Junior Officer Chance, probably the most senior and competent of the Junior Officers, Chance leads the Intelligence wing of the Jackals (The Ears?), and is all-too-eager to execute his Seniors' orders.
- Date of Birth
- 17th of Windswell, 523
- Gender
- Male
- Eyes
- Hazel
- Hair
- Dark brown to black, wavy
- Skin Tone/Pigmentation
- Light olive
- Height
- 5'7"
- Weight
- 12 Stone
"Don't you fret a moment more about it, sirs. If they have hold of a secret, I'll pry it from their hands. There is not a organization in the Mundane that can't be infiltrated with the application of a few vices on the right individuals, and by the time my men are through with them, they'll be gladly handing us their deepest secrets like young lovers at midsummer's eve."
Junior Officer Chance, probably the most senior and competent of the Junior Officers, Chance leads the Intelligence wing of the Jackals (The Ears?), and is all-too-eager to execute his Seniors' orders. Willing to find any way to achieve the goals he is tasked with, he will often provide ideas or advice when given orders (often without being asked), he loves to be included in planning and often will instigate himself in those conversations. He thinks of himself as a sounding board of logic and a check on the more unreasonable or outlandish plans his peers and superiors come up with, he nevertheless isn't faultless in his own ideas and will come up with his own ill-advised schemes from time-to-time particularly if such a scheme is a shortcut to what he sees as the desired solution.
Appearance
Special abilities
ARMOR: Light (AC 16)
Health Levels: 9
PRIMARY ABILITY: Dexterity (+5)
SAVES: Dexterity (+9), Intelligence (+6)
SKILLS: Deception (+11), Investigation (+9), Perception (+12), Stealth (+13)
SIGNATURE ATTACK: Melee Weapon Attack: +9
to hit, reach 5 ft., one target. Hit:11 (2d6 + 4)
piercing damage.
SPECIAL ACTIONS
3RD-LEVEL (3/DAY): Garrote. The executioner whips
a serrated wire around an adjacent creature’s neck,
dealing 14 (4d6) slashing damage on a hit. The
creature must make a Dexterity saving throw or
be restrained. At the start of the executioners turn,
they automatically deal 4d6 slashing damage to the
restrained creature. During its turn, the restrained
creature can make a Strength (Athletics) or
Dexterity (Acrobatics) check to break the grapple.
5TH-LEVEL (1/DAY): Dagger Storm. The executioner
throws a barrage of shadowy daggers at all
enemies within 10 feet. Targets must make
a Dexterity saving throw or take Show Template Specific Prompts & Connections
18 (5d6)
piercing damage, or half as much damage on a
successful one.
7TH-LEVEL (1/DAY): Final Strike. The executioner
disappears in a cloud of shadow, reappearing
behind a chosen enemy creature within 60 feet.
The executioner attacks twice with their signature
attack, dealing an extra 24 (7d6) force damage on
each hit.
As PC: 79HP, AC16, Gains ability: Sneak Attack (as in PHB) for an extra 3d6 (does not work with special moves)
Mentality
Known Languages
Parensatian, Pedonian, Talanthian, Vistaran, Quinqel
Social
Birthplace
The village of Scoppio in Correl
Current Residence
Renelestre