Jalros

Joreld Huntsilver's page

70 posts. Alias of TheWaskally.


Full Name

Lord Joreld Huntsilver

Race

Human (noble)

Vitals:
HP 43/44|F: +10, R: +5, W: +10|Resist 5 acid, fire, electricity|Init + 4|AC 21 (10 T, 21 FF)|BAB +5 CMB +9 CMD 19

Classes/Levels

Paladin (Empyreal Knight)/5th

Special:
Lay on Hands 5/6x day|Celestial Ally (Sp) 4/4x day|Channel Energy 3d6/2 uses of LoH|Luck Points 4/4

Gender

Male

Skills:
Diplo +15 (+16, Charming)|Percep +2|Heal +12|Handle +10|Kn. Nob +14|Kn. Relig +11|SM +11|Spell +8|

Size

Medium

Age

20

Special Abilities

See Class Features tab

Alignment

Lawful Good

Deity

Lathander

Location

Cormyr

Languages

Faeruni (Common), Elven, Celestial, Aragrakh (Draconic)

Occupation

Noble

Homepage URL

Joreld, In Armor

Strength 18
Dexterity 11
Constitution 14
Intelligence 14
Wisdom 14
Charisma 18

About Joreld Huntsilver

Race: Human
Class Paladin of Lathander (empyreal knight)/5th
Initiative: +4
Senses: Perception +2
Hero Points 3/3
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AC 21 (10 Touch, 21 FF)(+9 Armor, +2 Shield)
HP 44/44 (1d8 (max) + 2 Con + 1 Favored at 1st level, then 5 + 2 Con + 1 Favored/level)
Resist 5 against acid, cold, and electricity
Fort +10 (+4 Class)
Ref +5 (+1 Class)
Will +10 (+4 Class)
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Strength (Str) 18 (+1 4th-level Ability Score, belt of giant's strength +2)
Dexterity (Dex) 10
Constitution (Con) 14
Intelligence (Int) 14
Wisdom (Wis) 14
Charisma (Cha) 18 (+2 to One Ability Score)
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Speed 20 ft (30 ft Base)
Melee MW Heavy Mace +10 (1d8 + 3, x2)
Ranged +5
Special Attacks Channel Energy (Su) 3d6, consumes two uses of Lay on Hands ability.
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Spells
1st-level divine favor, lesser restoration
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BAB +5, CMB +9, CMD 19
Feats Noble Scion (War), Skill Focus - Diplomacy, (Human) Fast Learner, Noble Stipend, Hero's Fortune (Luck),
Luck of Heroes (Luck)
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Skills 4 + 2 Int + 2/Background at 1st level, then 4 + 2 Int + 1 Favored + 2/Background/level
Craft +2 (0 Rank, 0 Class, 2 Int)
Diplomacy +15 (+16 Charming) (5 Rank, 3 Class, 4 Cha, 3 Skill Focus)
Handle Animal +10 (3 Rank, 3 Class, 4 Cha)
Heal +12 (5 Rank, 3 Class, 2 Wis, 3 Healer's Kit) (30/30 uses)
Knowledge (geography) +8 (3 Rank, 3 Class, 2 Int)
Knowledge (history) +8 (3 Rank, 3 Class, 2 Int)
Knowledge (local) +8 (3 Rank, 3 Class, 2 Int)
Knowledge (nature) +7 (2 Rank, 3 Class, 2 Int)
Knowledge (nobility) +14 (5 Rank, 3 Class, 2 Int, 1 Comprehensive Education, 2 Noble Scion, 1 Noble)
Knowledge (religion) +11 (5 Rank, 3 Class, 2 Int, 1 Comprehensive Education)
Linguistics +3 (1 Rank, 2 Int)
Perception +2 (2 Wis)
Profession +2 (0 Rank, 0 Class, 2 Wis)
Ride -3* (1 Rank, 3 Class, 0 Dex, -7 Armor Penalty)
Sense Motive +11 (5 Rank, 3 Class, 2 Wis, 1 Noble)
Spellcraft +8 (3 Rank, 3 Class, 2 Int)

Class Features:

Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Voices of the Spheres
At 2nd level, an empyreal knight learns to speak and read Celestial, if she could not already.
Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Sickened: The target is no longer sickened.
Celestial Heart (Su)
As an empyreal knight advances, her ties with the celestial realms grant her a portion of the abilities and defenses of true angels. At 3rd level, she gains resistance 5 against acid, cold, and electricity. At 6th level, she gains a +4 racial bonus on saves against poison. At 9th level, her defenses improve to resistance 10 against acid, cold, and electricity. At 12th level, she gains immunity to petrification. At 15th level, she gains truespeech, the ability to speak with any creature that has a language as though using a tongues spell. This ability functions with a caster level equal to her character level, and is always active.

At 18th level, as a swift action, the empyreal knight can manifest a protective aura against evil. Against abilities or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of her. It otherwise functions as a magic circle against evil. She can use this ability for a maximum of 1 round per day per paladin level. These rounds do not need to be consecutive.
Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Celestial Ally (Sp)
At 4th level, an empyreal knight can summon a celestial ally as a full-round action. This functions as summon monster I, except it can only be used to summon celestial creatures, archons, and angels. At 6th level, this improves to summon monster II, increasing by one spell level for every two levels thereafter, to a maximum of summon monster IX at 20th level. This ability can be used a number of times per day equal to the empyreal knight’s Charisma modifier (minimum 1), but only one ally can be summoned at a time.
Divine Bond (Su)
At 5th level, an empyreal knight forms a bond with a mount, as the standard paladin ability. Her mount gains the celestial template at 8th level. At 12th level, her mount sprouts wings if it cannot already fly, and gains a fly speed of twice its land speed and good maneuverability. If the mount could already fly, its fly speed and maneuverability improve to at least this level.

This ability otherwise functions as the paladin ability of the same name.

Traits (Social) Charming, (Regional) Noble, and (Combat) Honorable Champion
Items A paladin's kit ( includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin), a gold holy symbol of Lathander, a compass, a small steel mirror, an ioun torch, a courtier's outfit (with matching jewelry), a noble's outfit, a House Huntsilver signet ring, a healer's kit, a grooming kit, a belt of giant's strength, a pair of spectacles of understanding, and a new wand of prestidigitation (50/50 charges).
Combat items
A full suit of red dragonhide plate with matching heavy shield, and a masterwork heavy mace with Lathander's symbol adorned on the head.
Divine Mount Sunrise, an immaculate white stallion.
Wealth 75gp
Stipend 89gp/100gp
Carrying Capacity
Light (101 lbs or less); Medium (102-202 lbs.); Heavy (203-303 lbs.)
Current Load: 126 lbs.
Height 6'3", Weight 205 lbs, Eyes Blue, Hair Red
==============================================
FLAW Bad Horsemanship.

Example Joreld hated jousting. But with every seasonal or festival jousting tournament, it was up to the paladin of Lathander to represent his family name in the games. It was always a lesson in humility Joreld's peers enjoying teaching. The Huntsilver noble was handsome, charming, well-spoken, and physical paragon of strength and charm. But very often, the Lathanderian paladin was looking up, into the sun, on his back, as some other knight or noble unseated him.

The Ten-Minute Background:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1. Joreld is a Paladin of Lathander, The Morninglord; but he is not a Saint: His indiscretions are often rumor-fodder for the Cormyr nobility.

2. The lathanderite is a member in good standing of House Huntsilver, a cormyrian noble house with close ties to The Obarskyrs, Cormyr's royal family.

3. The Huntsilver noble has a keen mind for courtly intrigue and wisdom for diplomatic bargaining. The paladin is a keen observer of court and his peers. Both his family name and countenance opens many doors normally close to Joreld.

4. Like many followers of Lathander, Joreld dress.. more gawdy than his other more traditional Huntsilver family members. The paladin just sees this a dressing more like his fellow adherents. His current armor is a suit of red dragonhide plate, making the paladin stick out more than most.

5. Joreld understands his time as a bachelor is coming to an end. It's only a matter of time before Bardonna Huntsilver finds a proper wife for her son, likely to strengthen noble ties between families. Until then, Joreld will live it up as an adventurer, before the responsibilities of his noble house brings him back into line.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1. Joreld eventually feels worthy to be a lathanderian paladin, accessing his higher empyreal knight abilities, or get personal confirmation from Lathander himself somehow. Or saving Cormyr from a dire threat; his name no longer besmirched by his peers.

2.I want Joreld to really bond with his party mates. At first, the nobleman pays for nicer lodging and food with his noble stipend. But eventually become close friends with his fellow adventurers, finally finding true friendship.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1. Joreld once paid a necromancer visiting from the Malatran Plateua to use his powers to secretly terminate a pregnancy of his bastard child inside the womb of Baronetess Condice Caladanter. The spell was successful, but it broke Condice's heart, and ruined her reputation. To this day, the baronetness actively avoids Joreld, having no way to prove he was anyway involved in the child's death. it is because of this event, Joreld uses a wand of prestidigitation to prevent undue pregnancies.

2. Mikal, Joreld's older brother secretly hates his more flashy, well-liked younger brother. The elder Huntsilver often help spread the rumors about Joreld to the cormyr nobility. So far, Mikal has not been caught by his younger brother, but their father, Darnath, suspects.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Viscount Eban Pursenose. An fellow lathanderite paladin, who took Joreld into his home for several years to train as a paladin. Eban carefully cultivated the young Huntsilver's mind with The Morninglord's fertile teaching, and took advice from the more politically-savvy apprentice when it came to matters of court. Joreld treats the viscount as a beloved uncle, occasionally meeting in court or at Eban's yearly Midsummer feasts.

2. Baronetess Violetia Delzuld, priestess of Chauntea. Violetta appears to be Joreld's opposite number in the Chantean faith. Perhaps due to their divine patron's close relations, Joreld and Violetia has a whirlwind romance for several months. Sadly, Baronetess Violetia was needed in distant Moonshae and had to leave Cormyr for an extended period of time. The lovers parted ways amicably, and remain friends (with occasional benefits) to this day.

3. Mikal Huntsilver is Joreld's older brother. Instead of the path of an adventurer, Mikal studied hard to become a proper aristocrat. It's highly likely, Mikal will inherit nearly everything from his father upon death, and has in-depth knowledge on how to run the house's business and home. Mikal would rather read stories than listen to them from bards. Like most first born in nobility, Mikal bristles under the fact Jorela will likely dip from the inheritance he feels he deserves. One wonders how far Mikal will go to make sure he becomes head of household?

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. When Joreld was about 8 or 9, the young Huntsilver boy was being mercilessly teased by his older brother. Flicking ears, punching shouklders, snide remarks; all these made Joreld see red and fought without restaint against his brother. Before the servants pulls them aside, it appears though Joreld was younger and shorter, the more physically fir brother made Mikal worse off in the fight. Even as he was grounded, Joreld smiled up at his father and took his punishment with glee. Mikal only teased his brother verbally from that point on.

2. On a midsummer early morning in Suzail, Joreld was made a paladin of Lathander before his gathered family, several cherry-picked cormyr nobles and Viscount Eban Pursenose, his mentor. The newly-made paladin could almost feel The Morninglord's presence as the first rays of sun shine hit his cheek. Later that day, The Hunsilvers rented out a large hall and threw Joreld a magnificent party.

3. Several months ago, Joreld had worshiped Lathander after a beautiful sunrise. As he turn to return to Suzail, the paladin hear a loud horse whinny behind him. The sun had risen just above the horizon as something was approaching him, seemingly out of the blinding light of the sun. Blinking, Joreld felt compelled to reach out his hand. His hand touch the nose of one of the most beautiful horses he'd ever seen! As his vision returned, the paladin's mind was flooded with information: mainly the horse Joreld touched was his Divine Mount, and his name was Sunrise.

Appearance:
Joreld Huntsilver stood tall at over 6feet tall. His broad muscled shoulders helped frame the paladin intimidatingly. The traditional red hair of a Huntsilver flowed down to the end of his shoulders. Kind blue eyes looked at Toril with hope. Jerold preferred to keep his strong jawline clean of stubble.

When not wearing his armor, the paladin liked to dress in the latest Cormyrian fashion, ready for court. In battle, Joreld struck a fearsome sight in his custom red dragonhide armor with matching heavy shield; it's red scales blended aesthetically with Lathander's symbol. A shining heavy mace hung on his weapon belt, it too had the holy symbol on it's head. A small wand of prestidigitation is kept in his weapon belt, behind his back. It is mainly used to clean the paladin's person after heated battles and remove his noble seed from his many nightly dalliances.

Whether in court or on the battlefield, a gold holy symbol of Lathander hung from the paladin's neck.

Personality & Motivation:
Throughout his life, Joreld had been made keenly aware of how lucky he was to be born into not only nobility, but into the Huntsilver family. Despite his accomplishments and status in Cormyr society, the paladin tries to remain a humble servant to his deity. But like all mortals, Joreld sometimes falls short. Keenly aware of his good looks and charisma, the Huntsilver noble is often a point of rumormongering as to which beautiful maiden, some common or acolytes, some courtly ladies, does Joreld take to his bed chamber at night. Most, but not all, are silent enough not to bring this point up in civilized discussion.

Joreld lives as extravagantly as he can as a Huntsilver, thanks to his weekly stipend, but makes sure that when he gives to the unfortunate, he does so out of his own gold.

The Huntsilver noble enjoys listening to bards and other musicans, and getting up before dawn to watch it rise and give praise to The Rose-and-Gold God. The paladin enjoys attending parties and lordmeets, using his political sway to help champion causes important to House Huntsilver, the Crown and the Common folk. Before the arrival of Sunrise, Joreld was toying with the idea of branching off into bardic study, but feels even more compelled to continue his path of the paladin.

Lately, Joreld has been seen sad and withdraw. Lathander has seen fit to give his paladin a Divine Mount; and this is the reason for his sadness. The lathanderite has always been just a passable rider, even on his best of days. Now, his deity has given him a beautiful horse, Sunrise, to ride into battle. A mount Joreld doesn't believe he deserves. Sure, the paladin does all he can to make Sunrise feel welcome and taken care of. But deep within, Sunrise is a constant reminder of how far from worthy Joreld feels.

Allies & Associations:

Joreld Huntsilver is son to Darnath Huntsilver, nephew of Maestoon Huntsilver, head of House Huntsilver in 1373 DR. Joreld was born of Bardonna Wolfwinter Huntsilver, along with his older brother, Mikal, both born with their Uncle Sarp's vivid red hair.

The lathanderian paladin served in The Purple Dragons three years ago, and still has friends who are currently serving. Joreld makes sure the organization gets it's yearly budget on time and larger when he can, but most nobles know it's political suicide to suggest the vaulted Purple Dragons receive less.