Half-Orc

Desmond Vilks's page

357 posts. Organized Play character for Enchanter Tim.


Race

HP 68/68 | AC 23 (25 w/shield (hardness 8, HP64, BT32)) | F +11 R +13 W +13 | Perc +13 (low-light) | Stealth +11 |

Classes/Levels

speed 35 |◆ | ◇ | ↺

Gender

male half-orc medic 5 |

About Desmond Vilks

PFS Number: 1142-2005
Experience: 48

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
#3-06: Struck by Shadows: 4xp, 66.4gp
#6-99: Under the Eye of the Mantis: 4xp, 64gp

PFS Information:

Major Factions
Envoy’s Alliance: 50
Grand Archive:
Horizon Hunters:
Vigilant Seal: 6
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of the Above) Reputation: 56

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
Male Half-Orc Monk
Background: Field medic
Senses Low-Light Vision Perception: +13 [E]
Languages: Common, Iruxi, Tien

Defenses
Hit Points: 68
AC: 23 (25 with raised shield)
Shield: Steel Shield with minor reinforcing rune (Hardness 8, HP 64, BT 32)
Fort: +11 [E] Ref: +13 [E] Will: +13 [E]

Offense
Speed: 35
Melee +1 Striking Unarmed Strike +14, 2d6+1 (B, P, or S) (agile, finesse, unarmed)
. . +1 Striking Wolf Jaw +14, 2d8+1 (P) (agile, finesse, unarmed, backstabber, trip (when flanking))
Ranged

Statistics
Str +1, Dex +4, Con +2, Int +1, Wis +4, Cha +0

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
Expert Strikes Increase Unarmed and Simple weapons to Expert; Gain critical specialization with brawling group.
Perception Expertise Increase Perception to Expert

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.
Clever Improvisor Gain Untrained Improvisation and can use Trained actions; Proficiency bonus for untrained skills is level-1.

Skills
Acrobatics +11 [T], Arcana +5, Athletics +10 [E], Crafting +8 [T], Deception +4, Diplomacy +7 [T], Intimidation +4, Lore (Warfare) +8 [T], Lore (Pathfinder Society) +8 [T], Medicine +14 [E], Nature +8, Occultism +6, Performance +4, Religion +8, Society +8 [T], Stealth +11 [T], Survival +8, Thievery +8

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 minor reinforcing Steel Shield, crying angel pendant, +1 Striking 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 37.74gp

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.