Curse of Strahd
Alistair "The Drake" Thoreau
An honorable knight from the Cormyr nobility with a dark secret.
NG Male Human
23 years old
Speed: 40 ft.
- Greatsword + 9 (2d6+6 piercing or slashing damage)
- Shortsword + 9 (1d6+5 piercing or slashing damage)
- Shortbow +6 (1d6 piercing damage)
+3 damage during a rage
Extra Attack: You can attack twice, instead of once, when making a full attack action.
ABILITY SCORES/SAVING THROWS
- Strength: 20 (+ 5/+9)
- Dexterity: 14 (+2)
- Constitution: 16 (+ 3/+7)
- Intelligence: 12 (+1)
- Wisdom: 11 (+0)
- Charisma: 16 (+3)
- Athletics: +7
- History: +5
- Animal Handling: +4
- Intimidation: +7
- Persuasion: +7
- Chess Gaming Set
- Fast Movement: +10 landspeed when not wearing heavy armor.
- Savage Attacker (Feat): Re-roll weapon die once per turn and take either result.
- Great Weapon Master (Feat): Cleave on a crit; -5 attack roll, +10 damage with two-handed weapons.
- Rage (4/day): Gain advantage on Strength checks and deal +3 damage on melee attacks. Gain resistance to bludgeoning, piercing and slashing damage.
- Reckless Attack: On your turn, gain advantage to your first attack roll at the expense of granting advantage to all attackers until the beginning of your next turn.
- Feral Instinct: Your instinct is so honed that you have advantage on initiative rolls. Additionally, if you are surprised but not incapacitated, you can act normally on your first turn but only if you enter a rage before you do anything else on your turn.
- Brutal Critical (1 die): When you score a crit, roll an extra damage die when determining the extra damage for the critical hit.
- PATH OF THE BERSERKER
- Frenzy: You can go into a frenzy when you rage. You can make a single melee attack as a bonus action. You suffer a level of exhaustion after your rage ends.
- Mindless Rage: You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
- Intimidating Presence: You can use your action to intimidate someone. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a DC 15 Wisdom save or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This feature ends if the creature breaks line of sight and/or moves more than 60 feet away. If they succeed at this save, you can’t do it again for another 24 hours.
- Magic Items
Robe of Useful Items: The robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become an ordinary garment. The robe has two of the following patches: Dagger, Bullseye Lantern (filled and lit), Steel Mirror, 10-foot pole, hemp rope (50 feet, coiled), Sack. Additionally, it has 13 more patches, containing (as randomly determined by die roll):
- Bag of 100 gp x2
- 4 Potions of Healing x2
- 10 Gems worth 100 gp each
- Iron Door (up to 10 feet high and 10 feet wide, barred on one side of your choice) which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself. x2
- Two Mastiffs x2
- Portable Ram
- Rowboat (12 feet long) x2
- Window (2 feet by 4 feet, up to 2 feet deep) which you can place on a vertical surface you can reach.
Alistair is a very handsome human man dressed in sturdy, well made traveling clothes; not flashy but not common. He’s well groomed and clean shaven, his blonde hair cut short and fashionably. His boots are polished and well maintained, and the greatsword on his back is polished and sharpened. He has a silver ring on his hand with a blue stone inlaid. Despite his disciplined demeanor, he’s surprisingly easygoing and his soft, boyish smile is no stranger to his friends.
Alistair hails from a mid-level noble noble family and is a former Vanguard for the Cormyr army. He is very educated and well-mannered, owing to his breeding and upbringing.
Disciplined and level-headed in combat, Alistair is a skilled combatant who refuses to give the enemy even an inch and he has never run from battle. Alistair is fearless and tenacious.
Alistair has been searching for mercenary work since he was Court Marshalled and kicked out of the military a year ago. He doesn’t like to talk about what happened and official details are scarce: all that’s known is that he killed four fellow soldiers in self-defense.
Since joining Elizabeth’s party, Alistair has worked hard to pull his weight in the group and prove himself useful. He hopes the journey will bring him enough honor to clean his tarnished reputation and, so far, he has served valiantly.