Lorrin

Physical Description –

A tall, broad-shouldered Leonin with golden fur brushed back like a windswept mane, that is just begining to show streaks of silver. His armor is well-polished but practical, inscribed with symbols representing different military formations. His polished longsword hums faintly with arcane energy—a prototype weapon he commissioned himself. His intense gaze and perfect posture project an air of command, even when he fumbles the execution.

Personality and Motivation –

Confident, articulate, and a bit theatrical, Lorrin views every battle as a living strategy board. He’s always trying to test new formations or maneuvers, sometimes getting a bit too clever for his own good. Though his sword swings may falter, his mind rarely does. He’s determined to prove that planning and skill wins battles, and that thee is still a place on the modern battlefield for the art of the sword.

  • Flaw- However, despite his skills in duels and controlled environments, Lorrin is prone to becoming overwhelmed or discombobulated in the heat of battle or when making decisions under pressure, especially if his own life is in danger.

Fighting Strategy –

Lorrin is not a frontline bruiser. He supports allies with precision strikes, maneuvers, and tactical superiority. He predicts enemy movement, shouts encouragement and strategy to allies, and manipulates the flow of combat. He shines brightest when coordinating the party’s positioning or punishing tactical errors from foes.

Sats

  • Armor Class: 17 (Half Plate + Defensive Fighting Style)
  • Hit Points: 93 (10d10 + 30)
  • Speed: 35 ft.
  • Initiative Bonus: +1

Saving Throws:

  • Str +6,
  • Con +6

Skills and Attack Bonus:

  • Attack Bonus +3
  • History +8,
  • Insight +4,
  • Perception +4,
  • Persuasion +4,
  • Athletics +6

Equipment:

  • Half Plate
  • Tactical Edge; a polished longsword that hums with latent energy (+1 longsword; whenever you use a superiority dice, roll 2 dice instead at no additional cost)
  • Scroll case filled with tactical diagrams
  • Officer’s signal horn
  • Notebook titled “Live Trials of Applied Combat Theory, Vol. III”

Traits:

  • Know Your Enemy: If Lorrin studies a creature for 1 minute outside of combat, he learns if it has any resistances, vulnerabilities, or immunities, as well as any bonuses to saving throws.
  • Commanding Presence: When ever he uses a battle master maneuver, allies within 10 ft. of Lorrin gain a +1 bonus to their AC until the start of his next turn.
  • Battle Master maneuvers (5 D10's per short rest): Lorrin knows 6 maneuvers. When he hits with a weapon attack, he can add a superiority die to apply the maneuver’s effect, as well as deal additional damage.
  • Disarming Strike: can cause an opponent to drop something they are holding, and expend a superiority dice for additional damage (2d10 with tactical Edge ability).
  • Commander's Strike: Let an ally make a melee attack as a reaction.
  • Trip Attack: Knock an enemy prone, and expend a superiority dice for additional damage (2d10 with tactical Edge ability).
  • Rally: Grant temporary HP to an ally equal to superiority die (1d10) +5.
  • Tactical Flank: When an ally hits a creature you also threaten in melee, you can expend a superiority die to allow the ally to reposition 10 feet without provoking and opportunity attack.

Actions:

  • Multi attack. Lorrin can make 3 weapon attacks per turn.
  • Tactical Edge (Longsword). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage (versatile 1d10 + 3)
  • Second Wind (1/Short Rest): Regain 1d10 + 10 HP as a bonus action.
  • Action Surge (1/Short Rest): Take an additional action on your turn.