Medium Half-Elf, Lawful Neutral
Armor Class 18 (plate)
Hit Points 65 (10d8 + 20)
|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)
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.
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.
Other Resources:comments powered by Disqus