Sir Tristan Eltorchul, Warder of Torm

Reliable, stoic and loyal Paladin of Torm

Description:

Paladin – Level 5 – Warder
Human – M – Lawful Good
XP: 21753 – XP to next level: 22000
10% XP Bonus?: N
Religion: Torm. Also worships Mystra
Languages: Common, Lawful Good, Dwarven, Elvish

Ability Scores:

STR 16/43 Hit Mod +0 Dmg Mod +1 Wt All. +35lbs. OpDr 1-3 BendB 10%
INT 10 Lng +2
WIS 14 MntSav +0
DEX 16/43 ReactAdj +1 MsleMod +1 ACAdj -2
CON 16/26 HPAdj +2 SystmShck 95% Res 96% MaxNoRes. 15
CHA 17/65 MaxNoHM. 10 LoyalAdj +30% ReactAdj +30%
COM 9
HD 5d10+4 HP Max – 50 Current HP – 41
AC -2 Shieldless AC 1 Rear AC 5
Movement Rate 60’
THAC0 16

Weapon Proficiencies: Longsword , Lance , Horseman’s Mace, Shortsword
Non-Proficiency Penalty: -2

Weapon Space Required Speed Factor Total To Hit Bonus Damage (S-M) Damage (L) No. of Attacks Range
Unarmed Attack - - -2 2 2 1 M
Lance (Mounted) 1’ 6 +1 2d4+4 3d6+3 3/2 -
Lance (Dismounted 1’ 6 0 d6+1 d8+1 3/2 M
Duty’s Bond 1’ 2 -1 ? ? 1 -
Horsemans Mace 2 6 0 d6+1 d4+1 1 -
Longsword 3’ 5 +1 d8+1 d12+1 3/2 -
Shield (Melee) 1’ 4 0 d4+3 d3+3 1 -
Shield (Ranged) 2’ 4 +2 d6+3 d6+3 2 50’/100’/150’

Saving Throws:

Paralyzation, Poison or Death Magic 11 (09)
Petrification & Polymorph 12 (10)
Rod, Staff & Wand 13 (11)
Breath Weapon 13 (11)
Spell 14 (12)

Class Skills

  • Detect Evil up to 60’ distance at will
  • +2 to all saving throws (not included above)
  • Immunity to all forms of disease
  • Lay on Hands – may be used once per day, to heal 2 hp per level of Paladin.
  • Cure Disease once a week
  • 5’ aura of Protection from Evil
  • 5’ aura of Protection from Fear
  • Immunity to Fear
  • +1 to hit with the lance, if used while mounted
  • Attacks 3/2 times a round with a lance on horseback
  • +1 damage with lance on foot, +2 damage with lance while mounted
  • Weapon of Choice ( Lvl 3 – Longsword) – +1 to hit with Longswords.
  • Parry: May use action to reduce a singe opponent’s “to hit” roll by the total of the weapon’s attack bonus, the bonus granted by high Strength, and the bonus from Weapon of Choice.
  • 87% unlikely to be thrown from the saddle, 87% unlikely to be injured if mount falls
  • May estimate from eye the worth of a horse.
  • Any steed selected by the Paladin gains +2 hp per Hit Dice
  • (3rd level) The Paladin can vault into the saddle with bulky armor and have the steed underway in a single segment.
  • At 3rd level, the paladin gains the power to affect undead, devils and demons as if he or she were a 1st level cleric, and this power goes upwards with each level of experience the paladin gains; so at 4th level the effect is that of a 2nd level cleric, at 5th it is that of a 3rd level cleric, etc.
  • After gaining a level, rolls 2d10 and adds the result to the percentile after STR, DEX, CON and CHA. If these reach 100, the excess amount rolls over, and the ability score increases by 1.
  • 90% chance of ignoring mind effects.

Restrictions

  • Must embody the Knightly Virtues of Faerûn (though may act in an order most to least important to them):
    - Humility in one’s actions
    - Honour
    - Bravery
    - Good Faith
    - Glory
    - Unselfishness
    - Liberality
    - Courtesy
    - Pride in one’s actions
  • Must follow the Chivalric code of Faerûn:
    - Noble Service cheerfully rendered
    - Defense of any charge unto death
    - Courage and Enterprise in obedience to rules and one’s superiors
    - Respect for all peers and equals
    - Honour to those above one’s station
    - Earning respect and obedience from those below one’s station through one’s actions
    - Military prowess in service to one’s lord
    - Courtesy to ladies for male Cavaliers
    - Courtesy to lords and honourable men for female Cavaliers
    - Battle is the test of honour and glory
    - Personal glory in battle
    - Death before dishonour
    (Failure to sustain the code is not sufficient enough reason to revoke knighthood, unless the order or liege lord of the Paladin specifically demands such. In that case, the Paladin becomes a mere Fighter, but cannot benefit from Weapon Specialization, but retains Weapon of Choice).
  • A Paladin who retreats from battle, even to save fellow party members, receives half experience for the monsters slain.
  • Paladins charge any clear enemy in sight, with the following order of preference:
    1. Powerful monsters (dragons, demons, giants, etc.) serving enemy leaders, then the leaders themselves.
    2. Opponent Cavaliers of great renown, enemy flags and standards.
    3. Opponent cavalry of noble or elite status.
    4. Other opponent cavalry.
    5. Opponent elite footmen.
    6. Opponent camp and headquarters.
    7. Opponent melee troops.
    8. Levies or peasants.
  • May never retain more than ten magic items; these may never exceed:
    - 1 suit of armour
    - 1 shield
    - 4 weapons
    - 4 of any other magic weapon
  • They will never retain wealth, keeping only sufficient treasures to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle at Name Level. Excess is given away, as is the tithe.
  • An immediate tithe (10%) of all income – be it treasure, wages, or whatever – must be given to whatever charitable religious institution (not a Clerical player character) of Lawful Good alignment the Paladin selects.
  • Paladins will have henchmen of Lawful Good alignment and none other.
  • If possible, Paladins will take service or form an alliance with Lawful Good characters, whether players or not, who are Clerics, Fighters or Cavaliers of noble status.
  • If they ever knowingly perform an act which is Chaotic in nature, they must seek a 7th level or higher Cleric of Lawful Good alignment, confess their sin, and do penance as prescribed by the Cleric.
  • If they ever knowingly perform an act which is Evil in nature, the Paladin immediately and irrevocably loses Paladin status forever, and becomes a Cavalier.

Equipment
On Self:

Item Quantity Weight (lbs.)
Coins 60 6.0
Duty’s Bond, Hilt Shard 1 1
Great Helm 1 7
Iron Holy Symbol (Torm) 1 0.5
|Longsword
1 6
Pipe and Tobacco 1 Negligible
Plate Mail 1 45
Tinderbox, Flint & Steel 1 0.2
Whetstone 1 1
Cloak 1 2.5
Torm Shield 1 2

Money: 10 pp, 50 gp, 0 ep, 0 sp, 0 cp

Total Weight Carried (lbs.) Maximum Unencumbered Weight Limit (lbs.) Maximum Encumbered Weight Limit (lbs.)
71.5 70 140+

Encumbrance:

Weight/Bulk Movement Speed Reaction/Initiative Current Stage
0 – 70 / No Bulky Armour 120’ Normal
70 – 105 / Fairly Bulky Armour 90’ Normal, no bonuses from DEX
105 – 140 / Bulky Armour 60’ – subject can trot for small distances Is slowed as per the Slow spell YES
140+ / Carrying Substantial Bulk 30-40’ – no trotting possible Is slowed even further as per the Slow spell

On Heavy Warhorse

Item Quantity Weight (lbs.)
Backpack 1 2
Barding 50
Bedroll 1 2
Bridle and Harness 1 0.1
Clothes, Fancy 1 4
Clothes, Sturdy 1 4
Dagger 1 1
Garlic, Bud 3 (Negligible)
Horseman’s Mace 1 4
Horse Grain, Day of 10 20
Lamp Oil, Pint 4 5
Lance, Heavy 1 15
Lance, Light 1 5
Large Shield 1 10
Mead, Pint 6 7.5
Rations, Iron 28 30
Rope, 50ft 1 10
Sacks, Large 3 1.0
Sacks, Small 3 0.5
Saddle 1 25
|Saddle Bags (Large)
1 15
Saddle Blanket 1 2
Salt, Sack of 1 2
Space and Mattock 1 10
Tobacco 1 Negligible
Torches 10 2.0
Waterskin 1 0.2
Coins (GP) 351 35.1
Total Weight Carried (lbs.) Maximum Unencumbered Weight Limit (lbs.) Maximum Encumbered Weight Limit (lbs.)
281.3 3000 5000

Paladin Warhorse Stats
Name: Winston

Armour Class 5
Movement Speed 180’
Hit Dice 5+5
Hit Points 39
Current Hit Points 39
THAC0 16
No. of Attacks 3
Damage per Attack 1d8/1d8/1d3 hoof
Size L
Bio:

Tristan Eltorchul is an oddity of his family. The Eltorchuls of Waterdeep are a very respected noble family, true, and his bearing and actions ring noble to the core, but there is one key difference. Tristran has no talent with the arcane. At all.

This was a heavy burden growing up; the youngest son of the Lord Eltorchul not being a spellcaster like even the least of his kin had a great impact on his life.Patience became a watchword, since though his father silently encouraged his son to find an alternate vocation, it was still not as good as being a spellcaster to his family at the end of it. Fortunately, the young Tristan was a proficient fighter with sword and lance, which gave him some reputation as a younger man, fighting duels here and there, and being as impetuous as that entails. This being the case, Lord Eltorchul offered his son a choice.

Either stay as he was, and be shamed by being the black sheep and effectively waste his life away, or, on behalf of the family, begin the path to becoming a Paladin; any god would do, but Tristan was to reflect well on his lineage, as well as giving them a means of gaining support amongst the common people of Waterdeep, and ultimately, Faerun.

Surprisingly enough, Tristan chose the path of a Paladin; he chose the demigod Torm to serve. The emphases on obedience and duty struck a chord with him, and though some elements of it (like the more aescetic lifestyle) did grate, he grew to live with them, and to embrace the ways of the knight; honour, courage, humility, valour. Given he entered the path of the Paladin somewhat late (where usually they would train from 12. he began when he was 16), the Tormish had one of their Paladins take him on for a few years. This Paladin, a native Waterdhavian by the name of Sir Illum Jardeth, of the House Jardeth was a titan of a man, but for his size and strength, was not overbearing. Whilst a taskmaster of sorts at times, his manner was calm and confident, and rather than order his squire about, he seemed to project his approval (or more often, disapproval) in his manner. Once Tristan had gotten over the fact he was no longer simply a son of a noble house, he fell into line, and when Sir Illum declared him ready to serve as a knight-errant in the service of Torm, Tristan had changed greatly.

This particular quirk of his training shows itself through in his adherence to the chivalric codes.Peculiarly for many noble warriors, Tristan values humility and courtesy in his peers. Whilst he is proud of his lineage, borne out in his personal heraldry, unnecessary posturing and arrogance is unbefitting a knight who takes his example from those who went before; those men and women who have served faithfully. Whilst he is not always able to do so, if Tristan can ‘help’ those who cannot act such without it, he will. In fact, at the recent Shieldmeet in 1346, Tristan became the talk of the squires of the city by humbling an arrogant squire at the public lists in a tilt; though Tristan holds little hope that the lesson was well learned.

In the tourney itself, he acquitted himself reasonably; winning his first round somewhat inelegantly, he came up against Prince Marketh of Cormyr in the second round. Whilst the brief favour of the Lord seemed to shine through, taking the young prince to the wire, the young paladin was unseated and defeated by an opponent who outclassed him. Humble and gracious in defeat, he was a knightly contrast to his opponent, who, upon being defeated in the finals threw his helmet off and began to act without concern for dignity (which, truth be told, Tristan was silently hoping would escalate into dishonour, and warrant the judgement of Torm coming upon him).

In competing, he has both drawn some attention to himself from others, as well as making an ally; the Armiger Cael Silvershield, winner of the tourney seemed to rise from arrogant noble to skilled and relentless knight on the field. Tristan would be glad to fight alongside the Silver Ram again; not only did he seem to hold the Cormyran royal in contempt for his arrogance, but also showed that he held to the codes that bind a knight in service to his lord.

As it is, Tristan watches, he learns and he serves. He seems somewhat tightly wound at times, and can seem restrictive and stuffy. But it is only because he knows to justify who he is, he has to be better than the others; the very greatest he can aspire to be. It is a heavy burden, but it is one he is happy to bear, and would not have any other way.

Since the incident at Beregost, the acquisition of the first of the fragments of Duty’s Bond has weighed upon Tristan. Learning that Riza, his ally, who willingly assisted in its retrieval was injured (though specifically how Tristan does not personally understand entirely) is a shame upon his name and quest. Publicly, nothing has changed; Tristan, whilst unhappythat an ally suffered in his cause, remains the man he was before they arrived at Beregost, save a bit harder and wiser. Privately, Tristan, whilst still resolved to serve Torm to the bitter end is grieved that so early in it is already taking its toll, not only on him as the instrument of his god, but also on his companions. He will endeavour to do what he can to make this right, or suffer in redemption….

Sir Tristan Eltorchul, Warder of Torm

The Troubled, and the Secret Hoard drathmoore YoritomoArai