Eligos

Warren Redmont's page

164 posts. Alias of Chainmail.


Full Name

Warren Redmont

Race

Human 36/36hp CMD=13 AC19/t11/ff18 F+3/R +3/W+6

Classes/Levels

Oracle 5 perception +1 / init+1

About Warren Redmont

Warren Redmont
Male human oracle (waves) 5 Chaotic Neutral
Medium humanoid (human) -- young
Initiative +1; Perception +1
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STATISTICS
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Strength 9 (-1), Dexterity 12 (+1), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 12 (+1), Charisma 18 (+4)
Base Atk +3; CMB +2; CMD 13
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DEFENSE
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AC 19, touch 11, flat-footed 11 (+1 Dex, +6 armor, +1 ABP armor and deflection)
hp 36 (5d8+3+5)
Fort +3, Ref +3, Will +6; (+1 resistance ABP)
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OFFENSE
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Speed 15ft (Lame, medium armor)
Melee cane +2(1d6B-1)
Ray +5 to hit (touch) (with ABL weapon attunement)

Besmara Code:

Holy Text
Besmara's Code is a list of rules, mostly detailing treatment of crew, loot and prisoners. Though these are subject to the interpretation of individual priests or captains, these are widely observed:

End Your Quarrels on Shore: whatever disagreements one sailor has with another, onboard a ship is not the place to settle them. If one member of the crew has a disagreement with another, the place to settle it is on shore—whether this is a port or just a sandy beach.
Thirty Stripes Lacking One: the traditional punishment for a serious infraction on the ship is thirty lashes on the bare back. The captain or boatswain, however, may choose to reserve the last (30th) lash as an act of mercy if the target is repentant or unconscious. Still, the captain always has the option to make that last strike at any time—a threat to ensure better behaviour from the target. Usually this “lash debt” is cancelled once the ship makes port, and always if the target leaves the crew.
Truce Ends at the Horizon: while pirates recognise the need for parley, any truce is only valid until the opposing ship is past the horizon. This gives the weaker captain a head start should he fear the other captain’s intentions. Breaking this part of the code is seen as not only unsportsmanlike, but a threat to all pirates.


oracle abilities:

Oracle Spells (CL 5th; concentration +10) X = one casting
2nd (5/day) XXXX— summon monster II, track ship, scorching ray, oracle's burden
1st (7/day) X- summon monster I, bless, infernal healing, hydraulic push, burning hands, comprehend languages, burning disarm, obscuring mist, touch of the sea, ill omen
0 (at will) — detect magic, light, enhanced diplomacy, resistance, guidance, read magic

Curses:
Lame
Source PZO1115
EFFECT
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Blackened
Source PZO9424
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
EFFECT
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.

Revelations:
Fluid Travel (Su): You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.


equipment:

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EQUIPMENT
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Weapons: cane
Agile breastplate 9 (+1 from ACP) (+7 armor, -4 acp, 25#)
Both wands have belt loops and leather thongs wrapped around them so they won't hit the ground when dropped
Wand infernal healing (50 charges) with spring loaded wrist sheath
Wand Shield (50 charges)
agate ellipsoid ion stone (100% augury 1/day)
cracked pink and green (+1 on CHA skill)
Pipe with fine tobacco
Flint and steel
5 wooden holy symbols Besmara
Acid flask
4gp
Cane (1d6 B as club)
2000gp

crunch and other info:

Human Oracle of Waves FC bonus = 3x hp, 2x spell known (2x2=1st)
STR=9; IN=13; DX=12; CO=12; WI=12; CH=18; - HP= 36
hp rolls = 8(max),5,5,5,5
FORT +3
REF +3
WILL +6 (+1 WIS, +5 Base}
AC=11, touch=11, ff=10
Alignment=Chaotic Neutral; Deity=Besmara
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OTHER INFORMATION
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Carrying 30lb
Carrying Capacity 33lb/66lb/99lb
Favored Class Bonuses
1st to 3rd — hp
4th to 5th - extra 1st level spell
Ability Score Increases
4th Charisma

skills:

+13(15) Diplomacy {4 CHA, 5 ranks, +1 is, +3CS} (Enhanced diplomacy)
+5 Intimidate {4 CHA, +1 trait}
+9 Sense Motive {1 WIS, 5 ranks, +3CS}
+9 Heal {1 WIS, 5 ranks, +3CS}
+4 Perform (+4 CHA)
+6 Profession(Sailor) {1 rank, +3 CS, +1 WIS, +1 trait}
+5 Kn: Arcana/Geography/History/Religon/Nobility/Planes {1 rank, +3 CS, +1 INT}
+5 Spellcraft {1 rank, +3 CS, +1 INT}
+5 Perception {1 rank, +3 CS, +1 WIS}
+13 UMD {4CHA, 5 ranks, +3 CS, +1 trait}

feats/traits:

Feats: Spell Focus(conjuration), Spell Focus(evocation), Augment Summoning; Improved Summoning; Spell Specialization (Scorching Ray); Extra Revelation (Water Sight)
Trait 1=Magical Lineage Pick one spell (scorching ray) when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Trait 2=Buccaneer's Blood: One of your ancestors was an
infamous Free Captain of the Shackles, whose very name
struck fear in the hearts of those who sailed the seas in
search of an honest living. Piracy is in your blood, and
you've always longed to follow in your forebear's footsteps
and plunder the shipping lanes. You gain a +1 trait bonus
on Intimidate and Profession (sailor) checks. In addition,
you gain a one-time +1 trait bonus to your Disrepute and
Infamy scores (see The Life of a Pirate in Pathfinder
Adventure Path #55 for details on the Infamy system).
Trait 3=Underlying Principles (+1 to UMD, UMD class skill)
Drawback Mark of Slavery: You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should.
Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Background:

The middle-aged man washed up on shore with just a portion of his memory intact. The large tattoo that covered his body was a series of twisted flames that pulsed and glowed when he approached sources of flame. The tattoos were Varissian in origin, and often marks from this type of body art denote and amplify magic talent.

As he tried to piece together his background, he remembered that his father was a great pirate. Although his father rarely visited, his mother made a great deal out of waiting for 'the Captain' to come by and spend his weeks before getting another crew together with his woman and son. It was expected that Warren would put to sea and follow in his fathers footsteps.

But his fascination for fire and flames seemed to be stronger than his desire for the sea. After being rejected by the first two ships that where putting crews together, Warren apprenticed himself to an alchemist and was supposed to learn patiently how to make alchemists fire. Warren's lack of patience led to critical steps being missed and a disaster he was able to walk away from.

Warren's finally was able to go to sea with a pirate crew, but they were captured and most of them were hung. The young man was taken into slavery to mine ore and was treated rather unkindly for many years. Often locked away for hours at a time, the young slave realized he could manipulate the flame from the lantern he was given to light his room. Playing with the flame from the lantern was his sole recreation for many years. He managed to make a prison tattoo of thrush he saw from his window, and, after many months, his innate abilities began to mature and his thrush took form as a creature that could detach itself from the magical tattoo and return! As his abilities with fire fully matured, he was able to set a large fire and escape his prison of many years.

The later years are the times most difficult to remember. The pull of the sea and the desire to play with open flames were two constants. His ability to manipulate flames at sea were both respected and feared, and he knew enough of ships to gain a berth. There was the Varisian gypsy who carved the tatoo in Warren's body when he showed up drunkenly demanding a magic tatoo the could make things burn like the Varisian mages could. Unfortunately, uncontained fire at sea is one of the largest dangers. The silent, introverted man would often be the sport of drunken men, and a large demonstration of fire at sea always ended badly.

After recovering from his last incident, Warren made it to Port Peril to find another crew. After a woman actually paid attention to the middle-aged man, he found himself following her to a beating and being stuffed in a sack. How will he handle more forced captivity?

Warren is a complex, silent, brooding man. He is skinny and short, and seems to be always looking to do something. The huge tatoo of flames covering his body seem out of place on the man who often has the docile mannerisms of one long imprisoned. His eyes are constantly darting around. His years of being in captivity subject to others have left him bitter. His studies of magic have been his only way to have a measure of control over what seems to be a series of recurring situations of helplessness.
Warren miraculously survived a fiery wreck and floated on a mysterious block of ice that soothed his now burning skin. Cursed with blackened, paper thin hands and an affinity for water at the cost of extreme vulnerability to fire, Warren is convinced Besmara saved him for her own aims. He is a dedicated zealot spreading her word among the worthy.

Questions that reveal more about who is Warren Redmont and what he stands for:

1. What position do you see yourself eventually in on a ship? First Mate or Captain or quartermaster -- his father was a great pirate -- he would like to make him proud
2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.) Warren is a devout worshipper of Besmara and feels piracy offers her tribute and homage. He feels unnecessary violence and killing is unwarranted. Piracy is an art, not a ruthless endeavor, and deeds of daring, courage and comraderie are what he is after.
3. Which campaign trait are you selecting and why? Buccaneer's Blood as it fits in with the son with a strong father to live up to. And, for a pirate campaign, it is the coolest.

Character Survey:

Background:
Where was your character born? Warren does not remember. His mother moved around, but his early memories of the Shackles.
Who raised him? His mother.
What was happening in the region when your character was growing up? It was a seaport where the men put to sea and the women waited for them to return. Virginia Beach and San Diego would be modern day equivalents as they are huge navy communities.
Does your character have any relatives? Only his mother and an unidentified pirate father (possible plot hook)
Motivation Enslaved at a young age, Warren wants to be in control and living a life that would impress father.
What are your character’s immediate goals? Warren wants to ship out on another ship and earn his keep. He also wants to learn more powerful magic.
What would he like to do in the coming year? Meet a woman who shares his ideals, a strong willed woman like his mother.
What are his long-term goals? Warren wants to be a great sorcerer and a pirate that is respected.
What type of person would be his ideal mate? A strong willed woman who shares his love of the sea and a commitment to Besmara.
Who is his patron deity? Is he a devout worshiper? Besmara. And Warren is devout, he knows the Creed of Besmara and follows it zealously. He is fascinated by Besmara and her freedom.
Is he a devout member of any nonreligious cause? Yes--he is strongly against slavery, having been a slave himself.
Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced? Warren is prejudiced against lawful religions, both good and evil, that restrict freedom and force people to conform to impersonal laws and codes.
What is his greatest fear? Being imprisoned in a small space. He is claustrophobic. He was imprisoned for many years, and ironically, he is now afraid to be locked up again.
What is the one task he absolutely refuses to do? Enslave others or commit treachery on those he is crewing with that follow Besmara's Code.
Idiosyncrasies
What is your character’s motto or favorite saying? No fighting is allowed between crewmates. Quarrels shall be set aside until shore leave, at which point grievances may be settled with violence on shore.
What is his favorite color? Red
Describe what he would wear if money were no object? Colorful silk clothes that fit very loosely with large, bangly gold earings.
What is his favorite food? Fish Drink? Rum
What is his favorite animal? Red dragon
What habits of his friends annoy him most? A lack of seriousness, commitment, and focus. He has lost so many years, he hates to see others squander theirs.
What well-known media figure from sports, movies or politics most closely resembles your character? Bill Clinton. He is a charmer, and is thinking every angle.
What would be his theme song? Sail Awolnation
If his friends were to write his epitaph, what would it be? He had our back through thick and thin.
What would be his job in modern society? In charge of a large operation, politician most likely.