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Zook Marrow Folkor - AI-generated fantasy Character

Zook Marrow Folkor

Forest Gnome · Rogue (Thief) · Level 3 · Hermit

Zook Marrow Folkor

Zook is intensely quiet and speaks in soft, melodic tones that sound like the rustling of leaves.
AC14
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 24 · 25 ft.
AlignmentNeutralGenderMaleAge122 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light Armor

Weapons

Simple Weapons,
Hand Crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Herbalism Kit

Languages

Common,
Gnomish,
Sylvan

Features

11 features

Bonus action

  • Cunning ActionLevel 2

    You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.

  • Fast HandsLevel 3

    You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Always on

  • ExpertiseLevel 1

    Your proficiency bonus is doubled for Stealth and Sleight of Hand.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

  • Thieves' CantLevel 1

    A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

  • Second-Story WorkLevel 3

    Climbing no longer costs you extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

  • TraitForest GnomeDarkvision
  • TraitForest GnomeGnome Cunning
  • TraitForest GnomeNatural Illusionist
  • TraitForest GnomeSpeak with Small Beasts
  • DiscoveryHermit

    The quiet seclusion of your hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation is for you to determine with your DM.

Spells

1 spell

Spellcasting. Zook Marrow Folkor casts with Intelligence (spell save DC 11, to hit with spell attacks).

Cantrips (at will):

Gear

9 items

Weapons

  • Shortsword
    A finesse melee weapon dealing 1d6 piercing damage.
  • Shortbow
    A ranged weapon with a range of 80/320.

Armor

  • Leather Armor
    Light armor made of toughened leather.

Tools

  • Thieves' Tools
    Tools for opening locks and disarming traps.
  • Herbalism Kit
    A kit used to create antitoxins and potions of healing.

Gear

  • 20×
    Arrows
    Used for the shortbow.
  • Common Clothes
    Ordinary traveler's clothes.
  • Winter Blanket
    A thick wool blanket for warmth.
  • Dungeoneer's Pack
    Includes a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, and waterskin.

Appearance

Zook is a wiry gnome with sun-touched, nut-brown skin and a shock of unruly white hair that stands in every direction. He wears leather armor meticulously reinforced with layers of dried moss and dark bark. His eyes are the color of polished jade, constantly darting around to observe the smallest details.

Mannerisms

He tilts his head like a curious bird when listening and often whispers in Sylvan when he is stressed.

Personality

Zook is intensely quiet and speaks in soft, melodic tones that sound like the rustling of leaves. He finds more comfort in the company of insects than people. He treats the urban environment like a concrete forest, navigating rooftops with the same ease he once used to navigate old growth pines.

Ideals

Balance. Every action has a weight, and I must ensure the world does not tip too far into chaos or stagnation.

Bonds

I carry a small, smooth stone from my cave that I believe holds the essence of my isolation and inner peace.

Flaws

I am often so quiet that people forget I am in the room, and I frequently forget that others cannot read my thoughts.

Quirks

He collects tiny animal bones and arranges them in geometric patterns during rests.
He speaks to his tools as if they were living creatures.

Background

Zook spent over twenty years in a limestone cave on the edge of the Moonwood. He was not looking for gold or glory, he was listening to the rhythmic dripping of water which he believed was a code from the earth itself. Eventually the silence became too loud. He realized that the answers he sought required he observe the chaos of civilization to balance his internal stillness. He took up the tools of a rogue because he discovered that the most profound truths are kept behind locked doors. He uses his gnomish affinity for illusions and light feet to pass through the world like a ghost. He remains detached from material wealth, often stealing things just to see if he can and then leaving them in plain sight elsewhere. He views the act of lockpicking as a form of meditation and the art of stealth as the ultimate expression of respect for his surroundings.

“He was not looking for gold or glory, he was listening to the rhythmic dripping of water which he believed was a code from the earth itself.”
From their backstory
Background
Hermit

Connections

Species

Forest Gnome

Media

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