Dexinis

Lindale Assa's page

692 posts. Alias of True Repentance.


Full Name

Lindale Assa

Race

Drow

Classes/Levels

Inquisitor (Infiltrator) 5 Init +3, Hp: 37/37, AC: 14(16)/Touch: 11/ Flatfooted: 14(16), Fort: 5/Ref: 3/ Will: 6, CMD: 17; Initiative +3; Perception +12; Sense Motive +10

Gender

Male

Size

Medium

Age

126

Special Abilities

Judgement 2/day; Copycat 5/day; constant detect magic; Featherfall, levitate, Dancing Lights, Deeper Darkness & Faerie Fire at Will

Alignment

Neutral Evil(disguised as lawful neutral)

Deity

Asmodeus

Languages

Common, Undercommon, Elven, Dwarven, Infernal.

Occupation

Spy

Strength 16
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 15
Charisma 13

About Lindale Assa

Contacts:

Gelrick - Orc - 8

Akropash Slavers:

Haevish Fat balding human. 1 of 3 of Targ's coin-masters.

Akropash Gangs:

Sand Wraiths A group of strong, dextrous warriors who are the best pure combatants amongst the groups. They employ sand camouflage and ambush their foes very effectively, but as a whole their motives are unknown and they are often unpredictable. Lucian Half-elf, possible leader. Wants to remove slavery.

Golden Serpents Infiltrators and spies, talking to them is wading through a sea of lies. They have gathered a great sum of wealth and that seems to be their main driving force, but the rest of their motives are unkown.

Lightning Lords A more organized, albeit smaller group. They want to overthrow the slavers and bring Yenrick under their collective rule as a council. Known to not break vows but their power is limited to some of their higher member's magic abilities.

Dark Guants They currently hold the most direct power through intimidations and assassinations. Their leader is a mysterious figure who always seems to know more than possible.

Relationships, the thoughts that the bolded group has about the listed group.

Sand Wraiths
Dark Gaunts: Cravens and cowards. They oppose them heavily with immediate bloodshed.
Lightning Lords: Hate their methods and ideals, but avoid confrontations. Wary of magic.
Golden Serpents: Cowards who they oppose openly, but more often beat and send away than kill.

Golden Serpents
Dark Guants: Terribly afraid of and avoid at all costs, but often do work for them to avoid consequences.
Lightning Lords: Hate their openness, calling it foolish. Believe they're incompetent.
Sand Wraiths: Fear them, but often get away with tricking or conning them. Often indirectly bribe them for jobs.

Lightning Lords
Sand Wraiths: Believe they're wild creatures who need to be tamed and put to good use.
Golden Serpents: After numerous cons they now openly oppose and seek to reveal them whenever possible.
Dark Guants: Believe they're a huge problem, and if they had the power they would oppose them openly.

Dark Guants
Sand Wraiths: They're rabid dogs who need to be put down.
Golden Serpents: Cowards, but they have their uses.
Lightning Lords: Paltry fools, but not a threat and unimportant unless magic is required.


Equipment:

Gloom Goggles = ?
Mask of Stony Demeanor = 500gp = 0lbs
Wand of CLW(30 uses) = 750gp = 0lbs
Hat of Disguise = 1800gp = 1lbs
Bird token = 300gp = 0lbs
MW Rapier = 320gp = 2lbs
Short Sword = 10gp = 2lbs
Morningstar = 8gp = 6lbs
Dagger = 2gp = 1lbs
MW Breastplate = 350gp = 30lbs
MW Heavy Steel Shield = 170gp = 15lbs
Explorer's outfit = 0gp = 8lbs
Soldier's outfit = 1gp = 5lbs
Inquisitor's kit = 31gp = 34lbs [This kit includes a 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 (2) wooden holy symbols.(holy and unholy)]

total = ?gp = 98lbs
Current GP

Stat Sheet:

Lindale
Drow Inquisitor 5 (Infiltrator Archetype)
NE Medium Humanoid(Elf)
Init +3; Senses darkvision 120 ft.; Lightblindness; Perception +12
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Defense
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AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield)
hp 37 (5d8+10)
Fort +5, Ref +3, Will +6
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Offense
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Speed 30 ft. (20ft. in armour)
Melee MW Rapier +7 (1d6+3/18-20x2)
Melee Shortsword +6 (1d6+3/19-20x2)
Melee Morningstar +6 (1d8+3/x2)
Melee Dagger +6 (1d6+3/19-20x2)
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Spellcasting
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Orisons DC 13 Read Magic, Guidance, Light, Sift, Daze, Detect Poison.
1st level spells DC 14(5/day) Shield of Faith, Wrath, Cure Light Wounds, Lend Judgement.
2nd level spells DC 15(3/day) Invisibility, Silence, Detect Thoughts.
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Statistics
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Str 16, Dex 12, Con 12, Int 10, Wis 15, Cha 13
Base Atk +3; CMB +6; CMD 17
Feats: Drow Nobility, Improved Drow Nobility, Greater Drow Nobility, Stealth Synergy.
Traits: Zealous Striker, Deft Dodger
Skills: Bluff +11, Diplomacy +12, Disguise +5, Knowledge(Dungeoneering) +5, Knowledge(Planes) +5, Knowledge(Religion) +5, Linguistics +3, Perception +12, Sense Motive +10
Languages: Common, Undercommon, Elven, Dwarven, Infernal.
Other Gear Hide Armour, MW breastplate, MW shield, MR Rapier, Short Sword, Dagger, Morning Star, Explorers Outfit, Soldier's outfit, Inquisitors Kit, Hot weather outfit.
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Special Abilities
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Domain: Trickery You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Copycat(Sp) at level 1. Master's Illusion (Sp) at level 8.
Copycat(Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgement(Su)
Guileful Lore(Ex) At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Misdirection(Sp) At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).
Forbidden Lore(Ex) While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).
Cunning Initiative(Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment(Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Solo Tactics(Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Necessary Lies (Su) An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.
Spell Like Abilities: Detect Magic constant. Featherfall, levitate, Dancing Lights, Deeper Darkness and Faerie Fire At Will.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword. An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Ancestral Grudge: The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use.

History:

Lindale Assa has been groomed for greatness from a young age. He has always sought to improve his own standing. As is the norm among his people, Lindale was forced to learn the scheming ways of the drow or drown underneath the ambitions of others. As a child, his parents had no mercy for him or his brother Anquale. The twins, not unlike human twins who have a close connection to each other, were set against each other from day one. The constant rivalry and pressure to do better than the other brought the brothers closer than ever. Rewards for success were handsome but the punishments for failure were far harsher. As aware of each others strengths and weaknesses as they were, they would often use this against the other. Over time they removed such weaknesses or learned to hide them better, but still the brothers could not separate themselves and a hatred grew, mixed with a certain degree of respect for the others skill and determination. Though neither fell, they eventually were sent in different directions and Lindale did not see his rogue brother for several years.

Lindale coupled his desires with his worship of asmodeus and served his lord, being rewarded with several powers for his devotion and the promise of nobility to be attained. He knew it was in his blood. The drow influence in the sands of Yenrick looks to solidify and grow and Lindale has been pulled into the heart of it. News of new technology in the human and dwarf lands spread, causing all sorts of rumors. Some say it is a power greater than any wizard could conjur, but concrete information is difficult to acquire. He is called by his masters, they tell him to infiltrate the human and dwarf societies, use all the skills at his disposal to gain true knowledge of the new technologies so that they might use it for their own gain. They send their infiltrator out, he rides with determination, success in his mind and great power gained from bringing this new technology to the Drow of Yenrick. He knows that if he fails he will likely not live very long. A quick thought for his brother, more pride in himself for being sent on such an important mission. He has no idea that Anquale might have a similar directive.

"Congratulation Mr. Assa, you passed the test, welcome to Andril." The immigration officers tone did not convey the welcome that his words might suggest, nevertheless it was the first real step towards his goals. He was on his own now, unless he came across another drow he was certainly cut off from his people. Even though he hadn't meant the words he had said, in a way it was true. I will return to them someday, when this task is complete, they will make me a noble and I will command my own spies.

Lindale traveled through several small villages before arriving at Taryin and settling in to one of the poorer sides of town. For the next couple years he infiltrated the church of Abadar, becoming a respected follower. Though disliked by many who saw him, there was little they could fault him for. Most avoided him for the look in his eyes when they got too close unnerved them.

In the darkness when no one was watching, he was a different creature. Pretending to be a helpless victim, he was set upon by a gang of thugs. They mistook him for a wealthy businessman and letting them capture him and take him prisoner he formed a plan. The small gang leader never saw the knife in his throat when the darkness fell. From there he took over the gang and turned them into his personal information network, allowing them to continue their thuggery while he took his cut. He kept the gang small to avoid notice, less than ten. When it was known that a war would be starting soon Lindale knew he needed to follow it. Organising a hit on Colonel Geoffrey, who he had seen several times but only met once in passing, he had his men ambush him while he waited nearby. His gang fell upon the paladin's bodyguards and felled several in the surprise attack. Coming to the Colonel's rescue, Lindale killed several of his own men, leaving none alive but himself, Geoffrey, and two of his guards. Goeffrey thanked him for the timely assistance and asked how he had come to be there. Lindale told him he had been following the men, knowing the gang was upto no good and knew if he didn't act the colonel may have fallen in the street.

"Thank Abadar I was able to help. The war will not go so well without it's greatest tactician."

"A follower of Abadar I see," the Colonel smiled, "I could use another man to cover my back. War is a nasty business, but we need all the men we can get. Come see the command tommorow if you are interested in serving the cause. We shall put your skills to good use."

"I definately will. Thankyou for the opportunity."

As he was left alone once more, Lindale smiled. If the colonel had seen it he may have killed him on the spot. The demonic glee and pride in his eyes was unmistakable. Turning to the bodies of his former gang he thanked them for their timely assistance.

War was coming.