Alexander Martin

"You know you could have just knocked them out right?"

- Alex reprimanding Gourn and Eku for brutally killing Goblins

Tomb of Annihilation
Alexander was only a 12 year old farm boy living with his older sister, Lucy, in a small farming village. One day, out of the blue, a hoard of zombies being lead by a vampire invaded and slaughtered most people in that village. However, unlike most others, Lucy fought back and managed to kill a zombie, which caught the attention of the vampire. The Vampire kidnapped her and left Alex to die.

In the last moment a Blood Hunter from the Order of the Ghostslayers was able to save him and a few others from the attack. That member heard Alex's story and offered him to join the Order with her as his teacher.

Nine years later and Alex is sent to Chult to investigate the cause of the death curse, he then groups up with: A Butler named Bastion, The daughter of a Crime Boss named Ronny, A Barbarian named Gourn, and an Expelled Necromancer.

Vampire Setting
Decades after his adventures in Chult, Alexander was promoted to the Grandmaster of the order and spent his time fighting off very powerful and dangerous threats to the material plane. He was one of the few who could hope to defeat the physical avatars of Demon Lords.

After a few years after these fights Alexander seemingly disappeared, and his whereabouts became a mystery.

Personal Statistics
Name: Alexander Martin

Origin: D&D Homebrew

Classification: Human, The Order of the Ghostslayer - Blood Hunter,

Age: 21 | 55

Gender: Male

Weight: 145 lb

Height: 5' 11"

Alignment: Neutral Good

Date of Birth: Unknown

Birthplace: A small farm village in a rural area.

Likes: Justice, Compassion, and Dinosaurs

Dislikes: Needless Death, Those who live in despair, and the Undead.

Eye Color: Hazel

Hair Color: Dark Brown | Salt and Pepper

Martial Status: Single | Married

Family: Lucy Martin (Sister) | Unnamed Wife, Logan Martin (Son)

Affiliation: The Order of the Ghostslayer

Powers and Stats
Tier: 9-B | High 6-A

Powers and Abilities: Superhuman Physical Characteristics, Weapon Mastery, Magic, Blood Magic, Status Effect Inducement/Curse Inducement, Limited Clairvoyance, Minor Fire Manipulation, Minor Light Manipulation, and Limited Probability Manipulation | Superhuman Physical Characteristics, Weapon Mastery, Magic, Clairvoyance, Minor Fire Manipulation, Minor Ice Manipulation, Minor Electricity Manipulation, Minor Mind Manipulation, Minor Light Manipulation, Blood Magic, Status Effect Inducement/Curse Inducement, Limited Magic Nullification, Darkness Empowerment, Intangibility, Enhanced Senses, Astral Projection, Rage Power, Limited Probability Manipulation, and Limited Resistance to Various Abilities.

Attack Potency: Wall Level (Could harm large dinosaurs such as T-Rex, Triceratops, Should be Superior to Level 1 characters that can cast Burning Hands) Higher with Crimson Rite | Multi-Continent Level (Challenged and defeated the physical avatars of Demon Lords while on the material plane), The Radiant Nova Whip ignores the physical durability of Fiends, Fey, and Undead. Higher with Crimson Rite, Even Higher with Sanguine Mastery

Speed: Hypersonic+ Reaction/Combat Speed (Reacted to and moved 2.5 feet before lightning, being shot from Sea Hags 15 feet away, reached him) | At Least Massively Hypersonic+ (Should be superior to Boian Popescu and Blue Dragons).

Lifting Strength: Above Average (Can lift up to 108.86 kg), Class 5 with a Whip and Blood Curses (Has consistently been able to trip, grapple, and hold still dinosaurs such as Allosaurus)

Striking Strength: Wall Class | Multi-Continent Class

Durability: Wall level, Possibly Large Building level (Can trade blows with dinosaurs, should be superior to creatures that can tank Burning Hands, barely survived an empowered Lightning Bolt from a Coven of Hags, whose spells are comparable to Level 12 spellcasters) | Multi-Continent Level (Was able to battle blow for blow with the physical avatars of Demon Lords while on the materiel plane)

Stamina: Above Average. After getting hit by an insanely powerful lightning bolt and getting beaten near death, he was able to get up to continue to fight. | Very High. Had taken part in a slug match with Demon Lords which lasted days, even after taking mortal wounds he is able to continue to fight unhindered, and can use his Blood Hunter Features more than the norm.

Range: Extended Melee Range with Whip, Tens of Meters with Hand Crossbow, Varies with Blood Maledicts. | Extended Melee Range with The Radiant Nova Whip, Varies with Blood Maledicts.

Standard Equipment: Studded Leather Armor, a shield, a whip, a hand crossbow, 20 crossbow bolts, Magical Dinosaur Ring. | Studded Leather Armor of Necrotic Resistance, The Spellguard Shield, The Radiant Nova Whip, +1 Shortsword, and a Magical Dinosaur Ring.

Intelligence: Gifted, was able to invent refined plastic and glowsticks with extremely limited resources and no magic, albeit with the help of an inexperienced Wizard. | Genius, is considered one of the most knowledgeable member of The Order of The Ghostslayer. Meaning he is comparable to Sysavin.

Weaknesses: Blood Maledicts can only work on creatures that contain blood in them, usually leads with non-lethal tactics against talking and thinking creatures, non-undead, non-fey, or non-fiends. | None notable

Notable Attacks/Techniques:

Tomb of Annihilation

 * Hunter’s Bane: Alexander is able to precisely sense and track Fey, Fiends, and Undead with an almost sixth sense.


 * Crimson Rite: Alexander makes a small wound on himself and smears his blood on his weapon of choice allowing it to deal Magical Fire damage or Magical Radiant Damage (His Choice). When hitting an Undead creature the Radiant Crimson Rite deals extra damage.


 * Blood Curse of Binding: Alexander binds a large (or smaller) enemy within 30 feet. The target’s movement speed is reduced to zero (the opponent cannot walk, crawl, or jump but the target can still attack and dodge) for 6 seconds. Alexander can hurt himself to amplify and apply the curse on any creature regardless of their size, along with prolonging the curse indefinitely. Unless the creature can physically overwhelm the curse.


 * Riposte: When an attack misses Alexander, he capitalizes on the opening and counterattacks the opponent. (Was able to dodge and land a counterattack against an invisible opponent)


 * Trip Attack: Alexander uses his whip or hand crossbow and finesse to attempt to trip the opponent (assuming the target is Large or smaller), leaving them open to attack.

Vampire Setting

 * Hunter’s Bane: Alexander is able to precisely sense and track Fey, Fiends, and Undead with an almost sixth sense. Alexander is able to use this ability to help intimidate or find insight to anyone.


 * Crimson Rite: Alexander’s can now empower his weapons with not only Fire and Light, but also Ice, Electricity, and Psychic damage. Along with that, all creatures hit with the Light Rite takes extra damage.


 * Hallowed Veins: Alex's blood curses can affect all creatures, regardless of their form or lack of blood. When he amplifies a use of his Blood Maledict feature he takes considerably less damage from doing so.


 * Grim Psychometry: (Non-Combat Applicable) Alex takes 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it.


 * Dark Velocity: Alex gains the ability to see in darkness for 30 ft. While Alex is surrounded in darkness he gains a boost in speed.


 * Supernal Surge: Alexander temporarily becomes spectral, while in this state Alex gets a boost in attack speed and is intangible.


 * Hardened Soul: Alexander is extremely resistant to Fear Manipulation, and his a greater probability to resist against charms.


 * Gravesight: Alexander can see through magical darkness and see invisible creatures and objects within 30 ft.


 * Vengeful Spirit: When Alexander is knocked out or near death, and his physical body cannot continue combat, he can project his spirit to continue to fight. His body remains unconscious but his spirit can act with the same abilities, equipment, and features of his physical form. However; unlike his normal form his spirit is immune to cold, necrotic, and non-magical weapon damage, and can move through creatures and objects as difficult terrain.


 * Sanguine Mastery: When Alexander reaches 1/4 of his maximum health, all Crimson Rite damage is maximized. During this state even getting gently grazed by a weapon baring a Crimson Rite would deal damage as if the person was hit directly by said weapon.


 * Blood Curse of Binding: Alexander binds a large (or smaller) enemy within 30 feet. The target’s movement speed is reduced to zero (the opponent cannot walk, crawl, or jump but the target can still attack and dodge) for 6 seconds. Alexander can hurt himself to amplify and apply the curse on any creature regardless of their size, along with prolonging the curse indefinitely. Unless the creature can physically overwhelm the curse.


 * Blood Curse of the Eyeless: When an enemy who is not immune to blindness within 60 feet makes an attack, Alex can cause them to go blind for a single attack, the effect is extended for up to 6 seconds if Alex chooses to hurt himself while doing so.


 * Blood Curse of Mutual Suffering: Alex links with a creature within 30 ft for up to 1 minute. The next time the linked creature deals damage to him with an attack, the creature takes necrotic damage equal to half the damage dealt, and ending the curse. Alex can amplify the curse by hurting himself, as he activate it or while the curse is active, causing the creature takes full damage and loses any resistance to necrotic damage.


 * Blood Curse of Spell Sunder: When a creature casts a spell that targets Alex, and is within 60 ft of him, he can use a blood curse to cause the spell to likely miss. Alex can amplify the curse by hurting himself, and causing the spell to be negated.


 * Blood Curse of the Marked: Alex chooses one creature within 60 ft of him, for 6 seconds any Crimson Rite damage dealt to the creature is doubled, the curse can negate resistance to the Crimson Rite if Alex chooses to hurt himself while doing so.


 * Blood Curse of Purgation: Alex can choose one creature within 60 ft, which can include himself, and end a poisoned status effect. Alex can choose to hurt himself and extend this effect to various status effects such as: Blindness, Deafness, or Paralysis.


 * Riposte: When an attack misses Alexander, he capitalizes on the opening and counterattacks the opponent. (Was able to dodge and land a counterattack against an invisible opponent)


 * Trip Attack: Alexander uses his whip or hand crossbow and finesse to attempt to trip the opponent (assuming the target is Large or smaller), leaving them open to attack.

Key: Tomb of Annihilation | Vampire Setting

Note: The Tomb of Annihilation tab will be updated as new sessions of the campaign conclude.

Others
Notable Wins

Notable Losses

Inconclusive Matches: