DND5E: Altorin

Austin Haedicke bio photo By Austin Haedicke Comment

Medium Half-Elf, Lawful Neutral

Armor Class 18 (plate)

Hit Points 65 (10d8 + 20)

Speed 30

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 12 (+1) 16 (+3) 10 (+0) 16 (+3)

Skills Athletics +6, Survival +4, Intimidation +5

Senses Passive Perception 10

Languages Common, Elven, Undercommon

Challenge 6 (2,300 XP)

Abilities

Brave: Altorin has advantage on saving throws against being frightened.

Leadership (Recharges after Short or Long Rest): For 1 minute, Altorin can utter a special command or warning whenever a nonhostile creatre that he can see within 30 feet of him makes an attack roll or saving throw. The creature can add 1d4 to its roll provided it can hear and understand the Altorin. A creature can benefit from only one Leadership die at a time. This effect ends if Altorin is incapacitated.

Actions

Fighting Dirty Altorin makes two melee attacks, plus an unarmed strike as a bonus action.

Longsword Melee weapon attack: +6 to hit, One-Handed Hit: 8 damage, Two-Handed Hit: 9 damage.

Longbow Range weapon attack: +2 to hit, Hit: 6 damage

Unarmed Strike Melee unarmed attack: +6 to hit, Hit: 2 damage

Parry (reaction): Altorin adds 3 to his AC against one melee attack that would hit him. To do so, Altorin must see the attacker and be wielding a melee weapon.


Personality and History

Altorin is intelligent and skilled in combat. He is an great leader and commander of his fellow knights of Entsteig. He has worked under the command of Corros the Archmage for at least a century or two.

Altorin tends to be somewhat hasty in his decision making and somewhat careless in his perception, though he tries to make up for his oversights by his ability to rally his troops with strategic and combat prowess.

His personality is based on The Scotsman ally of the Samurai Jack.


Adventures


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