AC 16 (padded leather)
HP 97 (15d8 +30; bloodied 48)
Speed 30 ft.
Proficiency +4; Maneuver DC 16
Saving Throws Str +6, Dex +8, Con +6
Skills Animal Handling +6, Athletics +6, Perception +6, Survival +6
Senses passive Perception 16
Languages English
Action Surge (1/short rest). On his turn, Allan can take an additional action on top of his regular action and a possible bonus action.
Favored Enemy. Allan has advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them.
Indomitable (1/long rest). Allan can reroll a saving throw that he fails but must use the new roll.
Marksman Combatant. Allan doesn’t have
disadvantage
from making ranged weapon attack rolls against targets within 5 feet of him. In addition, whenever he makes a
ranged weapon attack against a creature on his turn, that creature is unable to take reactions until the end of his turn.
Natural Explorer: Grassland. When Allan makes an Intelligence or Wisdom check related to the grassland, he gains a 1d8 expertise die if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Allan gains the following benefits:
◆
Difficult terrain
doesn’t slow his group’s travel.
◆ Allan’s group can’t become lost except by magical means.
◆ Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Allan remains alert to danger.
◆ If Allan is traveling alone, he can move stealthily at a normal pace.
◆ When he forages, Allan finds twice as much food as he normally would.
◆ While tracking other creatures, Allan also learns their exact number, their sizes, and how long ago they passed through the area.
SPECIAL TRAITS
Resistant. Allan has proficiency with Dexterity saving throws (included above).
Superb Aim. Allan ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Allan makes his first ranged weapon attack in a turn, he can choose to take a –5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.
ACTIONS
Extra Attack. Allan attacks three times when he takes the Attack action.
Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
Dagger. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Revolver. Ranged Weapon Attack: +10 to hit, range 40/120 ft., one target. Hit: 13 (2d8+4) piercing damage.
Hunting Rifle. Ranged Weapon Attack: +10 to hit, range 80/240 ft., one target. Hit: 15 (2d10+4) piercing damage.
BONUS ACTIONS
Attentive Gaze. Allan can use a bonus action to take the Search action.
Excellent Aim (3/short rest). Allan can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of his turn, ranged attacks that
Allan makes against the target deal an extra 5 damage.
Second Wind (1/short rest). On his turn, Allan can use a bonus action to regain 1d10+12 hit points.
Introduced in King Solomon’s Mines, Allan Quatermain is a colonial gentleman, treasure seeker, and explorer of Africa. There’s something like a score of books about this guy but chances are good that if you’ve ever heard the name at all, it was in the League of Extraordinary Gentlemen. The real takeaway is that he’s the 19th century’s version of Indiana Jones. Plundering tombs, getting involved in tribal skirmishes, saving white women from danger—you get the idea. He is described as small and unattractive (a trait which was clearly discarded when film stars like Sean Connery and Patrick Swayze played him!), but unequalled in marksmanship.
It’s said that King Solomon’s Mines was the first novel in the ‘lost world’ genre of literature. In that book, Quatermain leads a search in a remote region of Africa to find the missing brother of one of his companions. Cue African warriors to whom the white explorers pretend to be
gods, a treasure hoard inside a mountain, and a deathtrap.
When he appears in The League of Extraordinary Gentlemen, Quatermain is portrayed as the team leader and a mentor, pulled out of retirement to join a group of Victorian ‘superheroes’ to save the world from a dastardly plot, eventually to be stabbed to death by Sherlock Holmes’ old adversary Professor Moriarty! You’ll find many of these characters in this book.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.