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About Warren RedmontWarren Redmont
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.
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:
Revelations:
equipment:
============================= EQUIPMENT ============================= 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 ============================= OTHER INFORMATION ============================= 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.
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:
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