Half-Orc

Desmond Vilks's page

326 posts. Organized Play character for Enchanter Tim.


Race

HP 52/52 | AC 22 (24 shield) | F +9 R +12 W +11 | Perc +9 (low-light) | Stealth +10 |

Classes/Levels

speed 35 |◆ | ◇ | ↺

Gender

male half-orc medic 4 |

About Desmond Vilks

PFS Number: 1142-2005
Experience: 40

PFS Chronicles:

#B4: Cat's Cradle: 1XP, 4gp
BB: Menace Under Otari (Upper Level): 4XP, 14gp
BB: Menace Under Otari (Lower Level): 4XP, 14.08gp
#B5: Winter Witch's Holiday: 1XP, 4gp
Intro 01: Second Confirmation: 4xp, 14.08gp
#1-14: Lions of Katapesh: 4xp, 22.08gp
#3-02: East Hill Haunting: 4xp, 22.4gp
#2-03: Catastrophe's Spark: 4xp, 22.4gp
#4-10: Arclord's Abode: 4xp, 39.6gp
#5-04: Necessary Introductions: 4xp, 39.6gp
Q14: Swordlord's Challenge: 2xp, 19gp
#4-05: Arclord Who Never Was: 4xp, 66.4gp

PFS Information:

Major Factions
Envoy’s Alliance: 42
Grand Archive:
Horizon Hunters:
Vigilant Seal: 6
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of the Above) Reputation: 48

Boons:

Big Game Hunter (general) [][][] Whenever you roll a crit failues while trying to Track an animal, check a box to get a failure instead.
Skillful Mentor (Envoy's Alliance) Increase skill bonus by 1 for lower level characters (total of +2)

Botting:

Desmond is a combat medic and will not take up a weapon against anyone (doesn't mean he can't attack). He usually uses positioning and his shield to defend the Pathfinders. He will use Battle Medicine if people are hurt enough, but he's used to Pathfinders getting some scrapes. If confronted, he will try to trip or shove an enemy away. If he sees an enemy attacking someone nearby, he may also try to slap or knock away them harshly (reflavored flurry of blows).

Desmond Vilks
LG Male Half-Orc Monk
Background: Field medic
Senses Low-Light Vision Perception: +9 [E]
Languages: Common, Iruxi, Tien

Defenses
Hit Points: 52
AC: 22 (24 with raised shield)
Fort: +9 [E] Ref: +12 [E] Will: +11 [E]

Offense
Speed: 35
Melee +1 Unarmed Strike +11, 1d6+1 (B, P, or S) (agile, finesse, unarmed)
. . +1 Wolf Jaw +11, 1d8+1 (P) (agile, finesse, unarmed, backstabber)
Ranged

Statistics
Str 12, Dex 18, Con 12, Int 10, Wis 16, Cha 10

Ancestry Abilities
Low Light Vision See in dim light as well as in bright light

Class Abilities
Powerful Fist Unarmed attacks deal 1d6 damage. No penalty to dealing lethal damage with an unarmed strike.
Flurry of Blows (◆) Make two unarmed strikes. MAP applies normally. If both strikes hit the same enemy, combine for resistances and damage reduction.
Incredible Movement +10 foot status bonus to speed when not wearing armor.
Mystic Strikes Treat unarmed strikes as magical

Class Feats
Wolf Stance Make Wolf unarmed strikes. Flanking causes the strikes to gain the trip trait.
Medic Dedication When using Treat Wounds or Battle Medicine, increase healing by 5 for DC20, 10 at DC30, and 15 at DC40. Once per day, use Battle Medicine on a person who is immune.

Feats
Battle Medicine (◆) Attempt a Medicine check to Treat Wounds
Shield Block Gain the Shield Block reaction
Continual Recovery Reduce Medicine cooldown to 10 minutes
Ward Medic Treat two targets at the same time
Doctor's Visitation (◆) Stride and then use Battle Medicine or Treat Poison. Spend 2 actions to Stride and use Administer First Aid or Treat Condition.
Treat Condition (◆◆) Treat an adjacent creature to reduce the clumsy, enfeebled, or sickened condition (CS: Reduce by 2, S: Reduce by 1, CF: Increase by 1). Attempt a counteract check using Medicine modifier as counteract mod and the condition's source as the DC. No effect on a condition that is continually reapplies as long as that circumstance continues.

Skills
Acrobatics +10 [T], Arcana +0, Athletics +7 [T], Crafting +6 [T], Deception +0, Diplomacy +0, Intimidation +0, Lore (Warfare) +6 [T], Lore (Pathfinder Society) +6 [T], Medicine +12 [E], Nature +3, Occultism +1, Performance +0, Religion +3, Society +6 [T], Stealth +10 [T], Survival +3, Thievery +4

Equipment (Bulk 3.6)
Worn Explorer's Clothing, backpack, belt pouch, healer's tools (expanded), lesser smokestick, Battle Medic's Baton, Pendant of the Occult
Weapon Steel Shield, +1 Handwraps of Mighty Blows
Stowed bedroll, chalk, climbing kit, flint/steel, grappling hook, rations, rope, soap, torch, waterskin, healing potion (minor), antidote (2), antiplague (2), repair kit
Coin 54.34gp

Background:

Desmond is a battlefield medic who trained to help the survivors of Lastwall. As a medic, he refuses to take up weapons against anyone, but is more than willing to go into active danger to come to anyone's aid. He has since been hired on by the Pathfinder Society to aid many of their field teams who might find themselves in dangerous situations. Although, he's not an actual member of the Society, he is well acquainted with many Pathfinders and their duties as a long-term hire.

Appearance:

Desmond is a slim half-orc sporting a beard on his chin. He wears no weapons and no armor other than a pair of heavy boots. Instead, Desmond carries a backpack full of medical supplies to help the Pathfinder teams that he is assigned to. As a battlefield medic, he tends to stay out of decisions but is happy to jump into the fray to save anyone in danger.