Mayor

Emerson Hill's page

496 posts. Alias of Cromlich.


Full Name

Emerson Hill

Race

Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

About Emerson Hill

Emerson Hill
Male human oracle 1 / Gunslinger 1 (Mysterious Stranger) / Investigator (Sleuth)
NG Medium humanoid (human)
Grit/Luck Points: 8/8
Hero Points: 3/3
Init +6; Senses Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
hp 30 (1d8+2 / 1d10+2 +1 / 1d8+2)
Fort +5, Ref +7, Will +6
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Offense
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Speed 20 ft.
Ranged:
Masterwork Musket +4 (1d12/x4) [crafted]
+1 Pepperbox +5 (1d8+1/×4) [crafted]
Masterwork Pistol +4 (1d8/x4) [crafted]

Ammunition: Standard, Cold Iron, and Alchemical Silver Rounds

Melee:
Dagger +1 (1d4/19-20) or light mace +1 (1d6)

Special:
Channel positive energy 5/day (DC 14, 1d6)
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day - 0 remaining)—command (DC 15), cure light wounds, shield of faith
0 (at will)—create water, light, mending, spark(APG) (DC 14)
Mystery Life
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Statistics
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Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 13
FEATS: Man with Two Guns is god, Point-Blank Shot, Precise Shot, Rapid Shot, Simple/Martial Weapons Proficiency, Light/Medium Armor & Shield Proficiency
Traits indomitable faith, reactionary
Skills Bluff +8, Diplomacy +8, Heal +4, Intimidate +8
Acrobatics +5, Appraise +5, Climb +3, Craft (alchemy) +5, Disable Device +8, Knowledge (arcana) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local), Knowledge (religion) +5, Perception +4, Perform (string instruments) +8, Profession (Constable) +4, Profession (sailor) +4, Profession (soldier) +4, Sense Motive +4, Sleight of Hand +5, Stealth +5, Survival +4, Swim +3

Languages Common, Primordial
SQ: Grit/Luck Points, Hero Points, mystery (life), oracle's curse (lame), revelation (channel)
SQ deed: daring, deed: opportunist evasion, deed: sleuth's initiative, gunsmith, inspiration (1/day), prestige unseen court, prestige-flint, prestige-risur, sleuth's luck, trapfinding +1
Automatic Bonus Progression (modified) Resistance +1
Gear:
Wand of Cure Light Wounds 40/50
Wand of Searing Light 47/50(borrowed)
Earth Coin
Masterwork Chain Shirt, dagger, light mace, pistol, pepperbox, musket, backpack, bedroll, belt pouch, flint and steel, gunsmith's kit, mug/tankard, pot, powder horn, manacles, hemp rope (50 ft.), waterskin, 132 gp
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Special Abilities
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Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspiration (+1d6, 1/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Lame 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. At 5th
Oracle Channel Positive Energy 1d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prestige (Flint): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Prestige (Risur): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Prestige (Unseen): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
The Man with Two Guns is God Gunsmith theme feat. Fire guns swiftly and two handed
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

10 minute background:

Emerson Hill – 10minute background

Brief History

Born to Pearce and Marjorie Hill on the 15th of Autumn 475 AOV, Emerson grew up in a middle class family on the outskirts of Slate. His father is an engineer and his mother a pianist and music teacher.

His family made sure he stayed clear of any warmongering people or thoughts during his early years and Emerson was on his way to being accepted into an engineering school. But one of his best friends was killed in a Danoran attack and in a rash moment, Emerson applied for and was accepted in the Slate Military Academy with sights set on becoming a Naval Officer.

He graduated with honors and served as a Lieutenant on the Argentum in the Yerasol Archipelago. He saw many naval battles as well as skirmishes on different islands during his tour. Shortly before his last mission in the Risuri Navy he met Ifris Landalvin.

The Danoran’s had recently taken the Island of Sirai and Risu wanted to take it back. While not an agricultural island, it was strategic due to its naturally deep and protected harbor on the leeward side of the island. That and the fact that it was situated within easy striking distance of many enemy strongholds on both sides of the conflict.

Emerson was selected to lead a special team of marines as a protection detail for Nigel Gibson, a Deva who had a top secret mission on the island. In the ensuing battle, Emerson and his entire team died trying to protect Nigel from a strange Danoran weapon. He woke up days later on the battle field, his leg torn and broken. Unbeknownst to him, a sliver or the dying Deva’s essence was imparted upon him and raised him back to the living. Emerson was picked up by a Danoran patrol and held as a prisoner of war. He immediately developed certain abilities (Oracle powers) that were confusing and alarming to him. He kept them hidden for fear of being put to death by his captors. Eventually he was released at the end of the war.

Hill was soon honorably discharged due to his injuries and spent two years recuperating in a villa outside of Slate. Once “cured” and living back in Slate, he had a chance encounter with his friend Ifris who talked him into applying with the RHC. He did so and was eventually accepted in 499 A.O.V.

Concept Elements

1) Before his stint in the war, Emerson was a jovial fellow. His physical and psychological wounds have had a marked impact on him. For the first few years after the war, he suffered from Severe to Moderate PTSD. He finally realized that he could very well have died on the field and is much better off still breathing. He regained much of his former personality, but there is a darker, harder side that lurks beneath his lighthearted demeanor.
2) At first he despised Danorans when he signed up in the Risuri Marine Corps. But after more than a dozen skirmishes which often lead to melee combat, he realized that many Danorans where just as hesitant to kill Risuri as many of his comrades where hesitant to kill Danorans. He is now unsure what to believe in regards to both countries motives for the wars.

A secret Emerson knows:
The Diva that died and transferred some of his essence to Emerson was on a mission to capture Danoran experimental weapons.

A secret he doesn’t:
It was one of those weapons that killed every Marine and Naval officer except for him that day on Sirai Island.

Friends
Ifris Lanvaldin: Fellow naval officer in the Risuri Navy. They fought together in the last war. She is the reason Emerson signed up for the RHC.

Ron Miller: Another veteran Emerson met during his recuperation in Slate. He was instrumental in helping Emerson deal with his depression and PTSD.

Enemies: Lorcan Kell

Three memories, quirks, or mannerisms

Waking up after his near death experience on the Island of Sirai.

The calm blissful sound of the waves on the hull of a ship on a calm night at sea.

Watching his father build scale buildings for his business while his mother played the piano.