for Kris Vanhoyland.

Full Name

Linarra Del Voix


human (Chelaxian)


fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0




5'7", 155 lb.








Common, Osiriani


Hellknight armiger

Strength 22
Dexterity 10
Constitution 13
Intelligence 13
Wisdom 7
Charisma 14

About Linarra Del Voix

Linarra Del Voix
Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1
LN Medium humanoid (human)
Size 5'7", 155 lb.; Age 21
Init +0; Senses Perception +7
AC 23, touch 11, flat-footed 23 (+12 armor, +1 deflection)
hp 51 (6d10+11)
Fort +8, Ref +3, Will +3; +1 bonus vs. effects targetting a glaive held by her, +1 vs. poisons and diseases
Speed 20 ft.
Melee +1 cold iron glaive +15/+10 (1d10+13/x3) or mwk cold iron armor spikes +13/+8 (1d6+6) or heavy mace +12/+7 (1d8+6)
Using Power Attack: +1 cold iron glaive +13/+8 (1d10+19/x3) or mwk cold iron armor spikes +11/+6 (1d6+10) or heavy mace +10/+5 (1d8+10)
Ranged mwk composite longbow +7/+2 (1d8+6/x3)
Special Attacks Lamashtu's bane, reliable strike, smite chaos, weapon training +1 (glaive)
Spell-like Abilities (CL 6; concentration +8)
At will—detect chaos
Str 22, Dex 10, Con 13, Int 13, Wis 7, Cha 14
Base Atk +6; CMB +12 (+14 when Tripping); CMD 23 (25 vs. Trip)
Feats Combat Expertise +/-2, Improved Trip, Intimidating Prowess, Iron Will, Power Attack -2/+4, Weapon Focus (glaive), Weapon Specialization (glaive)
Traits Defender of the Society, Fires of Hell (2r, 1/day) (Su)
Skills Climb +5, Intimidate +17, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +5, Knowledge (planes) +3, Perception +7, Profession (soldier) +2, Sense Motive +5 (+4 against devils and Chelish government officials [including Hellknights]), Swim +5 Modifiers +1 on Charisma-based skill and ability checks against Mendevian crusaders, +3 on Diplomacy checks made against Hellknights of any order or rank Armor check penalty -5
Languages Common, Osiriani
SQ hellknight order of the pyre, weapon guard +1 (glaive)
Combat Gear wand of cure light wounds (CL 1, 47 charges), bladeguard, silver weapon blanch (3), smelling salts
Other Gear +2 spiked Hellknight plate, +1 cold iron glaive, arrows (18), heavy mace, mwk composite longbow (STR +6), mwk armor spikes, belt of giant's strength +2, cloak of resistance +2, ring of protection +1, backpack, bedroll, belt pouch, blanket, flint and steel, grappling hook, silk rope (50 ft.), torch (3), trail rations (4), waterskin
Wealth 308 gp, 9 sp
Armiger +3 to Diplomacy vs. Hellknights.
Aura of Law (Ex) The power of Linarra's aura of law (see the detect law spell) is equal to her total character level.
Combat Expertise +/-2 Linarra can increase her defense at the expense of her accuracy. She can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to her Armor Class. When her base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. Linarra can only choose to use this feat when she declares that she is making an attack or a full-attack action with a melee weapon. The effects of this feat last until her next turn.
Caravan (Intimidate) Can use the chosen skill to make Day Job rolls.
Defender of the Society Linarra's time spent fighting and studying the greatest warriors of the Society has taught her new defensive skills while wearing armor. She gains a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Detect Chaos (At will) (Sp) This ability functions like a paladin's detect evil ability, save that it detects chaos.
Fires of Hell (2r, 1/day) (Su) Linarra's parents signed a pact with a fiend of Hell before she was born and she can summon fire to her aid. Once per day, as a swift action, she can summon fire, imbuing a single weapon she holds with a nimbus of fire that deals an extra 1 point of fire damage for as many rounds as her Charisma bonus. This fire gives off light equivalent to a torch. This is a supernatural ability.
Improved Trip Linarra is skilled at sending her opponents to the ground. She does not provoke an attack of opportunity when performing a trip combat maneuver. In addition, she receives a +2 bonus on checks made to trip a foe. Linarra also receives a +2 bonus to her Combat Maneuver Defense whenever an opponent tries to trip her.
Power Attack -2/+4 Linarra can make exceptionally deadly melee attacks by sacrificing accuracy for strength. She can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if she is making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times her Strength modifier on damage rolls. This bonus to damage is halved (–50%) if she is making an attack with an off-hand weapon or secondary natural weapon. When her base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Linarra must choose to use this feat before making an attack roll, and its effects last until her next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Reliable Strike: Glaive (1/day) (Ex) Linarra may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. She must accept the second roll even if it is worse. She can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.
Smite Chaos (1/day)(Su) This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Weapon Guard +1 (glaive) (Ex) Linarra gains a +1 bonus to CMD against disarm and sunder attempts while wielding her chosen weapon. This bonus also applies on saves against any effect that targets her chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Weapon Training +1 (glaive) (Ex) Linarra gains a +1 bonus on attack and damage rolls with her chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
Debt of the Kirin: Linarra possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin.
Ghoul Hunter: Linarra's experience fighting ghouls and ghasts beneath Foxglove Manor has given her insight into these undead abominations' strengths and methods of attack, granting her a better chance of survival against such foes in the future. She gains a +1 insight bonus to AC against natural weapon attacks made by ghouls and ghasts, and a +1 bonus on Fortitude saving throws to avoid the effects of the disease, paralysis, and stench special attacks of ghouls and ghasts.
Heroes of Magnimar: Thanks to Linarra's actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, she has received a medal and public thanks from the authorities of the city. While displaying her medal she receives a +2 bonus on her Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
Kayle's Blessing: You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times.
Lamashtu's Bane: Linarra's encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled her hatred for the Mother of Monsters and her followers. She gains a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.
Lesson Learned (Cheliax): You helped Paracountess Zarta Dralneen escape her captors and recover from the plot against her, making you wary of future threats. You gain a +2 bonus on Sense Motive checks against devils and Chelish government officials (including Hellknights).
Resisting the Gossamer King: Linarra's body was subject to a barrage of poisons and diseases in Ravenmoor. She had to either fight through those debilitating effects coursing through her veins or die. As a result her body has toughened, and she has gained a measure of immunity to diseases and poisons. She receives a +1 bonus to her saves against poisons and diseases.
Mendevian Commendation (1): You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Using their Strength Against Them: You have learned several of the key strategies of both players in the Fifth Crusade, and with the help of Zarta Dralneen you have developed a strategy that you might use to surprise either side. As a standard action while in combat against a demon or Mendevian crusader, you may use the cavalier's tactician class feature, though it lasts for a number of rounds equal to 1 plus your Intelligence or Charisma modifier (minimum 1 round). The teamwork feat you grant must be chosen from the following: Coordinated Defense, Escape Route, Paired Opportunist, or Precise Strike. After you use this boon, cross it off of your Chronicle sheet.
Armiger (Fame 20, 2 PP) Though still a loyal Pathfinder, Linarra's service to Cheliax granted her admission into the Hellknight Order of the Pyre with the rank of armiger. She gains a +3 bonus on Diplomacy checks made against Hellknights of any order or rank.
Caravan (5 PP) Linarra owns a controlling share in a caravan that makes regular trips through the Inner Sea region. She isn’t required to maintain a presence in the caravan, and thus does not need to accompany the caravan as it makes its journeys, but she does shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats.
When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.
Background: Linarra spent the entirety of her young life in Westcrown, where she was raised by her father, the majordomo of House Salisfer. Linarra's red hair was always a sensitive matter and a point of much debate, since in Cheliax it is often seen as evidence of some sort of tie to diabolic influence. Nevertheless, her father was able to pull some strings, to get her into Westcrown's regidottari, where she's received military training under Durotas Lhiana Strikis. Although the position was among the best paid and most prestigious in all of Westcrown's dottari, Linarra wasn't able to cope with the corruption and cruelty that Durotas Strikis often displayed, and so she was glad to eventually find herself able to take a new path in life.

She was invited to join the Pathfinder Society by Zarta Dralneen, and has been enjoying the outings, although Linarra would never admit to that. She talks very little about herself, and is alway determined to get the job done, as quickly and efficiently as possible. This unyielding attitude often puts her at odds with other people, but it has also brought her to the attention of the Chelaxian Hellknights. They have recently recruited her, and she currently holds the rank of armiger in the Order of the Pyre. An easy choice for Linarra, since she's had a rather bloody run-in with the mayor of a Varisian town, who turned out to be a cultist of Ghlaunder.

Physical description: This stern looking young woman has dark eyes, and curly red hair that cascades down to her shoulders like a waterfall, spilling onto her armor and crimson-colored cloak. She is clad in black bladed armor, polished to a high sheen, and carries a seven feet long glaive with her, along with a horned helm that has four eye slots.

PFS#: 23847-3
Faction: Cheliax
Starting XP: 15
Initial Fame: 24
Initial Prestige: 15
Start GP: 308 gp, 9 sp

Items bought:
Air crystals -- 50 gp

hp 51/51
Arrows 18/18
Fires of Hell 1/1
Reliable Strike 1/1
Smite Chaos 1/1
Wand of cure light wounds 47/50
Kayle's Blessing 3/3

Sources used
Core Rulebook; Advanced Player's Guide; Ultimate Equipment; Inner Sea World Guide
Faction Guide; Pathfinder Society Field Guide
Guide to Pathfinder Society Organized Play