Alkor

Human, Haunted One, Fighter [3- Battlemaster]

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 14 [+2] 16 [+3] 10 [+0] 12 [+1] 9 [-1]

Alignment: Neutral Good.

Alkor.jpg

Experience: 2200 [Next 4 at 2700]
Wounds: 31 [10+ Con, +2x 6+Con]
Saving Throws: Strength, Constitution.
AC: 18 (Chainmail [16] + Shield [2])
Passive Perception: 13

Proficiencies: [+2]
Weapons: Simple Weapons, Martial Weapons.
Armour: All Armour, Shields.
Skills: Athletics, Investigation, Perception, Survival.
Tools: Leatherworker's tools.
Languages: Common, Undercommon.

Feats and Abilities:

  • Heart of Darkness: Those who look upon you can see the hardships you have endured. Unless you have shown yourself to be a danger to them commoners will take up arms to fight alongside you.
  • Fighter:
    • Second Wind: As a Bonus Action regain D10+Fighter Level of HP. Resets on Short Rest.
    • Fighting Style: [Duelist] +2 Damage when wielding a single weapon.
    • Action Surge: Gain an additional Action. Resets on Long Rest.
  • Battlemaster:
    • Superiority Dice [D8] x4
    • Save DC 13 (Prof [2] + Str [3])
    • Maneuvers:
      • Disarming Attack: Add Superiority to damage. Enemy makes a Strength saving throw or are disarmed.
      • Parry: Reduce the damage from a single attack by D8+Dex modifier.
      • Precision Attack: Add superiority dice to a to hit roll.

Equipment:

  • Spear:
    • D6+Str+2; Piercing; Thrown (20/60); Versatile [D8]
  • Chainmail
    • 16 AC; Disadvantage on Stealth.
  • Shield
    • +2 AC.
  • Light Crossbow w/ 19 bolts
    • D8; Piercing; Range (80/320); Two-handed; Loading
  • Common Clothes
  • Holy Symbol: Symbol of the Lord of Light. A polished brass necklace in the shape of a sun with a small ruby at the centre.
  • Backpack
    • Dagger, 7x pitons, 2x torches, tinderbox, 4x rations, waterskin [empty], waterskin [full], 50ft of rope.
  • Chest
    • Crowbar, hammer, 3x wooden stakes, flask of holy water, manacles, steel mirror, tinderbox.
  • Trinket: A winter cloak stolen from a dying soldier.

Platinum 0
Gold 0
Silver 0
Copper 2


  • Grew up in Neverwinter, father a tailor. Not remarkable in any way.
  • Moved south to Crydee and joined mercenary group 'Hounds of Justice'. Was trained. Mainly caravan protection and the odd monster hunt.
  • Left the 'Hounds' to find private work. Signed up to an expedition into a newly discovered Underdark entrance near Neverwinter. Expedition went well at first, spent weeks underground.
  • Suddenly a creature emerged, a strange creature with tentacles around its mouth. Killed his entire party but left Alkor alive. He watched from a hiding spot as it sucked their brains out of their skulls.
  • Returned to the surface and spent a few years at the bottom of a bottle.
  • Finally ran out of money and returned to work. It was here he met with the Tossleweavers, a pair of gnomish brothers running a merchant caravan. He joined the pair, taking work as a caravan guard.

Haunted One:
Harrowing Event: A monster that slaughtered dozens of people spared my life, and I don't know why.
Personality 1: I live for the thrill of the hunt.
Personality 2: I spend money freely and live life to the fullest, knowing tomorrow I might die.
Ideal: I kill monsters to make the world a safer place, and to exorcise my own daemons [Good].
Flaw: I assume the worst in people.
Bond: A terrible guilt consumes me, I hope I can find redemption through my actions.

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