Baron Hannis Drelev

Emeric Salonen's page

3 posts. Alias of rdknight.


Full Name

Emeric Salonen

Race

Human

Classes/Levels

Ranger (Infiltrator) 1

Gender

Male

Size

Medium

Age

19

Alignment

NG

Deity

Pharasma

Location

Ustalav

Languages

Common, Varisian

Occupation

Undead Hunter / Occasional Guide

Strength 14
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Emeric Salonen

Statistics:
Male Human Ranger (Infiltrator) 1
N Medium Humanoid (Human)

Init +5; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex, +0 shield)

hp 16

Fort +4, Ref +5, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +3

Ranged +4
------------------------------
STATISTICS
------------------------------
Str 14, Dex 17, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 16

Traits

Chance Savior:
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time.
Benefit: You gain a +2 trait bonus on Initiative checks.

Magical Knack:
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Feats

Point-Blank Shot
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skills (0 points; 0 class, 0 INT)
ACP -0

Acrobatics* +3 = DEX 3+0+0
-----------------------------
Appraise +0 = INT 0+0+0
-----------------------------
Bluff +0 = CHA 0+0+0
-----------------------------
Climb* +6 = STR 2+1+3
-----------------------------
Craft / Fletcher +4 = INT 0+1+3 (background)
-----------------------------
Diplomacy +0 = CHA 0+0+0
-----------------------------
Disable Device*† +3 = DEX 3+0+0
-----------------------------
Disguise +0 = CHA 0+0+0
-----------------------------
Escape Artist* +3 = DEX 3+0+0
-----------------------------
Fly* +3 = DEX 3+0+0
-----------------------------
Handle Animal† 4 = CHA 0+1+3
-----------------------------
Heal +1 = WIS 1+0+0
-----------------------------
Intimidate +0 = CHA 0+0+0
-----------------------------
K (Arcana)† +0 = INT 0+0+0
-----------------------------
K (Dungeoneering)† +4 = INT 0+1+3
-----------------------------
K (Engineering)† +0 = INT 0+0+0
-----------------------------
K (Geography)† +0 = INT 0+0+0
-----------------------------
K (History)† +0 = INT 0+0+0
-----------------------------
K (Local)† +0 = INT 0+0+0
-----------------------------
K (Nature)† +4 = INT 0+1+3 (background)
-----------------------------
K (Nobility)† +0 = INT 0+0+0
-----------------------------
K (Planes)† +0 = INT 0+0+0
-----------------------------
K (Religion)† +0 = INT 0+0+0
-----------------------------
Linguistics† +0 = INT 0+0+0
-----------------------------
Perception +5 = WIS 1+1+3
-----------------------------
Perform +0 = CHA 0+0+0
-----------------------------
Profession† +1 = WIS 1+0+0
-----------------------------
Ride +3 = DEX 3+0+0
-----------------------------
Sense Motive +1 = WIS 1+0+0
-----------------------------
Sleight of Hand*† +3 = DEX 3+0+0
-----------------------------
Spellcraft† +0 = INT 0+0+0
-----------------------------
Stealth* +7 = DEX 3+1+3
-----------------------------
Survival +5 = WIS 1+1+3
-----------------------------
Swim* +6 = STR 2+1+3
-----------------------------
Use Magic Device† +0 = CHA 0+0+0
-----------------------------

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Varisian

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Ranger (Infiltrator)

Adaptation
At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.

Favored Enemy (Ex)
Level 1: Undead

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Spells:

------------------------------
Spells
------------------------------
0th (at will)

1st (0/day)

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

Longbow
Falchion
Dagger
Club
40 Arrows
Chain Shirt

Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

Background:

I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

1. Emeric is a cheerful pessimist who assumes the worst and can laugh about it. Growing up in Ustalav makes optimism seem daft. Being a pessimist without being able to keep a sense of humor seems like a slow form of suicide.

2. Emeric’s family has lived in the city of Ardis and the surrounding area for generations. As a cadet family of the once prominent noble Kolagreant line, which died out 4 generations ago, their fortunes have withered right along with Ardis. The family now survives by raising pigs and some horses on the outskirts of the city.

3. Emeric began his undead hunting career patrolling “their” properties in Ardis. These are several mansions and other buildings in an abandoned neighborhood. When he was nine, Emeric and his family were evicted as squatters from their mansion by an usurping new owner since they could not prove ownership.

4. He is more a hunter than a fighter. He studies his targets carefully to learn about them and prefers to snipe with his bow rather than place himself in situations that could become a melee.

5. Emeric is not particularly subtle in his dealings with others. He typically says what he thinks without considering how best to say it or whether it should be said at all. He isn’t purposefully abrasive, but his forthright attitude can seem insensitive rather than simply honest.

Two goals that you'd like the character to accomplish in-game.

1. Emeric wants to go to the source. Destruction of the undead is a chore that never ends unless their creators are eliminated. He would like nothing more to kill a powerful necromancer or undead master, like a vampire. Killing several such monsters would be even better.

2. He would like to gather more information on his family background. He hopes that if he can prove his family’s claim to the titles vacated by the Kalogreant family, he can restore something of their fortune and reclaim the properties taken from them in Ardis.

Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

1. Emeric tells nobody about his family’s connection to the aristocratic Kalogreant family. He feels that it is far more embarrassing to sink to the lows they have than to have always been nothing.

2. Emeric’s grandfather was a lying huckster and there is no connection at all between the Salonens and Kalogreants. The story was fabricated by his grandfather in order to attempt to claim abandoned properties in Ardis.

3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

1. Dietz Glogryan: Emeric’s maternal grandfather. Now dead several years, Dietz was Emeric’s favorite relative. He was charismatic and retained a trace of the aristocratic (he claimed) flamboyance the family once had, even at that late point. Emeric believes his stories of the family’s lost nobility and his claim that he lost the last three fingers on his right hand in a duel. In fact, all the stories were fabrications and Dietz lost his fingers to the local Sczarni family. As a young man Dietz had tried to join the family, but could not resist dipping into the profits. When this was discovered, he managed to talk his way out of trouble enough to save his life by setting up another low-level member as the thief, but not enough to completely escape punishment and expulsion.

2. Jannez and Arna Salonen: Emeric’s father and mother. Jannez is a no-nonsense man who takes life as it is and expects nothing from it. He never had any time for Dietz’s claims and stories because they didn’t raise more or better animals. Arna is a sweet natured woman who is not terribly bright. Her opinion about Dietz was always “whatever Granpapa says…”. Emeric has a good relationship with his parents even though they view his crusade against undead in their old neighborhood as eccentric.

3. Matz Gelfrat: An obsessive and slightly unstable cousin of Emeric’s, Matz has come to hate Emeric over his former romance with Petrissa, a girl their neighborhood. Unknown to Emerick (and Petrissa), Matz is deeply infatuated with her. He believes Emeric’s short-lived fling with Petrissa was designed by Emeric to wound him and stymie his chances with her.

Three key memories that define your character as the person they are at the time of submission. Including Lorrimor in one of those might not be a bad idea.
All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.

1. The day deputies came to evict Emeric’s family from the mansion they were living in. The family was rousted from the house and their possessions thrown in the street. Not only was the experience humiliating, but the argument between his grandfather and father afterward was terrible to see. Dietz had assured the family that the house was theirs because he never imagined the owner would care if a crumbling, otherwise abandoned house among so many others like it, was occupied. Emeric still believes the house is rightfully theirs, stolen by legal trickery.

2. One night, Emeric put a zombie down with a couple of bowshots. When he took a closer look at the corpse, he recognized it as a kindly middle-aged man who had been a neighbor when they squatted in the mansion. He was one of the few holdouts still residing in the neighborhood. This was the beginning of Emeric’s transition from undead hunter to preserve their property to undead hunter to preserve lives.

3. Professor Lorrimor sometimes traveled to Ardis to search for books and documents that he believed might have been left behind in abandoned buildings. He hired Emeric a few times to escort him because Emeric knew some of the old neighborhoods well. Emeric was also not bothered by a bit of breaking and entering if the buildings were no longer inhabited. During one trip, Lorrimor and Emeric were on the third floor of an old, rotting mansion. When Lorrimor walked into on of the rooms, the floor gave way and a portion of the building sheared off and collapsed. Emeric reacted quickly and grabbed the Professor by the arm, saving him from a fatal fall. Professor Lorrimor’s gratitude did much to boost Emeric’s self-esteem.

Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

After seeing the neighbor he had known returned as a zombie, Emeric has become terrified that after his death he will also come back as some undead horror. He takes whatever precautions he can to prevent such a fate, and eagerly searches for more information about charms or magic that can guard against it.

Appearance and Personality:

Height: 5'9" | Weight: 175 | Hair: Dark Brown | Eyes: Blue