Ezrus Iles
Ezrus Iles
Sheet
AC 18 · HP 164 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- Lay Down the LawLevel 3
Bonus Action to expend 1 Risk Die. Choose ally within 60 feet. They gain Temp HP equal to the roll. If hit before your next turn, you can use a Reaction to shoot the attacker. At Level 14, the ally also has Resistance to Physical damage.
- Deft ManeuverLevel 18
You gain an extra Bonus Action each turn specifically to use a maneuver.
Always on
- Fighting Style: ArcheryLevel 1
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Quick DrawLevel 1
You have Advantage on Initiative rolls. You can draw or stow two weapons that lack the Two-Handed property when you would normally draw or stow one.
- Weapon MasteryLevel 1
You can use the mastery properties of six kinds of weapons (e.g. Vex, Nick, Slow, Push). You can change one choice on a Long Rest.
- Critical ShotLevel 2
Your attack rolls with Ranged weapons score a Critical Hit on a roll of 17 to 20.
- Risk DiceLevel 2
You have six Risk Dice, which are d12s. You use them for maneuvers. You regain them on a Short or Long Rest. DC: 20.
- Steely-Eyed AuraLevel 3
30-foot Emanation. You and allies in range have Advantage on saves to avoid/end Frightened condition. Inactive if Incapacitated.
- Gut ShotLevel 5
Critical hits with ranged weapons on Large or smaller targets lodge the projectile. For 1 minute or until dislodged (1 attack), speed is halved and target has Disadvantage on attacks.
- Reach for the SkiesLevel 6
On Critical Hit, force Wisdom save (DC 20) or target is Stunned and Frightened for 1 minute. Ends if damaged.
- EvasionLevel 7
Take half damage on failed DEX saves and no damage on successful ones for AOE effects.
- Long Arm of the LawLevel 10
Once per turn when hitting Large or smaller creature with ranged attack, they cannot move on next turn unless they Disengage.
- OverkillLevel 11
Add DEX mod to firearm damage. Since firearms usually do not add it, you add +6. If a weapon already adds it, deal extra 1d8 damage.
- Cheat DeathLevel 13
When reduced to 0 HP, drop to 1 instead and regain 20 HP. Once per Short/Long rest.
- Dire GambitLevel 15
Whenever you roll Initiative or score a Critical Hit, you regain one expended Risk Die.
- HeadshotLevel 20
On Critical Hit, if target has less than 100 HP, it dies. Otherwise, it takes 10d10 extra damage. Recharges on Short Rest or by spending 3 Risk Dice.
- ResourcefulHumanYou gain Heroic Advantage after finishing a Long Rest.
- SkillfulHumanYou gain proficiency in one skill (Insight).
- VersatileHumanYou gain one Origin feat of your choice (Tough).
- Savage AttackerSoldier
Once per turn when you hit a target with a weapon, you can roll the damage dice twice and use the higher total.
Gear
5 itemsWeapons
- Heavy Iron RevolverA well-maintained sidearm from Zahra-Nur, 2d8 piercing damage, 60/240 range.
Armor
- Reinforced Leather JacketTough protective gear providing AC 12 plus DEX modifier.
Tools
- Ledgers and InkTools for the Logistics Master of the Shroud Syndicate.
Gear
- White Cowboy HatThe symbol of a peacekeeper, well-kept and striking.
- Old City Guard CoatA heavy duster from his time as a captain, weathered but functional.
Appearance
Ezrus is a man who carries himself with quiet authority. He stands at six feet, his frame lean but muscular, his movements precise and measured. His dark hair is cropped short, streaked with gray at the temples, and he sports a thick, well-maintained mustache. His eyes are a deep green, sharp and unblinking, missing nothing. His face is lined, the result of long days under the desert sun and longer nights in the shadows. He wears simple dark clothes beneath a heavy leather duster and a signature white cowboy hat.
Mannerisms
He tilts his hat down to hide his eyes when he is being threatened. He speaks in short, declarative sentences with a raspy voice.
Personality
Ezrus is stoic and methodical, viewing the world through the lens of supply lines and tactical positioning. He speaks with a slow, measured cadence and values order above almost everything else. Though he now operates within a criminal syndicate, he maintains the moral compass of a peacekeeper, preferring to solve conflicts through negotiation or nonlethal subdual before resorting to the finality of a headshot.
Ideals
Order. Without rules and supply lines, civilization collapses into chaos. Protection. The strong have a duty to keep the innocent from the line of fire.
Bonds
My father's revolver is a reminder of the man I was and the duty I still carry. The Shroud Syndicate provides the structure the city guard failed to maintain.
Flaws
I am rigid in my thinking, often refusing to see when a law has become an instrument of cruelty until it is too late.
Quirks
Background
Ezrus Iles was born and raised in Zahra-Nur, a city of black sandstone and deep corruption. Following in his father's footsteps, he rose to become a captain of the city guard. He was a celebrated White Hat who believed the law could protect the innocent. However, when he discovered a conspiracy involving missing armory shipments and found his own superior dead in an alley, the system he loved betrayed him. Ordered to cease his investigation, Ezrus realized that true justice was no longer found within the city's official seals. He was approached by Ripley of the Shroud Syndicate, who offered him a position as Logistics Master. Seeing an opportunity to enforce a different kind of order, Ezrus accepted. He transformed the Syndicate's supply chains into a disciplined network, using his authority to ensure the city continued to function even as its leaders rotted. He remains in the Iron Room today, a man who traded his badge for a ledger, yet still carries the same heavy revolver that once kept the peace on the merchant docks. He enforces the Syndicate's rules with the same unflinching hand he once used for the city guard.
“Following in his father's footsteps, he rose to become a captain of the city guard.”
- Background
- Soldier
Connections
Species
Human
Media
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