Villamar Koth

The Red Penitent's page

75 posts. Alias of Lamontius.

Full Name



Human (Kellid)


Monk 1 [ HP: 14/14 | AC:15 | T:14 | FF:14 ] (Grappled - AC:13, T:12, FF:13)








Lawful Good




The Worldwound


Zealot, Penitent

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 7

About The Red Penitent

The Red Penitent
Human (Kellid) Monk (Tetori) 1
LG Medium Humanoid (human)
Init +1; Senses Perception +7

Physical Description: A human male, well over six feet tall, his body lean and wirey with muscle and sinew. His chest and extremities are laced with myriad scars, though many more marks of violence are hidden beneath the whirling and overlapping tattoos of holy symbols and Sarenaeic scriptures laced across his back and arms. He frequently wears a wide smile, though the expression never quite seems to reach his eyes, those instead carrying a wide-eyed fervour. His hair shows streaks of red amidst auburn, his beard much the same, though also lined with grey. He appears unkempt and disheveled, yet as clean as travel allows.


Little is known of The Red Penitent before he came to Kenabres, save for the scattered stories that have spread among travelers, crusaders and refugees.

Many of these stories speak of a raving, joyous, nearly mad zealot, clad only in tattered trousers and bare to the waist. He carries no weapons and wears no armor save for a scarlet sash lined with broken and tattered chains. A clean white strip of linen is tied around one of his upper arms.

It is told this man spoke of fighting demons, that this was to be both his penance and the key to the end of his sorrow. What that means, no ones seems to know, and few appear to have made any effort to find out.

The Red Penitent was last seen near the outskirts of Kenabres, claiming to all who would listen that he would give himself fully to the cause. He appeared to be in the company of those of like mind, loudly proclaiming to all who would listen that he was the herald of those divine ones that would bring an end to the Worldwound.


AC 15, touch 14, flat-footed 14 (+1 shield, +1 Dex)
hp 14 (1d8+6)
Fort +4, Ref +3, Will +5


Speed 30 ft.
Melee Unarmed strike +3 (1d6+3/x2)


Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +0; CMB +4 (+7 Grappling, + 9 vs. Demons); CMD 17, (19 vs. Demons) (20 vs. Grapple, 22 vs. Demon Grapple)

Feats & Traits:

Improved Grapple, Improved Unarmed Strike, Snapping Turtle Style +1, Stunning Fist (1/day) (DC 13), Toughness +3
Traits Bred for War, Stolen Fury (Champion Path Campaign Trait)


Acrobatics +5
Intimidate +3
Knowledge (religion) +4
Perception +7
Sense Motive +7

Languages & Gear:

Languages Common, Hallit
SQ ac bonus +3, graceful grappler, stunning fist (stun), unarmed strike (1d6)
Combat Gear Alchemical grease; Other Gear Belt pouch (3 @ 3 lbs), Candle, Holy text (The Birth of Light and Truth), Reinforced scarf, Tattoo - Holy Symbols across back and arms., 3 GP, 9 SP, 8 CP
Alchemical grease - 0/1
Stunning Fist (1/day) (DC 13) - 0/1

Special Abilities:

AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors
envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve f inally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.