Name: Malcolm Bracewell
Ancestry: Human / Class: Assassin / Level: 6
Attributes
Str: 14 / To-Hit: +1 / Dmg: +1 / Open Doors (d6): 2-in-6
Dex: 16 / To-Hit: +1 / AC: +1
Con: 14 / HP: +1 / System Shock: 100%
Int: 15 / Additional Languages: 4
Wis: 12
Cha: 13 / Max Henchmen: 5 / Retainer Loyalty: +1
Info
AC (Leather +1): 14
Save: 10
BtH: +2
HP: 32
Short Sword +1: Attk: +4 / D: 1d6+2 / R: Melee
Dagger: Attk: +3 / D: 1d4+1 / R: Thrown
Light Crossbow: Attk: +3 / D: 1d6 / R: Near
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Disguise Kit, Rope, Thieves' Tools, Poison Vial, Cloak of Elvenkind, Rope of Climbing, Potion of Invisibility
Traits
Human: Extra Effort (1/day): A Human may roll a d20 check of their choice with the Advantage.
Backstab: +4 to-hit; x3 damage + Assassination Damage (+6)
Disguise (%): Base 5% detect the Assassin is disguised. This is modified by factors and is cumulative the more times the Assassin interacts with a target.
Thief Skills
Climb Walls: 90%
Delicate Tasks: 30%
Hear Sounds (d6): 4-in-6
Hide: 25%
Move Silently: 35%
Open Locks: 25%
Notes
- Malcolm 'Mal' Bracewell, the Jack of Spades, is the replacement for Ichabod 'King of Clubs' Westlake within the Wild Cards Adventuring Company. Like Ichabod, Malcolm is a descendant of Thonian colonists from the Vestfold Marches before moving to Blackmoor to take up his training.
- Acts as the party's expert, Malcolm is a trained assassin and fairly good at disguising himself in various forms of random henchmen working under his target before he plunges the dagger into a sleeping form, the exposed back side.
- Favors exploring and raiding the Blackmoor Dungeon for various obvious reasons, as well as to find the right jewel to impress Lady Roslyn Chappell in order to bring him closer to her confidence and potentially marriage, after he takes care of one or two rival suitors one way or another.

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