Ezrus Iles
Ezrus Iles
Sheet
AC 18 · HP 164 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresBonus action
- Lay Down the LawLevel 3
Bonus Action + Risk Die to give ally within 60ft Temp HP. If they are hit, use Reaction to attack their attacker.
- Deft ManeuverLevel 18
Gain an extra Bonus Action each turn used exclusively for Maneuvers.
Always on
- Quick DrawLevel 1
Advantage on Initiative rolls. Can draw/stow two non-two-handed weapons whenever you would draw one.
- Weapon MasteryLevel 1
Utilize mastery properties of chosen ranged weapons. Current choices: Vex, Slow, Push, Nick.
- Critical ShotLevel 2
Ranged attacks score a Critical Hit on a 17 to 20.
- RiskLevel 2
Access to 6 Risk Dice (d12). Used for maneuvers. Save DC 20. Regained on rest.
- Steely-Eyed AuraLevel 3
30ft Emanation gives allies Advantage on saves vs Frightened. Range increased at level 14.
- Extra AttackLevel 5
Can attack twice per Attack action.
- Gut ShotLevel 5
Critical hits lodge a projectile. Target's speed is halved and has Disadvantage on attacks for 1 minute or until dislodged.
- Reach for the SkiesLevel 6
Critical hits can force Wisdom save or be Frightened and Stunned (lvl 14) for 1 minute. Ends if they take damage.
- EvasionLevel 7
Success on Dex save means no damage. Failure means half damage.
- Long Arm of the LawLevel 10
Once per turn, hit creature cannot move on next turn unless it takes the Disengage action.
- OverkillLevel 11
Firearms now add DEX mod to damage. Other ranged weapons deal extra 1d8 damage.
- Cheat DeathLevel 13
When reduced to 0 HP, drop to 1 instead and regain 20 HP. Short/Long rest recharge.
- Gold Star HeroLevel 14
Aura range 30ft. Maneuver target gains physical damage resistance. Skies surrender now Stuns.
- Dire GambitLevel 15
Regain one Risk Die whenever you roll Initiative or score a Critical Hit.
- Boon of Irresistible OffenseLevel 19
Dexterity increased to 22. Attacks ignore damage resistance.
- HeadshotLevel 20
Critical Hit kills target if <100 HP, or deals +10d10 damage. Restore use with 3 Risk Dice.
- TraitHumanResourceful (Gain Heroic Inspiration after a Long Rest)
- Skilled (Proficiency in one additional skillHumanSurvival)
- Versatile (Origin FeatHumanSavage Attacker)
- Battle TiesSoldier
You can always find a place to hide, rest, or recuperate among other soldiers or guards. You have contacts within the Shroud Syndicate and the former Zahra-Nur city guard.
Gear
5 itemsArmor
- Studded Leather ArmorLight armor that provides excellent mobility.
Tools
- Logistics LedgerA book used to track Syndicate supply lines.
Gear
- Six-Shooter RevolverMisfire 1, Range 40/120, 2d8 piercing damage (Overkill applied).
- White Cowboy HatA symbol of his code and authority.
- Guard's DusterA reinforced leather coat worn since his days in the city watch.
Appearance
Ezrus stands at a lean six feet with muscular arms and a stoic posture. His dark hair is cropped short and heavily streaked with silver at the temples, matching a neatly trimmed mustache. His deep green eyes are piercing and unblinking, reflecting a life of desert patrols. He wears scuffed boots and a long, dark leather duster over simple clothes, topped with a distinctive white cowboy hat that remains remarkably clean despite the dust of Zahra-Nur.
Mannerisms
Ezrus has a habit of tapping his ledger rhythmically when he is thinking. He rarely raises his voice, even in the heat of a gunfight, maintaining a terrifyingly calm composure.
Personality
Ezrus is a man of quiet authority who speaks with a steady, low voice. He prefers de-escalation over violence and often attempts to talk suspects down before drawing his weapon. He is meticulously organized and views the chaos of the world through the lens of a logistics master, finding order even in the underworld of the Shroud Syndicate.
Ideals
Rules keep the world from falling into the abyss. If the written law is corrupt, one must live by a personal code that is higher and more pure.
Bonds
He carries his father's revolver and wears the duster of his fallen mentor. His loyalty to his logistics team and his allies in the syndicate is absolute.
Flaws
He is sometimes too rigid in his expectations of others and finds it difficult to forgive those who break a promise or a contract.
Quirks
Background
Born in the black sandstone corridors of Zahra-Nur, Ezrus Iles spent his youth watching his father maintain order in a city designed for chaos. He joined the city guard to uphold those same values, eventually rising to the rank of Captain. However, a deep conspiracy within the city armory led to the murder of his mentor and the total silencing of his investigation. Realizing the official system was rotting from within, Ezrus was approached by the enigmatic Ripley Ripley of the Shroud Syndicate. Accepting a role as their Logistics Master, Ezrus moved into the shadows, deciding that if the law could not be upheld in the light, he would enforce it in the dark. He maintains his White Hat code even within the syndicate, ensuring that his subordinates follow a strict set of rules and protecting the innocent caught in the crossfire of gang wars. To Ezrus, justice is not about the badge you wear, but the actions you take when no one is watching.
“He joined the city guard to uphold those same values, eventually rising to the rank of Captain.”
- Background
- Soldier
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Ezrus Iles into a sheet
A high-res, share-ready sheet you can post or print.