Kilroy of Afar Forest
Kilroy of Afar Forest
Sheet
AC 15 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- DruidicLevel 1
Kilroy knows Druidic, the secret language of druids. He can leave hidden messages in Druidic and recognize such messages left by others.
- SpellcastingLevel 1
Kilroy can cast druid spells. Wisdom is his spellcasting ability. He knows two cantrips and can prepare two 1st-level druid spells after a long rest.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 ft.
- LanguagesHumanCommon and one extra language of your choice. Kilroy speaks Giant, learned from isolated forest clans and old stories preserved by Oren.
- WandererOutlander
Kilroy has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and other features around him. He can find food and fresh water for himself and up to five other people each day, provided the land offers suitable sources.
Spells
4 spellsSpellcasting. Kilroy of Afar Forest casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
6 itemsWeapons
- ScimitarA curved scimitar with a horn-wrapped grip, useful for clearing brush as well as defending against threats.
Armor
- Leather armorA practical suit of cured leather armor, carefully maintained with animal fat and plant oils.
- Wooden shieldA round wooden shield painted with a faded spiral representing the turning seasons.
Gear
- Explorer's packA sturdy pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Druidic focusA small ashwood focus carved into the shape of a furled leaf.
- Outlander equipmentA hunting trap, a trophy taken from an animal, a set of traveler's clothes, and a pouch containing 10 gp.
Appearance
Kilroy is a lean, weather-hardened human man with wind-darkened skin, broad shoulders, and a restless, practical build shaped by years of walking under open skies. His brown hair is tied back with strips of green cloth and bits of dried grass, while a short, uneven beard frames a perpetually thoughtful mouth. Within moments of meeting him, people notice that his attention rarely stays on their face. His eyes move toward windows, doorways, roof beams, nearby animals, and the ground beneath their feet, as though every room is part of a larger wilderness. He wears patched leather armor beneath a moss-green cloak, carries a gnarled wooden shield, and keeps a carved ash staff close at hand.
Mannerisms
Kilroy pauses before entering any building, touches the doorframe, and studies the air as if checking the weather. When thinking, he rolls Oren's whistle between his fingers. He speaks in short, direct sentences, then occasionally adds an unsettlingly precise observation about something no one else noticed.
Personality
Kilroy is alert, independent, and intensely curious. He is more comfortable listening to birdsong than joining a conversation, but he is not unfriendly. He has a dry sense of humor and a stubborn instinct to investigate anything that feels wrong. Fear makes him quieter and more methodical rather than reckless, though his determination can become dangerously single-minded.
Ideals
Balance must be restored, not because nature is kind, but because every force allowed to grow unchecked eventually devours everything around it.
Bonds
Afar Forest is not merely his home, it is the living mystery that raised him. He will protect its creatures and uncover the truth behind its disturbance, even if doing so means defying druids, villages, spirits, or gods. He also carries Oren's cracked wooden whistle, the only thing left behind after the old man vanished without a trace.
Flaws
Kilroy is willing to trespass, deceive, steal, or endanger himself and others if he believes the forest's balance requires it. He distrusts easy explanations, especially from people who claim authority, and can mistake secrecy for wisdom.
Quirks
Background
Kilroy was born in a human settlement at the edge of Afar Forest, but he never felt entirely claimed by the village or by the woods beyond it. As a boy, he followed animal tracks farther than he was permitted to go and learned to sleep beneath roots, stones, and open stars. During one such disappearance, he was found by an old druid known only as Oren, who took him in under his windblown shelter and taught him the language of leaves, the patience of predators, and the difference between wilderness and mere absence of people. Kilroy became Oren's helper, guide, and eventual student, though he never mastered the old man's habit of answering questions with questions.
“As a boy, he followed animal tracks farther than he was permitted to go and learned to sleep beneath roots, stones, and open stars.”
- Background
- Outlander
Connections
Species
Human
Media
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