Sir Talym of Suncrown - Myth-Weavers

Notices


Sir Talym of Suncrown

   
Sir Talym of Suncrown

The Basics
Name Sir Talym of Suncrown
Alignment Lawful Good
Gender Male
Race Aasimar
Class(es) Paladin 3 / Knight 3

Character Sheet


The Build
Race Aasimar
Medium Outsider (Native)
+2 Wisdom
+2 Charisma
Base Speed 30'
Darkvision 60'
+2 Listen and Spot Checks
Daylight 1x Day
Resistance to Acid, Cold, Electricity 5
Auto Languages: Common, Celestial
Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan
Class 1Class 2
Level 1
Level 1 Feat: Mounted Combat
Flaw: Insomniac
Flaw: Chivalrous Courtesy
Flaw Feat: Exotic Weapon Proficiency (Bastard Sword)
Flaw Feat: Shield Specialization
Trait: Honest
Trait: Saddleborn
PB STR 16
PB DEX 12
PB CON 12
PB INT 10
PB WIS 10+2 racial
PB CHA 16+2 racial
Paladin 1
HD d10
SP (2+INT)*4


BAB 1
Aura of Good
Detect Evil
Smite Evil 1/day
Knight 1
HD d12
SP (2+INT)*4


BAB 1
Fighting Challenge +1
Knight's Challenge
Knight's Code
Level 2Paladin 2
HD d10
SP 2+INT
Fort .5
Will .33
Ref .33
Divine Grace
Lay on Hands
Knight 2
HD d12
SP 2+INT
Fort .33
Ref .33
Will .5
Ride by Attack instead of Mounted Combat
Shield Block +1
Level 3
Level 3 Feat: Shieldmate
Paladin 3
Fort .5
Ref .33
Will .33
Aura of Courage
Divine Health
Knight 3
HD d12
SP 2+INT
Fort .33
Ref .33
Will .5
Bulwark of Defense

Gear & Equipment
3,000 Starting Gold Pieces
(1,500) Full Plate
1,500
(20) Heavy Steel Shield
1,480
(335) Masterwork Bastard Sword
1145
(310) Masterwork Lance
835
(8) Kukri
827
(400) Heavy Warhorse
427
(70) Masterwork Military Saddle (Ride +2)
357
(200) Scale Mail Barding
157
(1) Traveler's Outfit
156
(25) Holy Symbol, Silver
131
(8) 4 Sunrods
123
(4) 2 Bit & Bridle
119
(75) Horse, Light
44
(5) Saddle, Pack
39
(2) Backpack
37
(10) Tent
27
(.1) Bedroll
26.9
(.5) Blanket, Winter
26.4
(1) Waterskin
25.4
(.02) Whetstone
24.38
(5) Signet Ring
19.38
(10) Rope, Silk 50'
9.38

Final
9 Gold
3 Silver
8 Copper



The Background & Personality
Sir Talym is from a Queendom called called Solis, in a far away Material Plane where the Sun and Moon are worshiped as the Goddess Aurora and the God Lunarus. The religion explained in simplicity is that the Sun is good and the Moon is evil, but that once upon a time the Sun and the Moon were together in love. However, the Moon became jealous of the love people had for the Sun and it tore apart their love and they split into the Day and the Night. Due to Sun being a woman, the Queendom is held by the mother's bloodline and Talym is the twin of the current Queen, Liedel.

His sister ascended the throne after a small period of unrest and civil war within the land. Their Mother had passed, and their Father sought to usurp the throne and place Talym as King instead of his sister. Due to Talym being what his people describe as
An Aasimar
Suntouched he was eligible by the laws of his people in inherit, despite being male. However, Talym would have none of it and as his father executed his plot to bypass his sister - Talym refused and instead rescued his sister from the coup and led her loyal forces in a short civil war that ended with the death of his father at his hand in single combat, to prevent greater bloodshed.

The core of the loyalist forces were a group of knights known as the Knights Solar, also called the Knights of the Sun. His sister, once crowned, sought to name Talym as the Grand Master of the order, but he declined and instead left the kingdom to quest against evil and find peace within his soul for the death of his father, however justified.


The Mount
Warhorse
Large Animal
Hit Dice: 44 Hit Points (4d8+12)
Initiative: +1
Speed: 50'
Armor Class: 18 (-1 size, +1 Dex, +4 Natural, +4 Scale Mail Barding) Touch 10, Flatfooted 17
**+1 AC to 19 if mounted due to Talym's Shield Mate feat**
Base Attack/Grapple: +3/+11
Attack: Hoof +6 Melee (1d6+4)
Full Attack: 2 Hooves +6 Melee (1d6+4) Bite + 1 Melee (1d4+2)
Space/Reach: 10'/5'
Special Attacks: None
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run

Light Horse Packhorse
Large Animal
Hit Dice: 30 Hit Points (3d8+6)
Initiative: +1
Speed: 60'
Armor Class: 13 (-1 size, +1 Dex, +3 Natural) touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 Melee (1d4+1)
Full Attack: 2 Hooves -2 melee (1d4+1)
Space/Reach: 10'/5'
Special Attacks: None
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run





Adventuring and Spending Log
Plague Town of Arrenhal - early termination, 1000 gold, 1000 xp


Planned Progression Notes
Planned Cohort Notes


Planned Guild Notes



Not to rain on your parade but you took the race aasimar but didn’t take a L/A, spending gold to take a L/A without a level adjustment is not allowed here in the tavern, so good news you start with 3,000 gp not 2,700 gp, bad news one of your two classes has to drop to level 2, unless you take the lesser aasimar variant, however they lose many of the best parts of aasimar including the outsider type

Also you look familiar, I’m pretty sure you used to be a member here and then you quit

Quote:
Originally Posted by awsomo View Post
Not to rain on your parade but you took the race aasimar but didnít take a L/A, spending gold to take a L/A without a level adjustment is not allowed here in the tavern, so good news you start with 3,000 gp not 2,700 gp, bad news one of your two classes has to drop to level 2, unless you take the lesser aasimar variant, however they lose many of the best parts of aasimar including the outsider type

Also you look familiar, Iím pretty sure you used to be a member here and then you quit
The LA for Aasimar was reassigned to +0, so he's doing it right.

Oh, thanks for the heads up about the gold and yeah, the creation rules have a link to a thread where they've redone all the LA so I was using that.

And yeah, I did play here before but life circumstances made it so I had to leave. I hope that isn't an issue?

Quote:
Originally Posted by Koradin_Soulforge View Post
And yeah, I did play here before but life circumstances made it so I had to leave. I hope that isn't an issue?
No no: there's no issue. RFT is built to handle players coming and going, which is really the main reason why it's still going strong after 3+ years.

Obviously, that doesn't mean we encourage people to disappear mid-mission. Do your best to honor your commitments, but we understand that real life comes first.







 

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