

A pilgrim who walked away from home and never found a reason to stop walking. Suffers visions of a disaster still to come and has decided that the way to stop it is to be standing in front of it with a polearm. Unimpressed by money and manners alike.
Fighter 2 (Echo Knight) · Medium humanoid (human) · Neutral
Armor Class 18 (chain mail, shield) Hit Points 22 (2d10 + 6) Speed 30 ft. Initiative +0 Proficiency Bonus +2 Passive Perception 14
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 16 (+3) | 8 (−1) | 14 (+2) | 8 (−1) |
Saving Throws Str +5, Con +5 Skills Acrobatics, Athletics, Perception, Survival Languages Common, Primordial, Sylvan
Attacks
- Quarterstaff. +5 to hit, 1d6 bludgeoning (+2 from Dueling when wielded one-handed with no other weapon).
- Haft. +5 to hit, 1d4 bludgeoning — the Polearm Master bonus-action butt-end strike.
- Handaxe. +5 to hit, range 20/60, 1d6 slashing.
- Second Wind (Fighter 1) — bonus action to regain 1d10 + fighter level hit points, once per short or long rest.
- Fighting Style: Dueling (Fighter 1) — +2 damage with a one-handed melee weapon when wielding no other weapon.
- Action Surge (Fighter 2) — new at 2nd level. One additional action on her turn, once per short or long rest.
- Polearm Master (Feat, Variant Human) — bonus-action haft attack after attacking with a glaive, halberd or quarterstaff; opportunity attacks when a creature enters her reach.
- Wanderer (Outlander) — excellent memory for maps and terrain; can find food and water for herself and up to five others each day.
- Manifest Echo (Echo Knight 3) — bonus action to manifest a translucent echo of herself within 15 ft.; she can swap places with it and attack through it.
- Unleash Incarnation (Echo Knight 3) — one extra melee attack from the echo’s position when she takes the Attack action, Constitution-modifier times per long rest.
Full rules text for each is on the Roll20 sheet.
Outlander (Pilgrim).
- Personality. Driven by a wanderlust that led her away from home. Places no stock in wealthy or well-mannered folk — money and manners won’t save you from a hungry owlbear.
- Ideal. Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
- Bond. She suffers awful visions of a coming disaster and will do anything to prevent it.
- Flaw. Violence is her answer to almost any challenge.
Active, 2nd level. Inspiration unspent, awarded for the lean-to on the first night.
Location: A murdered family’s farmhouse on the Tradeway, two days south of Fairhill. Condition: Full hit points. Second Wind and Action Surge available. Carrying: Chain mail, shield, quarterstaff — she swapped off the longsword, which turned Polearm Master live and made her damage bludgeoning. A share in roughly 830 gp. Open threads:
- She alone can find the cache left at the leucrotta lair four days back — 1,700 cp, three pewter ingots, three quarterstaffs, ~47 gp. Wanderer is what makes it recoverable.
- She feeds the party. Wanderer provides for six each day, which is the only reason losing both mules cost nothing. There is now a draft horse at the farm.
- She could not name the leucrottas from their tracks and said so rather than guessing. That gap is still open.
- Corian’s five-way split was agreed for the keep only; the road treasure is unclaimed.
- Corian has released anyone who wants to leave at Fairhill. Knows (exclusive): Her visions of a coming disaster. She has told nobody in the party what they show, and nine days on the road has not changed that.
Relationships
- Located at
Equipment
Chain mail · shield · quarterstaff · haft · 2 handaxes · hunting trap · explorer’s pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, hempen rope) · traveler’s clothes · belt pouch · a trophy from an animal she killed
Tool proficiencies horn Weapon proficiencies simple weapons, martial weapons Armor proficiencies all armor, shields