Sir Torrel

Alex W.'s male Hifalendorin human Paladin of Otih for Gene D.'s "Vanished Lands: Vistel's Circus" BFRPG campaign

Description:

Player Character: “Sir Torrel”
Role-Player: Alexander W.
Campaign: “Vanished Lands heroic fantasy

  • Game Master: Gene D.
  • Adventuring party: 39 (Boston area)
  • Rules systems: D20 Basic Fantasy Role-Playing Game, Fantastic Adventures in Tabletop Entertainment (FATE) 3e Legends of Anglerre
  • Date revised: 6 March 2014/“15 February 1227 B.C.E.

Aspects (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 for skills, plus compels; start with five, gain one aspect or +1 to one attribute every 10 sessions or 2 levels):

  • Origin (species/race): Hifalendorin (proto-Western European) human
  • Occupation (class/subclass): Paladin (Cleric/Fighter)
    • Level (no. of sessions divided by 5): 7
  • Trouble/foibles: Tells terrible jokes and laughs at them, even if nobody else does
  • Guest Star (not a fellow party member or follower): Knights of Otih, the Order of the Golden Lion, other holy warriors
  • Motivation (alignment): Lawful Good, with Neutral tendencies

Additional aspects: (“Vistel’s Circus:” +3 Aspects or to Attributes)

  • Adventuring/reputation:
  • Allegiances/personality:

Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses):

  • Strength: 16 (+ 2 bonus; x5 = max. carry, x10 = max. lift, to dam)
  • Dexterity: 9 (0; x2 = ft. per round; to initiative)
  • Constitution: 15 (+ 2; to Hit Points per level)
  • Intelligence: 11 (0)
  • Wisdom: 15 (+ 2)
  • Charisma: 8 (- 1)

Adjustments:

Score Penalty/Bonus
1-3 -3
4-5 -2
6-8 -1
9-11 0
12-14 +1
15-17 +2
18-20 +3
21-23 +4

Hit Points: 32 (Clr d8, Ftr d10; start at max., plus Con bonus; +1 hit die per every 5 sessions or level)
Base Attack Bonus: +3 (on 1d20 to hit, + 1 every 10 sessions or 2 levels; no Dex bonus; see also Brawl, Melee, Shooting)
Armor Class: 18 (incl. + 1 Dex bonus, + 1 chain, kite shield)

Skills (on 1d20; by Attribute bonus, ranks, total; 10 points to start, +1 point per session or +5 points per level; ranks limited to level): 45 ranks total

  • Acrobatics: 3 (3 ranks + 0 Dex bonus; Reflex, incl. escape artist, fly, tightrope, tumble)
  • Animal Handling: 3 (1 + 2 Wis; ride)
  • Area Knowledge: 0 (0 + 0 Int; by region; geography, history, law/politics)
  • Athletics: 4 (2 + 2 Str; climb, jump, lift)
  • Brawl: 3 (1 + 2 Str; unarmed combat, see Martial Arts stunt for Dex)
  • Craft: 0 (0 + 0 Int; by creation, e.g. alchemy, armory, cooking, herbalism, magic items, poisons, weapon smith)
  • Deception: 0 (1 – 1 Cha; bluff, disguise)
  • Diplomacy: 0 (1 – 1 Cha; bargaining, persuasion, taunt)
  • Devices: 0 (0 + 0 Dex; locks, traps, constructs, mechanic)
  • Endurance: 6 (5 + 2 Con – 1 chain; Fortitude, run, stamina, swim)
  • Engineering: 0 (0 + 0 Int; architecture, dungeoneering, siege engines, power systems)
  • Gaming: 0 (0 + 0 Int; incl. gambling)
  • Intimidation: 3 (1 + 2 Str; interrogation)
  • Leadership: 1 (2 – 1 Cha; followers)
  • Linguistics: 0 (0 + 0 Int; plus native; decipher, forgery)
  • Medicine: 3 (1 + 2 Wis; heal)
  • Melee: 9 (7 + 2 Str; hand-to-hand weapons, stacks with BAB)
  • Mysteries: 6 (4 + 2 Wis; spells/psi/powers)
  • Perception: 3 (1 + 2 Wis; empathy/sense motive, notice)
  • Perform: 0 (1 – 1 Cha/+; by medium, incl. acting, dance, painting, sculpture, music, poetry)
  • Profession: 0 (0 + 0 Int; non-adventuring, e.g. appraisal)
  • Resolve: 7 (5 + 2 Wis; Will)
  • Science/technology: 0 (0 + 0 Int; lore, by type, e.g. biology, computers)
  • Shooting: 4 (4 + 0 Dex; ranged weapons)
  • Sleight of Hand: 0 (0 + 0 Dex; holdout, pick pockets)
  • Stealth: 1 (1 + 0 Dex; follow, hide, move silently)
  • Streetwise: 0 (1 – 1 Cha; contacts/gather info, rapport)
  • Survival: 3 (1 + 2 Wis; by terrain, incl. tracking)
  • Vehicles: 1 (1 + 0 Dex; by type/medium, boating)
  • Warfare: 1 (1 + 0 Int; tactics, strategy, weaponry)

Skill notes:

Stunts (race/class abilities, skill specializations/feats and attribute swaps, spells, signature items, superpowers, etc.; by type, source, notes):

  • Detect Evil (class): At will
  • Lay on Hands (class): 4 HP (2 + 2 Wis) three times per day
  • Positive Energy Burst (class): 1d6 x Lvl. to heal foes or harm Undead (vs. save) within 30 ft., once per day per level
  • Protection From Evil (class): 10-ft. radius
  • Spellcasting (class, x2 slots, 1 slot per 2 lvls.): Divine spells up to Lvl. 4

Refresh: 4 remaining out of 9 (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)

Spells (by level, source, effect; castable spell levels per day = total Mysteries ranks + spellcasting stunt slots squared (6 + 2×2 = 10) save DC = 10 + spell level + 1/2 character level):

  • Level. 0 (orisons, see also “BFRPG Libram Magica”): Call to Worship, Cure Minor Wounds, Dowse, Guidance, Hallow, Meal Blessing, Mend, Predict Weather, Virtue, Ward, Water to Wine
  • Lvl. 1: Cure Light Wounds, Command, Detect Evil, Detect Magic, Disruption, Light, Protection From Evil, Purify Food and Water, Refresh, Remove Fear, Resist Cold, Sanctuary, Shard of the Sun
  • Lvl. 2: Bless, Find Traps, Hold Person, Noon Blessing, Resist Fire, Shield of the Faithful, Silence 15 ft. radius, Spiritual Hammer
  • Lvl. 3: Continual Light, Cure Blindness, Cure Disease, Locate Object, Remove Curse, Speak With Dead, Striking
  • Lvl. 4: Create Water, Cure Serious Wounds, Neutralize Poison, Protection From Evil 10-ft. radius,
  • Lvl. 5: Commune, Create Food, Dispel Evil, Quest, Raise Dead, True Seeing, Wall of Fire, Wrath of the Sun
  • Lvl. 6: Blade Barrier, Find the Path, Heal, Restoration, Speak With Monsters, Word of Recall
  • Lvl. 7:
  • Lvl. 8:
  • Lvl. 9:

Weapons (ranged and melee, by reach/range, damage, ammo, qualities):

  • saber, + 1 brooch
  • spear, short 1d6
  • sword, long 1d8
  • sword, tulwar 1d8 + 2
Bio:

Equipment

  • Magic/empowered items (nonweapon):
    • shield, Flaming, repels Undead (5 rounds per day)
    • potions:
    • scrolls:
  • Clothing:
    • armor: chain mail + 1, large shield, winged helmet
    • disguises:
    • formal attire: robes
    • traveling clothes: belt, boots (leather, high hard), cloak (red wool, w/ hood), gloves, leggings, tunic/surcoat, underwear
  • Occupational tools:
    • holy symbol of Otih — gold sun disc with a sword
    • holy water — 2 vials, 5 doses each
    • sheaths for weapons, ammunition
  • Rations:
    • dried fruit and meat, 5 days’ worth
    • bread/rice, 5 days’ worth
    • water/wineskins, 2 pints
  • Other gear:
    • backpack, leather or wicker, full
    • blankets, bedroll
    • pouches/sacks, 2
    • rope, 50 ft., hemp
    • torches, 10
  • Animals/transport: light warhorse
    • Bit, blankets, bridle, harness, tack, saddle, stirrups
    • Saddlebags, full with 4 days’ grain
  • Money:
    • Copper pieces: 20
    • Silver pieces: 50
    • Electrum pieces: 1
    • Gold pieces: 300
    • Platinum pieces: 1
    • Gems (number, g.p. value): 0

Description:

  • Gender: Male
  • Date of birth/age: 29
    • Date created: 14 September 2013/“30 October 1228 B.C.E.
  • Eyes: brown; Hair: dark brown
  • Complexion: pale
  • Height: 6 ft., 0 in.; Weight: 160 lbs.
  • Languages (native + Linguistics): Hifalendorin (native, western human common)
  • Nationality / homeland /home town: Plains of Sathendo, human kingdom of Hifalendor
  • Patron deity: Otih, lord of the sun and justice
  • Motivations: Torrel is dedicated to his duty to fight evil and deliver justice. However, deep down, he does wish to settle down and start a family. He knows his mission comes first and that there may never be a chance to make that dream a reality. He laughs at his ignorance when he tells himself that when there is no more evil in the world, then and only then, can he settle down.
  • Appearance, mannerisms: Torrel is always trying to read every situation. He is not a paranoid sort, but he is wary of who to trust. Even if he detects no evil, he never lets his guard down until the trust is earned. If he does detect evil, he may not attack right away. He believes nothing can run from justice. All evil shall fall, and Good is only biding its time. Everything and everyone will get what is coming to them. In that sense, he may always seem confident. He does appreciate a good joke once in a while. He is not without humor.
  • Image links: http://sergio-quijada.deviantart.com/art/Paladin-36854437
  • Contacts:
  • Allies/enemies:
  • Companions/followers:
  • Strongholds: None yet

Bio/backstory (include homeland/nationality, family/training, allegiances): Torrel grew up in poverty in the kingdom of Hifalendor. His family murdered by an Orc raiding party, Torrel sought refuge under the teachings of the deity Otih. From that day forward, he dedicated his life to protecting the weak, fighting evil, and make sure no man or beast escape the wrath of justice.

Advancement:

  • Every session: +1 skill point
  • Every five sessions (D20 level): +1 hit die
  • Every 10 sessions: +1 to Base Attack Bonus and +1 Refresh; also +1 Aspect or Attribute

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s " Vanished Lands " heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 7
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 7
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 7
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 7
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 7
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 7
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 7
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5

Sir Torrel

Vanished Lands AlexanderWichowski