Emmerson Grant
From Praemal
One of the Midwood player characters.
Contents |
Background
Emmerson "Beanpole" Grant was born in Middleborough, as the fifth child in a rather large family of fairly known brewers. The Grant Old Ale has been the second (some claim third, but that is mostly from the Coron Ale family) most toasted beer since Emmerson's great grandfather, Allistair Grant, came up with the recipe after a long fortnight of mixing and testing.
When he was born, there was nothing he could do for his family. Thomas and Jurgen, his eldest brothers, were in charge of the brewery and were quite good at it. His eldest sisters Gwendolyn and Alexa had married into the important families, making sure that another generation of Grants could retain what the family had accumulated. So, the patriarch of the Grant family had different plans for his youngest son.
Being the youngest son of an already old man, Emmerson has nephews and nieces that are older than he is. Most of them remained in Middleborough, but a few got wanderlust in their hearts. For instance, his niece, Helena Grant has studied abroad for years.
Richard Grant is a great, powerful man with a booming laugh and a greying beard that would have rivaled a dwarf's. Having left the business in the capable hands of his sons, he tried to teach Emmerson the great things a man of faith and conviction could do. He took him to monasteries and abbeys. He toured the country, staying where he knew there was a monk, a cleric or a paladin with whom they could discuss about religion, politics, nobility, duty, responsibility, morals ... he tried to give Emmerson a greater perspective of what was beyond their home, so he could carve a path for himself.
Emmerson was inspired by the monk's dedication and amazed by the cleric's duty ... but what awed him the most was the paladin's devotion. A man who would fight for justice, who would right wrongs and defend the weak and oppressed ...
It was his calling.
As he started his paladin training as a member of the Order of St. Chausle, Emmerson said goodbye to his father and they parted ways. He took a job as an apprentice blacksmith and he also discovered he loved to work with metals.
When he was ordained a paladin, he left Middleborough in search of his crusade.
He arrived in Maidensbridge sometime ago. He wants to approach Therurt and apprentice under him, but he still needs to improve his blacksmithing. For the time being, he does some work for the Stone family mucking styes, gathering wood, tending the animals, in exchange for a simple meal and a place in the shed. As a paladin, he's used to living under harsher conditions, so his living arrangements seem luxurious to him.)
He sends some letters to his parents, Richard and Alexa in Middleborough and he receives some of his brothers. All busy, all with large families, all together.
Emmerson thinks the split of the Empire is a tragic thing. He cannot conceive how greed and stupidity could do such a thing to his beloved Empire.
Part of his adventurous nature would love to go exploring the Green Mountain, but having heard a couple of local legends about how expeditions there -by warriors more numerous and far more powerful than him- have not been heard from again, he'll wait until the numbers are more in his favor.
He hopes the heads of the Church can helpian has not done so, there must be something worthy about them. Perhaps Lothian lets them be in order to teach His sons valuable lessons in life.
Recently, brother Oktav Grosskopf (the acolyte who joined them at the cleansing of the Abbey), made him aware that the Bishop may not be too keen on his work with Ebuferpaly Potentloins regarding their unified faith church project, nor the intended use to restore the Abbey of the Dawn.
After a series of rather infortunate exchanges with inhabitants of Goblin Falls and the bailiff of Blackberry Ridge, Emmerson Grant took a vow of silence, to be broken only in the case of the direst emergencies or their safe return to Maidensbridge.
He ended his vow of silence when they met the adventurer Valerius. He blundered some more when he called him "Valeran". To make up for it, he invited the swashbuckler to a feast at Grant House, courtesy of his family.
Vital Stats
Character name: Emmerson Grant
Race: Human
Class and Level: Paladin 3/Cleric 3.
Alignment: Lawful good.
Attributes (Modifiers)
Strength: 11 (+0)
Dexterity: 10 (0)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 15 (+2)
Hit Points: 40 (37 + 3 toughness)
Conditional bonus -feats
+4 to Swim checks made to resist nonlethal damage (Endurance)
+4 to CON to continue running, avoid NL-DMG from forced march (Endurance)
+4 to CON to hold breath, avoid NL-Dmg from starvation or thirst (Endurance)
+4 Fort to avoid NL-Dmg from hot/cold env. and resist suffocation (Endurance)
Turn Undead Attempts: 5.
Tied to the Sacred Boost feat.
Benefit: You spend a turn attempt as a standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time.
Armor Class: 17 = 10 +7 [Half-plate]
Touch AC= 10.
Flatfooted= 17
Base Attack bonus: +5
Warhammer: +5 melee (Attack 1. Damage: 1d8. Critical: 20/x3)
Judgment Greatsword: +5 melee (2d6+1, Critical 19-20/x2) +1 Ghost Touch.
Speed: 20 feet.
Cleric spells prepared
Level 0 (4): Light. Guidance x2, Resistance
Level 1 (2+1+1): Shield of Faith. Protection from Evil. Divine Favor. Sanctuary
Level 2 (1+1+1) Animalistic Power. Hold Person. Heat Metal.
Turn Undead attempts used: 0
Saving Throws:
Fort 8 = (6+2 Divine Grace)
Reflex 4 = (2+2 Divine Grace)
Will 8 = (4+2+2 Divine Grace)
Feats:
Endurance
Toughness
Sacred Boost
Practiced Spellcaster
Armor Proficiency (heavy)
Armor Proficiency (light)
Armor Proficiency
Martial Weapon Proficiency
Shield Proficiency
Simple Weapon Proficiency
Bonus Feats: Exalted Turning
Skills
| Skill Name | Key Ability | Skill Modifier | Ranks | Ability Modifier | Misc. Modifiers |
|---|---|---|---|---|---|
| Concentration | Con | 6 | +6 | +0 | |
| Craft Blacksmith | Int | 3 | +2 | +1 | |
| Diplomacy | Cha | 10 | +4 | +2 | +4 (Synergy Sense Motive/Nobility bonus) |
| Heal | Wis | 3 | +1 | +2 | |
| Knowledge (Nobility) | Int | 6 | +5 | +1 | |
| Knowledge (Religion) | Int | 2 | +1 | +1 | |
| Listen | Wis | 2 | +0 | +2 | |
| Profession (Apothecary) | Wis | 3 | +1 | +2 | |
| Search | Int | 1 | +0 | +1 | |
| Sense Motive | Wis | 11 | +9 | +2 | |
| Spellcraft | Int | 8 | +7 | +1 | |
| Spot | Wis | 2 | +0 | +0 |
Points Spent per level
Level 1 paladin: 16 points.
4 points in Concentration
2 in Craft
2 in Diplomacy
3 in Knowledge Nobility and Royalty
1 in Profession
4 in Sense Motive
Level 2: Paladin 1/Cleric 1 (4 points for Cleric)
1 in Concentration
1 in Heal
1 in Knowledge: Religion
1 in Diplomacy
Level 3: Paladin 1/Cleric 2 (4 points for Cleric)
1 in Concentration
3 in Spellcraft
Level 4: Paladin 1/Cleric 3 (4 points for Cleric)
4 in Spellcraft.
Level 5: Paladin 2/Cleric 3 (4 points for Paladin)
1 point in Sense Motive.
2 points in Knowledge: Nobility and Royalty
1 point in Diplomacy.
Level 6: Paladin 3/Cleric 3 (4 points for Paladin)
4 poinst in Sense Motive.
Languages: Common, Celestial
Abilities
Paladin abilities:
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to his paladin level. Aura level 6.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): +2 Attack, +3 Damage. Once per day.
Divine Grace (Su): +2 on all saves.
Lay on Hands (Su): Heal 6hp per day. Damage 6hp to undead per day.
Aura of Courage: Immune to fear. Allies within 10ft get +4 vs fear.
Divine Health: Immune to all diseases, included supernatural & magical.
Cleric abilities:
Spells: To prepare, or cast a spell, Emmerson must have an Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Domains: Protection and Sun. Emmerson can prepare one additional spell per day from one of his two chosen religious domains (Protection and Sun); if this spell is not on the cleric list, he may only prepare it in his domain spell slot. He also receives the granted powers of each domain selected. As a student of Protection, Emmerson can generate a protective ward as a supernatural ability, granting someone he touches a resistance bonus of +3 on his next saving throw for a duration of 1 hour per day. The Sun Domain's grants Exalted Turning as a bonus feat (Book of Exalted Deeds). In addition to normal turning effects, every turning also does 3d6 fire damage to all affected undead."
Spontaneous Casting: Emmerson can channel stored spell energy into healing spells that he did not prepare ahead of time, losing any prepared spell that is not a domain spell in order to cast any cure spell of the same level or lower.
Turn or Rebuke Undead: Emmerson can attempt to turn undead creatures up to 5 times per day (3 + 2), with a turning check of 1d20 + 2. Total HD turned per attempt is 2d6 + 5. He is able to destroy undead up to 1 HD.
Bonus Languages: As a cleric, Emmerson's bonus languages options include Celestial, Abyssal and Infernal, the languages of good, chaotic evil and lawful evil outsiders, respectively. But since he's Good and he already picked Celestial years ago, he's pretty much out of luck regarding new languages. Maybe his Celestial pronunciation has improved...
Supplies, equipment and miscellaneous
Equipment: Dragon headed shoulder guard, Traveller's outfit, Backpack (on back), Waterskin, Bullseye Lamp, Oil. Blacksmith's tools. Silver Holy Symbol: Ankh of Lothian. Cleric's vestments. Healer's kit.rope, six days of trail rations.
Items purchased in Middleborough:
Scrolls
Two 1st level spells: Bless weapon x2
Three orisons: Resistance x2, Mending.
Various
One thunderstone.
Weapons and armor: Half-plate armor -50 lbs, Masterwork spiked gauntlets, Warhammer -5 lbs, Judgment Greatsword of +1 Ghost Touch.
Spellbook:
0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue ;
1 - Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Lesser Vigor, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
2 - Aid, Animalistic Power, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster, Undetectable Alignment, Zone of Truth.
Wealth: 612.91 gp, 84 silver.
Maidensbridge Poor, Infirm, Widows and Orphans Fund: 175.96.
Languages:
Common.
Celestial.
Encumbrance
Light: 38 pounds
Medium: 77 pounds
Heavy: 115 pounds
Lift off ground: 230 pounds
Push/Drag: 575 pounds
Appearance:
6'1. Slightly burned short black hair.
Black eyes.
Clean shaven and immaculately dressed.
Trustworthy face.
Traits:
He is mostly dedicated to whatever he is doing at the moment.
He will fight to the last.
He will not sleep until his work is done.
He will not abandon a companion in battle.
He is dubious that his father will be proud to know he has a future as a meat shield.
Cannot abide traitors, liars and cowards.
He has grown very suspicious of wizards.
He really truly hates the undead.
He's slowly realizing that he's not built for melee fighting. Therefore, he bought better armor.
Read an evil book= Bad Idea.
Not a gifted map-maker, but he tries. Here's the Abbey's map.
He's as familiar with positive HP as he is with negative HP.
He is a firm believer in the power of Thunder(stones).
His neck seems to be an arrow-magnet.
Hates wolves.
He's just not good at climbing down a steep mountain.
He's getting a crash-course in politics.
He's not a good horse-rider.
Completely apolitical his entire life, he's been forced to open his eyes and realize how powerful politics are played.
He does not walk into traps: he runs to them, full speed ahead.
He was severely schooled by a portcullis.
He lost companions, but found a lost children.
Has vowed to be of service to them, should they require, and to stay in contact with Sir Geraint and Dame Oberstsallmeister, so they can help him with Fegurd and the Grylasons.
His friendship to Bufer cost him his chance to join the Knights of the Dawn. He's not too sad about it.
He has no idea Bufer is dead.


