Taergan Flinn

Emberar "Sunstruck" Lealtus's page

194 posts. Alias of The Norv.


Full Name

Emberar "Sunstruck" Lealtus

Race

Half-Elf

Classes/Levels

Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Gender

Male

Size

Medium

Deity

Keltheald

Location

The Shackles

Languages

Common, Elven, Cyclops, Polyglot

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

About Emberar "Sunstruck" Lealtus

Backstory:

Corentyn, in southwestern Cheliax, is a city of ruins, so you can understand how those ruins might fascinate a young boy. So in his years growing up along the ocean, running through the city's wide streets and crawling over its crumbling ruins, Emberar Lealtus developed a healthy fascination with the old, the forgotten, and the romantically beautiful.
Emberar grew up as an only child, the son of a successful spice merchant named Brenadine Lealtus. Who the boy's father might be was a mystery, although Emberar's ears, build, and facial features all pointed toward at least some elven heritage--and he first appeared, after all, as an infant after his mother took a long and successful trading voyage up through Isger and Druma to Kyonin. Although some of her neighbors were quietly scandalized at Brenadine's single-parent status (and the more so because she refused to talk about her son's father in any way), Brenadine was a successful enough merchant to afford a good house in Easttown, and Emberar led an early life of quiet ease.

Although some of Corentyn's ruins are rumored to be haunted, plagued, or otherwise unhealthy, most are no more dangerous than any other decrepit building, and Emberar used the streets as his playground. After exploring a tumbledown old temple, dwelling place, or one of the many fortifications for which Corentyn is known, he'd inevitably find his way to the Museum of History to beg Zefiro Ballinger, the curator there, for information about the place he'd been. Zefiro could sometimes give him answers, and sometimes not (for reasons both practical and legal), and in school the boy was never more than an average pupil, but as he grew older Emberar sought out a particularly robust education in the history of Cheliax and Corentyn, which broadened into a fascination with tales of great deeds and wondrous places across the globe. His obsession with fantastic stories was both historical and geographical; he loved accounts of distant lands as much or more than stories of ancient heroes. As soon as he was old enough to be trusted in such situations, he began to take journeys as far afield as he could, accompanying his mother on her business travels from puberty and, in his late teens, occasionally venturing on his day off across the Straits of Aroden to that not-too-distant, but still exotic, patch of Cheliax that borders Rahadoum in Kharijite. When he came of age, he reported (reluctantly) for his mandatory two-year stint in the Corentyn navy, and spent the required time manning lines and accosting ships entering the Arch of Aroden for taxes. Although he found the work as a member of the military distasteful, Emberar became a competent sailor, and after he finished his required service he immediately went to work for his mother, sailing on a long voyage up the coast to Magnimar and working as a deckhand while also keeping an eye on her property.

The journey to Magnimar took longer than had been expected, and was cut off in the worst way possible: Emberar was summoned home by a sudden sending that let him know that his mother, not yet a truly old woman, had been injured in a warehouse accident and was likely to succumb. Emberar rushed home as quickly as he could, but it was too late: his mother died, leaving him bereft and directionless.

Although he had enjoyed his work, it became quickly clear to Emberar in the following months that he had enjoyed the travel and the physical labor, not the counting of coin, in his mother's trade. He soon chafed at the necessities that merchant work imposed on him, and after just three months of trying to manage his mother's company, he sold the business to an acquaintance in the trade and used the proceeds to fund his own trip back to the place he'd last been happy: Magnimar. There, he wandered the city--so aware of its history, like his hometown, but not allowing it to crumble as Corentyn did--and one day found himself staring in awe at the sun setting on the Irespan. As he watched, heart swelling with joy, a kestrel alighted on a small shrine nearby, and Emberar discovered the faith of Keltheald, the Sunset Spires.

Inspired, Emberar vowed to travel the world as much as he could, learning from the people there and seeing the great sights--both natural and man-made--that it had to offer. In the seven years since he's traveled widely and seen much: the Cyphergate of Riddleport, the Mordant Spire of the Steaming Sea, the wide plains of the Atteran Ranches in Nidal, and more. In each place he takes copious notes and compiles the results into attempts at books; these travelogues he then sends back to Cheliax, or (more recently) Andoran for publication. He's attained a small but loyal following in Andoran, Absalom, and other places with intelligentsia interested in history and vivid descriptions of distant people and places, although he sees very little actual money from his work. Most recently, a trip along the northern coast of Garund ended with his spontaneously traveling down to Senghor, which he'd hoped to see for a great deal of time, where he spent several months researching the city's history. As happens often to Emberar, one thing led to another, and he has become obsessed now with the history of lost Ghol-Gan. Always eager to feed his obsessions, Emberar has made his way north into the Shackles, where he's begun to survey and investigate every Ghol-Gani ruin he can find. He's recently heard that a group of pirates have seized a ruin for themselves and begun to turn it into a stronghold, and his worked his way toward this group, serving as a deckhand from ship to ship in pursuit of his prize...

Appearance:

Emberar, also known as Sunstruck, Lealtus gets his name in part from his boundless enthusiasm for new places and new people, and in part from his combination of sun-bronzed skin and dark blond hair that hangs down to his shoulders. Rarely seen without a cheerful grin on his face, Emberar is unusually stocky for a half-elf, although he tends more toward the broad-shouldered than the barrel-chested. He wears comfortable, loose clothing that allows him to move around a town or a ship with ease, often in bright colors (particularly red and orange), and straps his breastplate on over a lightly padded shirt when he has reason to expect trouble. His long cloak is a deep red color, and he has a (bad) habit of using the shaft of his halberd like a walking stick when out in the countryside. His boots are always comfortable-looking, and always very well-worn.

Emberar Lealtus
Half-elf cleric of Keltheald 6/Horizon Walker 1
Favored class: Cleric and Ranger | FCB: 6 skill ranks
CG Medium Humanoid (Human, Elf)
Height: 5'10" Weight: 165 lbs.
Init +1; Senses Perception +4
Hero Points: 1
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Defense
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AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 natural)
HP 79 (6d8+1d10+14+7)
Fort +9, Ref +4, Will +8 (+2 to saving throws against enchantments)
Immune: sleep effects
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Offense
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Speed 40' (30' armored)
Melee +1 halberd +9 (1d10+5 P or S/x3)
Dagger +8 (1d4+3 P or S/19-20)
Brass knife +8 (1d4+3 P or S/19-20)
Ranged +1 heavy underwater crossbow +6 (1d10+1 P/19-20/120')
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Statistics
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Str 16 Dex 12 Con 14 Int 10 Wis 17 Cha 12
Base Attack +5; CMB +8 CMD 19 (23 vs. overrun or trip)
Feats Skill Focus (Knowledge (History)), Endurance, Toughness, Power Attack, Furious Focus
Traits Ancient Explorer (Campaign), Worldly (Social)
Skills Knowledge (Geography) [6] +9, Knowledge (History) [3] +10, Knowledge (Local) [2] +6, Knowledge (Nature) [4] +7, Profession (Sailor) [2] +8, Swim [2] +8, Linguistics [1] +4, Survival [4] +10 | bonuses: +4 to Acrobatics to maintain balance
ACP: -3
Languages Common, Elven, Cyclops, Polyglot
Gear +1 halberd, +1 balanced breastplate, cloak of resistance +1, headband of inspired wisdom +2, +1 heavy underwater crossbow, pirate's kit [A waxed sailor’s coat that has deep pockets and is reinforced in key areas around the shoulders and torso, basic Pirate's Outfit (2 lbs), dagger with sheath (1 lb), brass knife with sheath (0.5 lb Medium), air bladder (0.5 lbs), Belt Pouch (0.5 lbs Medium), Blanket (3 lbs), Gear Maintenance Kit (2 lbs), Grooming Kit (2 lbs Medium), Hip flask (0.5 lbs Medium), Journal, plus ink and inkpen (and blotter, etc.) in a small case (1 lb for all), Compass (0.5 lb), Mess kit (1 lb), Twine (50 ft.) (-), Waterskin (when full, 4 lbs Medium), 2 candlerods (1 lb each), 1 tindertwig, duffel], amulet of natural armor +1, kukri (used as machete), wand of CLW (15 charges), wand of summon monster III (8 charges), wand of lesser restoration (9 charges), holy water x2, scroll of dispel magic, scroll of remove curse x2, scroll of tongues x2, potion of protection from evil x5, potion of lesser restoration x2, scroll of owl’s wisdom, +1 elf-bane bolts (x9), +1 human-bane bolts (x8), +1 merfolk-bane bolts (x9)
Encumbrance: 80 lbs. (Medium load)
Cash 7,661 gp, 54 sp
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Special Abilities
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RACE
Elven Immunities:
Immune to sleep effects, and gain a +2 racial bonus on saving throws against enchantments.
Adaptability: Gain Skill Focus as a bonus feat.
Keen Senses: Gain a +2 racial bonus on Perception checks.
Low-light vision
Elf blood:
Count as both elves and humans for the purposes of effects relating to race.
Multitalented: Emberar has two favored classes: cleric and ranger. He gains 1 hit point or 1 skill rank each time he takes a level in either.

TRAIT
Ancient Explorer:
Emberar has been exploring old ruins and strange ways his entire life, and lately he's become fascinated by the ruins of lost Ghol-Gan. He gains a +1 trait bonus on Knowledge (History) and Knowledge (Local) checks, and Knowledge (Local) becomes a class skill for him. He also gains Cyclops as a bonus language.
Worldly: Emberar has seen quite a bit in his varied travels, and can call up some specific experiences at need. Once per day, when attempting a skill check in which he is untrained, he can choose to roll twice and take the better result.

CLASS
Aura:
Emberar has a strong chaotic good aura.
Channel positive energy: 3d6, 4/day, DC 14
Domains: Travel (increases base speed by 10'), Chaos
Touch of Chaos (5/day): As a melee touch attack, you can force a foe to submit to chaos. For the next round, any time the target rolls a d20, they must roll twice and take the less favorable result.
Agile Feet (5/day): As a free action, you gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take penalties for moving through it.
Spontaneous Casting: Cure spells.
Favored Terrain: Water: Emberar gains a +2 bonus to initiative checks as well as to Knowledge (Geography), Perception, Stealth, and Survival checks while above or in water.

FEAT
Skill Focus (Knowledge (History)) [half-elf bonus]:
You gain a +3 bonus to all Knowledge (History) checks. If you gain 10 or more ranks in it, this bonus increases to +6.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitudesaves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Toughness: Gain bonus hit points equal to your HD.
Power Attack: You can take a -2 penalty to attack rolls to gain a +4 bonus to damage rolls (+6 with a two-handed weapon).
Furious Focus: When you are using a two-handed weapon (or a one-handed weapon used in two hands), you do not take penalties on the first attack you make each round using Power Attack. You do take the penalties on every subsequent attack (including AoOs).

SPELLS PREPARED [ ] = Domain Spell
Orisons (DC 13): Detect Magic, Guidance, Grasp, Light
1st Level (DC 14): [Longstrider], Ant Haul, Shield of Faith, Suspend Drowning, Waterproof
2nd Level (DC 15): [Align Weapon], Augury, Bear's Endurance, Calm Emotions, [open]
3rd Level (DC 16): [Fly], Water Walk, [open], [open]

Generic Spell Lists for Quickly Passing Days!:

SAILING:
Orisons (DC 13): Detect Magic, Guidance, Grasp, Light
1st Level (DC 14): [Longstrider], Ant Haul, Shield of Faith, Suspend Drowning, Waterproof
2nd Level (DC 15): [Align Weapon], Augury, Bear's Endurance, [open], [open]
3rd Level (DC 16): [Fly], Water Walk, [open], [open]

ISLAND EXPLORATION/COMBAT
Orisons (DC 13): Detect Magic, Guidance, Light, Purify Food and Drink
1st Level (DC 14): [Longstrider], Shield of Faith, Divine Favor, , Burning Disarm
2nd Level (DC 15): [Align Weapon], Bear's Endurance, Bull's Strength, Weapon of Awe, [open] - good options Grace, Lay of the Land, Prot from Evil/Law
3rd Level (DC 16): [Fly], Summon Monster III, Prayer, [open]
- good choices include Dispel Magic, Prot from Energy, Resist Energy Comm


Build Plan:

I'm not married to every aspect of this build, but I do like the idea of the cleric/horizon walker combination. Horizon Walker will boost Emberar's attack bonus, hit points, and skill ranks, all of which are helpful given the need for particular skills that you mentioned. It also will give him some pretty handy water-based abilities. I'm happy to swap some of his skill ranks around if there are some areas that would be redundant and could be tweaked to better fit the party, though K (Geography) is required for the build and K (History) makes so much sense I'd probably want to keep it. I'm not sure exactly how far I'll go in the Horizon Walker prestige class, but the idea is basically to scale up both classes some throughout--keeping access to spells of roughly the right level, just slightly delayed. I'm also torn on his second domain; Travel was an easy choice, but Keltheald's Sun domain is mostly helpful for fighting undead, and the Good and Chaos ones are...very alignment-oriented. Right now Chaos seems the best choice to complement the rest of the party, but if another build seems more helpful, I'd be happy to look at that.