Rogue

Gilmork's page

877 posts. Alias of Rocan.


Full Name

Gilmork, 'Wolfsmile'

Classes/Levels

Oracle of Wood 8

Gender

Status:
HP: 49/49; AC: 23, T: 14, FF: 19; CMD: 22; Fort: 4, Ref: 8, Will: 8; Init +4; Perception +10

Age

127

Alignment

TN

Deity

Gozreh

Location

somewhere in Darkmoon Vale

Languages

Common, Elven, Draconic

Strength 14
Dexterity 19
Constitution 10
Intelligence 13
Wisdom 10
Charisma 18

About Gilmork

Gilmork, ‘Wolfsmile’:

Gilmork, ‘Wolfsmile’
Male Elf Oracle of Wood 8 (Wolf-Scarred Curse)
TN Medium Humanoid (Elf)
Init +4; Senses: Perception +10, Low-Light Vision

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DEFENSE
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AC 21, touch 14, flat-footed 17. . (+4 Dex, +4 Armor, +3 Shield) (no shield bonus when firing arrows)
HP 49 (8+7d8+6)
Fort +4, Ref +8, Will +8 (+2 saves vs Enchantment, Immune to Sleep effects)

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OFFENSE
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Speed 30 ft. (No Armor)
Melee: mwrk Darkwood Club +10/+5 (+2 Str, +5 BAB, +2 Competence, mwrk)(1d6+2/x2)
Ranged: +1 Composite Longbow +2, +12/+7 (+4 Dex, +5 BAB+2 Competence, enchanted) (1d8+3/x3)
With Rapid Shot; +10/+10/+5 (1d8+3/1d8+3/1d8+3)
Melee: Bite +7 (1d8+2/x2) or (1d8+1/x2) if used on full attack
Deadly Aim: -2/+4

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STATISTICS
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Str 14, Dex 18(14+2+2), Con 10(12-2), Int 13(11+2), Wis 10, Cha 18(15+1+2)
Base Atk +6/+1; CMB +8; CMD 21 (10 +2 Str +3 Dex +6 BAB)
Feats: Point-blank Shot, Rapid Shot, Precise Shot, Deadly Aim
Traits: Child of the Moon (Magic); You gain a +1 trait bonus on Stealth checks. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4.
Omen (Faith); You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
Skills: Climb 1 Rank (+6), Knowledge (Nature) 8 ranks (+13, +14 in Forests), Perception 8 ranks (+10), Stealth 8 ranks (+21, see Child of the Moon), Survival 8 ranks (+12, +13 in Forests), Intimidate 5 rank (+13), Knowledge (Religion) 1 rank (+5), Knowledge (History) 1 rank (+5)
Languages: Common, Elven, Draconic
Combat Gear: mwrk Darkwood Club (330gp, 1,5lbs), +1 Darkwood Heavy shield, 1257 gp, 5 lbs), +1 Undead Bane Darkwood Composite Longbow +2 (630 gp, 1,5lbs), 60 common arrows (3gp), 20 blunt arrows (2gp), 8 Trip Arrows (200gp)
Other Gear: Pouch Belt (1gp, 0.5lbs), Waterskin (1gp, 4lbs), Bandolier (5sp), Spell Component’s Pouch (5gp, 2lbs), Cloak of Resistance +1 (1000 gp), Wand of Shield of Faith (45 charges left)(750 gp), Trail rations (two weeks)(7gp, 14lbs), mwrk backpack (50gp, 4lbs), Flint and steel, Explorer’s Outfit (Free,8 lbs), Winter Blanket (0,5 gp, 3lbs), Bedroll (1sp, 5lbs), 1x Moonrod (10gp, 1lbs), Wand of Prot from Chaos (4 charges left), Headband of Alluring Charisma +2, Belt of Incredible Dexterity +2, Cloak of Fangs.
Encumbrance: 54 lbs; Light Load, (Light Load up to 66lbs)(Medium to 133lbs)

Magical Gear: Stalker's Mask

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SPECIAL ABILITIES
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Alternative Racial trait: Woodcraft:
Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:
Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Revelations:
Wood Bond (Ex):
Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter. (+2 Competence)

Wood Armor (Su): You can conjure wooden armor around yourself, which grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. The armor vanishes if you remove it. (+6 armour)

Thorn Burst (Su)(3d6): As a swift action, you can cause sharp splinters of wood to explode outward from your body. These splinters deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the sharp splinters count as caltrops in the area until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Favored Class Bonus: Oracle (+2HP, +1 level of Wood Bond(2 levels))
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SPELLS
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0-level Spells known (6) DC 14
Stabilize, Detect Magic, Mending, Create Water, Purify Food and Drink, Guidance, Read magic, Resistance.

1-level Spells known (3+2) DC 15, 7/day
Cure Light Wounds
Shillelagh
Sun Metal
Protection from Evil
Command
Burning Disarm
Magic Fang
Moment of Greatness

2-level spells known (1+2) DC 16, 6/day
Barkskin: +2 NA 10 min/level
Cure Moderate Wounds
Sound Burst
Instrument of Agony
Bull's Strength

3rd level spells known (1+1 Mystery) DC 17 4/day
Sands of Time
Minor Creation (Wooden items)
Prayer

4th level spells known (3/day) DC18
Thorn Body
Cure Critical Wounds
Holy Smite

Background:

Gilmork is an unusual name for an elf, yet he took this name unto himself when he set out from his old home. Well home if you can call a society in which you are shunned and bullied home. Usually elves are knowledgeable about many things, though when Gilmork was born none of his town knew what to make of his affliction; an elven face with a muzzle and twisted ears, resembling a wolf or a dog. Looking more feral than any other elf growing up was rough, especially when he as an elf grew rough hairs on his cheeks and chin. His mother was comforted at his birth, but now was being condemned for sleeping with a wolf or an evil nature spirit. Feeling lost for a way out, Gilmork approached the wisest manand prophet of his town and asked him for guidance.

The old and ancient elf had a day to think and commune with the gods and came back to Gilmork with a reply, a reply that he didn’t expect. ”Gilmork. Your affliction is no coincidence, you are called forth by Gozreh, you have a destiny in his service. Though I do not know where your wanderings will take you, I know it doesn’t lie here. You should leave as soon as you can.”

Gilmork didn’t trust the old elf with his saying, thinking they all just want him gone, their ‘Omen of doom’. Nevertheless he set out into the world, wandering around until. Now and then he could hear whisperings amongst the wood, fey creatures, animals, trees it seemed, perhaps even Gozreh himself. The first years they were only whisperings, the last year though, the voices became mixed with his dreams, picturing a dark wood where all matter of dark creatures seem to roam; lycanthropes, undead and evil men alike and disease would spread. He didn’t know where it was, but every night he dreamt of it, saw glimpses of it amongst the trees where he walked. He had to get there, had to know why his dreams and affliction came to him, what it all meant.

After months he came across a village, where he had heard about a town called Falcon’s Hollow that was troubled with a strange new disease and its troubles there. He asked for directions there, got them but was quickly driven away when they saw his face. Apparently people were scared of him, shouting insults and ”Monster! Lycanthrope!” at him. Knowing that he was in in the right area, he took care of not being seen that often, but sometimes woodsmen and lumberjacks would spot him and he had to run. He saw from a distance a small group of people gathering herbs and ingredients. Later he came upon the town in earnest, skulking around its gates, doubting if it was a good idea to go in or not. Every day he doubted himself, was it worth the risk? Until he saw the undead attacking the town, then he had to hide in earnest.

The town having survived the attack, Gilmork now thinks to himself It’s now or never. If I want to know what I can do here, I’ll have to approach these folk and see how I could help.

Personality:

Gilmork knows he has a mismacthed face and mostly shrouds his mouth and nose from sight. His elven hair and fair eyes are his only redeeming features in his face. Though he can hide his face, his problems with speaking can indicate something is wrong with him, therefore he speaks mostly short sentences. He is actually quite social from time to time when you get to know him, but he talks the most when he is inside the forests, where he feels most comfortable.

Appearance:

Note: Found a few caves in the dwarven ruins after clearing them of the spider. The caves seemed to be of dwarven make.