Hellknight

Redeemed's page

55 posts. Alias of goodwicki.


Full Name

Redeemed

Race

| Speed 30 | Touch of Flame 7/7 | Spells: 1st 4/4

Classes/Levels

| Active Effects: none

Gender

INACTIVE LoF CAMPAIGN PC | Neutral Male Human Oracle 1 | HP 10/10 | AC 16 (T 12, FF 14) | CMD 12 | F +1 R +2 W +1 | Init +2 | Percept/SM -1

Size

A lanky medium

Age

?

Alignment

Neutral

Deity

Sarenrae... kind of...

Location

In his armor

Languages

Common, Celestial, Ignan

Strength 14
Dexterity 16
Constitution 14
Intelligence 7
Wisdom 9
Charisma 19

About Redeemed

Updates to crunch currently underway; numerical inconsistencies may abound until complete!

Statistics:
”Redeemed”
Male human flame oracle (dual-cursed) 1
N Medium humanoid (human)
Init +2; Senses Perception -1
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex, +1 shield)
hp 10 (max 8 @1st level, +1 CON, +1 favored class)
Fort +1, Ref +2, Will +1 (+3 vs divine)
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OFFENSE
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Speed 30 ft.

Melee +0

Melee (Weapon Finesse) +1 (+2 DEX, -1 shield ACP)

Ranged +2
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STATISTICS
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Str 10, Dex 14, Con 12, Int 7, Wis 9, Cha 19
Base Atk +0; CMB +0; CMD 12

Traits Focused Mind (Magic). Whether it be prior mental training, or the fact that the fire in his mind blocks out all other distractions, Redeemed has the ability to focus on the immediate task at hand. Benefit: Redeemed gains a +2 trait bonus on concentration checks.

Missionary (Campaign). (Tweaked for his background.) Redeemed has been sent by the church of Sarenrae to assist in the reclamation of Kelmarane, both to exercise his divine powers and test his moral fortitude. Despite the simplicity of his thoughts, Redeemed displays a surprising command of several languages, and his complete lack of guile often proves disarmingly persuasive while his innocent questions can make one re-examine their own motives and beliefs. Benefit: Redeemed gains a +1 trait bonus on checks using Diplomacy.

Feats Skill Focus: Knowledge Planes. Details of extraplanar creatures and lore reside within Redeemed’s mind, diminished but not destroyed by his “condition”. Benefit: Redeemed receives a +3 bonus to Knowledge Planes checks; if he achieves 10 ranks in this skill, the bonus increases to +6.

Weapon Finesse (human bonus feat). Lithe and graceful, Redeemed uses his agility in melee combat as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of his size category, Redeemed may use his Dexterity modifier instead of his Strength modifier on attack rolls. If he carries a shield, its armor check penalty applies to his attack rolls.

As the game progresses I intend to take Eldritch Heritage for the Elemental Fire bloodline at level 3; outside of that, I have no solid feat selections lined up.

Skills (3 points/lvl; +4 class, -2 INT, +1 racial bonus)
Craft Armor +2 (+1 rank, +3 class, -2 INT)
Knowledge Planes +5 (+1 rank, +3 class, +3 feat, -2 INT)
Knowledge Religion +2 (+1 rank, +3 class, -2 INT)

Diplomacy +5 (+0 ranks, +0 class, +1 trait, +4 CHA)
Perception -1 (+0 ranks, -1 WIS)
Sense Motive -1 (+0 ranks, -1 WIS)

ACP -2
*ACP applies to these skills

Non-Standard Skill Bonuses Skill Focus feat: +3 bonus to Knowledge Planes checks.
Missionary trait: +1 bonus to Diplomacy checks.

Racial Traits/Bonuses I have taken the standard human package, which includes:
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages Common, Celestial(?), Ignan.
I’m open to suggestions on his language gained from Linguistics; I took Celestial figuring he picked it up during his stay with the followers of Sarenrae.

Archetype & Curses:
Dual-Cursed. A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels. A dual-cursed oracle gains no additional class skills from her mystery. These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th). A dual-cursed oracle gains a new revelation at 5th level and 13th level; in addition, the cursed oracle may select the following revelations in place of a mystery revelation: Misfortune (Ex) and Fortune (Ex).

Oracle’s Curse: Blackened (Primary/Dynamic). Redeemed’s hands and forearms are shriveled and blackened, as if he had plunged his arms into a blazing fire, and his thin, papery skin is sensitive to the touch. Effect: Redeemed takes a –4 penalty on weapon attack rolls, but he adds burning hands to his list of spells known.
- At 5th level, he adds scorching ray and flaming sphere to his list of spells known.
- At 10th level, he adds wall of fire to his list of spells known and his penalty on weapon attack rolls is reduced to –2.
- At 15th level, he adds delayed blast fireball to his list of spells known.

Oracle’s Curse: Tongues (Secondary/Static). In times of stress or unease, the flames in Redeemed’s mind grow hotter, burning away all languages but that of fire. Effect: Whenever Redeemed is in combat, he can only speak and understand Ignan. This does not interfere with spellcasting, but it does apply to spells that are language dependent. Redeemed gains Ignan as a bonus language.

Oracle Mystery & Revelations:
Flame Mystery. Due to the Dual-Cursed archetype, no bonus skills are granted and some bonus spells are replaced. For a complete lists of bonus spells, see ‘Spells’ section.

Revelations: Touch of Flame (Su) 7 x day: As a standard action, Redeemed can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels he possesses. He can use this ability a number of times per day equal to 3 + his Charisma modifier. At 11th level, any weapon that he wields is treated as a flaming weapon.

Spells:

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Spells by Level (per day) Known
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0th (at will) light, mend, purify food and drink, spark

1st (4/day) burning disarm, burning hands, cure light wounds, inflict light wounds

Bonus Spells Known: All 'cure' spells at each level, in addition to:
burning hands* (1st), ill omen** (2nd), oracle’s burden** (4th), scorching ray* and flaming sphere* (5th), bestow curse88 (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), delayed blast fireball* (15th), incendiary cloud (16th), fiery body (18th).

*spells gained from the ‘Blackened’ Oracle’s Curse.
**spells gained from the 'Dual-Cursed' archetype.

Gear/Possessions:

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GEAR/POSSESSIONS
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Studded leather armor +3 armor AC, +5 max DEX, -1 ACP, 30’ speed, 20 lbs.
- Includes full helm
Buckler +1 shield AC, -1 ACP; 5 lbs.; worn on left arm
Outfit, Peasant’s (under armor; I’m assuming armor includes boots)
Mask, leather hood 1 lb.; worn on head under helm
Ankh, iron holy symbol of Sarenrae 1 lb.; worn on neck
Backpack, masterwork* 4 lbs.; worn on back
- Hammer, tool 2 lbs.
- Waterskin, full 4 lbs.
- potion of cure light wounds x1

Carrying Capacity
Normal: Light 0-33 lbs. Medium 34-67 lbs. Heavy 68-100 lbs.
*With MW Backpack: Light 0-38 lbs. Medium 39-76 lbs. Heavy 77-115 lbs.

Current Load Carried 37 lbs. – Light Load

Money 16 GP/ 5 SP/ 0 CP (kept in backpack)

I couldn’t find a separate set of statistics for his full helm, and so just assumed it's included in the stats for his studded leather armor.

Background:
She tells me I am Redeemed.

I awoke burning in darkness. I burn still. In my flesh. In my head. Always burning.

She tells me I burn because I was full of sin. A bad man. She tells me I did terrible things. She tells me she punished me with fire. Because her fire burns sin away. I do not remember. When I try the fire burns hotter. It burns my thoughts away. She tells me I do not remember because to remember would make me sin again. She tells me the fire still burns in me as a gift. The others do not agree. They tell me the fire still burns in me because sin still lives in me.

It does not matter why. It only matters that I burn.

They keep me in the dark. Surrounded by walls. Walls keep everything out. I like walls.

They gave me tools to work with. I made new skin to wear. From things inside the walls with me. My old skin scares me. I do not like to look at it. My new skin keeps me safe. Safe from touch. I do not like to be touched. Only my hands can touch. Only my hands are beautiful.

Sometimes I sleep. I know that I dream. I wake burning. The fire burns all the dreams away.

She tells me I must prove to the others that I am Redeemed. I do not understand. She tells me there is a man I must follow. I must do as he tells me. He will take me to a ruined place. A place full of sin. I must keep him and others safe from this sin.

They take me from the darkness. From inside the walls. I am not scared. My new skin keeps me safe. Everything is bright. Lit by a great ball of fire above. At first it hurts my eyes. Then it seems familiar. But I do not remember. Perhaps it is just fire I find familiar.

They take me to the man. They call him Garavel. They tell me what she told me. What I must do. They tell me until I can tell it back.

”I will follow him. I will obey him. I will keep him safe from sin.”

Because I am full of fire. And sin burns.

My basic idea is that “Redeemed” was a NE criminal whom the followers of Sarenrae attempted to kill by fire, either in combat or execution. Instead he survived, apparently filled with the power of fire and with no memory of his past self. Somewhat flummoxed by this outcome, they functionally imprisoned him for several (or more) years, hiding him away until they could figure out what to do with him. After much debate, they have finally decided to give him a chance to prove himself a changed man by sending him with Garavel to reclaim Kelmarane, perhaps with a "handler" (if another character with the same campaign trait is chosen.)

I am 100% okay with the GM creating any 'pre-burning' background they want to tie in to the larger campaign (or not!) I would love for his prior life to be a mystery that Redeemed can unravel over the course of the campaign, increasing his Int/Wis at 8th level and beyond as he learns to think through the fire and recover some memories; if this is more work than desired by the GM, I can come up with general specifics myself or just leave it as an unknown, and not focus on his past in gameplay.

Physical Appearance:

Redeemed is tall and lanky, possessing a lean frame with arms and legs that are a bit too long for his body. While he could easily seem gawky, he instead moves with an unusual ease and grace. Always wearing a crude but serviceable suit of studded leather and a metal, closed-face full helm, it’s hard to determine where Redeemed originally hails from; the only skin visible is that of his hands – long, gnarled fingers and palms with little more than burnt, blackened sinew stretched over the bones. An iron ankh hangs loose from a long cord about his neck, and an incongruously fine-looking backpack is worn on his shoulders. If one gets close enough, Redeemed has a stench akin to rancid cooking meat about him. Overall, a strange figure.

My basic idea for his helmet, but in a black cast-iron.

Personality:
Redeemed is in many ways similar to a child: simple, honest, curious, and naive. He is very focused and not easily bored, oftentimes losing himself in repetitive tasks, and is especially fascinated by assembling objects. If left to his own devices he may break simple objects (such as glass and ceramics) with his hammer in order to reassemble them via his mending orison. While not quite agoraphobic, the many sights and sounds of the outdoors can sometimes overwhelm him, especially in a city, and if given a choice he almost always prefers to be inside, whether it be in a building or a wagon. In the same vein he never fully undresses, attempting to keep all but his hands hidden under his clothing and armor – further barriers between himself and the world at large.

Redeemed is unsure what constitutes “good” violence and “evil” violence; if confronting an enemy alone he will try to engage in conversation to discern what is going on unless attacked himself, while in a party he will generally follow the accepted leader’s actions. He maintains a preternatural calm in most situations, only becoming agitated when his (non-hand) skin becomes exposed or, even worse, touched. He is highly impressionable, and over the course of the campaign his alignment may eventually shift away from true neutral based on his experiences.