Captain Dorn

Lanun captain of the frigate Witches Brew

Description:
Race: Human Class: Fighter Archetype: Battlemaster Deity: Danalin
Origin: Lanun Archipelago Level: 13 (not updated yet) Alignment: Chaotic Good

Abilities

Strength 16 +3 / carry: 48/96/192 pounds
Dexterity 12 +1
Constitution 12 +1
Intelligence 15 +2
Wisdom 14 +2
Charisma 16 +3
Perception 10
Luck 12 +2 / Luck-based Advantages Per Level: 2
Proficiency Bonus +6
Save Proficiencies Strength, Constitution
Fighting Style Two-Weapon Fighting (can add strength bonus to the off-hand attack damage)
HP 81
AC 19 Mariners Armor + 3 DX+1

Proficiency

Skills Martial Tools
Sailing light armor cartographer’s tools
Leadership medium armor
Wilderness Survival heavy armor
blades one-handed
bludgeons, one-handed
pole arms
arbalest
dual-wielding (can wield non-light weapon in primary hand)
mounted combat
throwing

Special Features

Immunity to critical miss result 10) ‘Uncontrollable rage’ (count as no result) Gained after returning to the remote hamlet of Drigbolton in s74, Dorn defeated his inner demons and regained the good opinion of the townsfolk.

Fighter Features

2 Extra Attacks you can Attack three times, instead of once, whenever you take the Attack action on Your Turn. The number of attacks increases to four when you reach 20th level in this class.
Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level (up to a maximum of half your current lost hit points, rounded down). Once you use this feature, you must finish a short or Long Rest before you can use it again.
Action Surge Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Indomitable (one use) you can reroll a saving throw that you failed. You must accept the results of the reroll. Long rest to recover use.

Battlemaster Maneuvers

Superiority Dice 7(5+2)*d10 – recovered on a short or long rest
Save DC 17
Trip When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Commander’s Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Rally On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Distracting Strike when you hit, expend 1 superiority die to give your allies an opening. Add s-die to your damage roll. Next attack roll on that creature besides you gets advantage if made before your next turn
Precision Attack add 1 superiority die roll to one of your attack rolls before or after making the roll, but before you know if it hit or not.
Riposte when a creature misses you with a melee attack, you can use your reaction and a superiority die to make 1 melee weapon attack roll against that creature. Add s-die to your damage roll.
Epic Defense if wielding a shield or next to (5’) at least 50% hard cover, expend 1 superiority die and use your reaction (outside your turn), action or bonus action (during your turn) to gain resistance to bludgeon/piercing/slashing damage until the start of your next turn.

Languages: Lanun, Amurite, Common
Equipment

breastplate 20
+ 2 Battleaxe of Reach *see notes below (+ 11 to hit/1d8 or 1d10+ 5 slashing) 3
poniard (+ 9 to hit/1d6+ 3 piercing 1
dagger (+ 9 to hit/1d4+ 3 piercing 1
light crossbow (+ 7 to hit/1d8+ 1 piercing/range:80/320) 5
20 bolts -
money: 50 gold, 80 silver -
TOTAL: 30

Magic Items

Amulet of Nantosuelta gives a battlemaster + 2 superiority dice. Requires attunement.
Potion of Fire Resistance lasts 1 hour
Potion of Epic Healing heal 8d4+8 hit points
broken + 3 mithril cutlass currently being repaired by dwarven smiths at Khazak
+ 2 Battleaxe of Reach This + 2 battleaxe can transform into a halberd with 10’ reach, OR back into battleaxe form, as a free action once per round. Requires attunement.
+ 3 Mariners Armor Blue-green half-plate bearing the makers mark of legendary Aifon archmage Trenton Majosi. The wearer gains a swimming speed = walking speed and automatically rises to the surface @60’/round if 0 hp and submerged in water

Notes on the ‘Battleaxe of Reach’: This adamanantine-and-gold axe was created by the Luchuirp/gnome smith “Gyr-uth’Kaliz”. The battleaxe bears a dedication written in Khazad runes: “Kanlore of Underhome” / “May his just rule see the defeat of Mulcarn” / “King Arz-na’Graoin of the Luchuirp”. Later the Rune Heroes discover the long-dead gnome smith Gyr-uth’Kaliz is an ancestor of King Gyr. Apparently this axe was intended to be gift from the Luchuirp gnomes to Kanlore, high king of the Khazad dwarves in the Age of Ice, but never made the journey and was lost until the Rune Heroes recovered it from the icy lair of ‘Frostbite’ in the winter of 390AR. The Rune Hero Mavriy carried the battleaxe for years until she gifted it to fellow Rune Hero Captain Dorn in the fall of 399AR (having gained the dwarven Axe of Thunderbolts, “Skalagrym”).

Mount: light riding horse
Carried: saddle, saddlebags, cartographer’s tools, explorers pack

Bio:

Dorn grew up on the oceans around the Lanun sea-rover archipelago. By 35 years of age he was 1st officer on the Wyvern, a 40’ single-masted schooner, formerly engaged in river-pirating and slaving along the mainland coast of the Lavrentine Gulf. Five years later Dorn killed the captain in a duel and took command. He took his crew south to engage in the more savory if less profitable pearl trade around Innsmouth.

Some years later the Wyvern was driven south by a storm after venturing too far in search of new pearl fields. Dorn and his 1st officer Pavel were the only survivors, washing up on the shore of the Isle of Lost Souls a week later. Dorn soon assembled a group of other survivors to wait out the season until a rescue ship might arrive, but in truth few ever escaped the cursed island. Fortunately the Rune Heroes arrived and with Dorn’s help were able to recover and repair a beached frigate.

Pavel was turned into a blood-sucking undead by the ancient vampire Tloques-Popolocas, accidentally freed by the Rune Heroes while escaping from a tomb on the Isle of Lost Souls. Dorn became ship’s captain to the Rune Heroes in subsequent years, but still rues Pavel’s fate and hopes to one day lay his friend’s soul to rest.

Captain Dorn

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