Rogue Elf

Afli Annar's page

29 posts. Alias of Mark_Twain007.


Full Name

Afli Annar

Race

Elf

Gender

Male

Size

5'6" 127lb

Age

145

Alignment

CG

Deity

Desna

Location

Near Sandpoint

Languages

Common, Elven

Strength 12
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Afli Annar

Afli Annar

character sheet:

Elf witch 3 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 19 (3d6+5)
Fort +4, Ref +5, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee rapier +2 (1d6+1/18-20)
Ranged mwk composite longbow +5 (1d8+1/×3)
Special Attacks hexes (cackle, evil eye, misfortune)
Witch Spells Prepared (CL 3rd; concentration +7)
2nd—blindness/deafness (DC 16), frost fall[UC] (DC 16)
1st—burning hands (DC 15), enlarge person (DC 15), ill omen[APG]
0 (at will)—detect magic, light, read magic, resistance
Patron Time
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Statistics
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Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Alertness, Extra Hex[APG], Improved Initiative
Traits resilient, sandpoint faithful
Skills Appraise +5, Fly +7, Heal +6, Intimidate +3, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +10, Perception +6, Sense Motive +2, Spellcraft +10 (+12 to identify magic item properties), Use Magic Device +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ elf witch, elven magic, witch's familiar (scorpion, greensting named Arcane Familiar)
Combat Gear cold iron arrows (50), oil of bless weapon, oil of magic weapon, scroll of false life, antiplague (2), antitoxin (2), healer's kit, holy water (2), smelling salts, tanglefoot bag (2); Other Gear silken ceremonial armor, mwk composite longbow (+1 Str), rapier, cloak of resistance +1, bandolier, candle (10), canteen, canteen, chalk (10), familiar satchel, flint and steel, grappling arrow, hammock, ink, black, inkpen, masterwork backpack, mess kit, silk rope (50 ft.), soap, spell component pouch, trail rations (5), wooden holy symbol of Desna, wrist sheath, 161 gp, 4 sp
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Special Abilities
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+1 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Sandpoint Faithful +1 additional hit point every time you receive magical healing.
Scroll of false life Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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Arcane Familiar
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 9 (1d8)
Fort +2, Ref +6, Will +3
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +6 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Lightning Reflexes, Weapon Finesse[B]
Skills Appraise -1, Climb +7, Fly +11, Heal +1, Intimidate -3, Perception +9, Spellcraft +1, Stealth +19, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

some backstory:

The Swallowtail festival, an entire day dedicated to the wonders of the season, and the glory of the cathedral in Sandpoint. It is a celebration not to be missed by the faithful of the region. Singing, dancing, food, games, and all other forms of merriment culminating in a wonderfully moving church service.

At least that is what Afli assumed happened. He set out for Sandpoint a week before the festival, and here it is, nearly a week afterward, and still he has not found his way. Lost in a forest, staring at his map turning it this way and that way trying to make sense of it. “How did I get here” Afli thought, how indeed.

Afli has planned to leave his home village of Ravenmoore a full 2 week before the festival began. He knew it would take him about a week to get there, and he knew he was always late to everything he tried, so a full extra week of time would be plenty he thought. He thought wrong.

First, his neighbor grew ill, and with no other family to help him heal, and take care of the chores and things, Afli offered, using his magic to aid the man’s recovery. This took 2 days, then he spent an entire day searching for Sharp, his pet scorpion who had run off, and could not be found until Afli laid collected bugs as bait for his scorpion all over his front porch.

Finally ready to leave Afli consulted his map, and headed down the road, which was the wrong road, as the ink on his map had bled through to the other side of the parchment, and he was reading the back side. Two days were lost before a nice merchant got him sorted out, and even offered to trade maps with him so he would not get confused again, which seemed like a nice offer.

Unfortunately the merchant had wanted to trade because the map he had was bad, and Afli got so lost that on his 6th day of travel, he ended up back in Ravenmoore. Pretending he had forgotten something, which no one believed, he got a fresh map, and for the first time headed in the right direction.

Making good progress now, Afli decided he had enough time to spend a day exploring a local forest. Unfortunately while climbing a tree a group of goblins came marching through the forest, and setup camp right below him. He was afraid they would see him, and there were far too many goblins for him to fight, even with his magic.

A full three days he was stuck in that tree, dreading every time a goblin would stretch or lie down that they would spot him up there. Eventually the goblins must have raided a caravan carrying alcohol, because they all got drunk and were all asleep at once. He climbed down, and as he made for the road, he saw they still had some guards standing, watching for more caravans, so he had no choice, he had to wander off through the forest, in the dark. On his way he did trip over one goblin and woke him up, but quickly put him back down again.

And here we are now lost in a forest that he is sure is near Sandpoint, he sometimes thinks he can hear the Ocean, or maybe a river, so he can’t be far. Hopefully he doesn’t run into any more fo the goblin menace, or something worse.

Personality:

Personality: Afli is a bit spacy, and while he prepares for things, he doesn’t always prepare for them the best. He’s the kind of guy who would have a big backyard BBQ, and cook ribs, and forget to buy napkins and paper towels. He is the kind of guy who would throw a backyard BBQ though. Friendly to people, though he doesn’t always know what to say, some sometimes it comes out a bit awkward.

appearance:

Appearance: Afli is a fare skinned elf, with long brown hear that is always somehow disheveled, probably a byproduct of never having enough time. Slightly short even for an elf, but with a bit of meat on his bones, Afli isn’t what you would call intimidating, unless maybe you are a small child, or a mouse. However the rapier and bow he carries with him, along with his pet scorpion, means that most people tend to give him a little space.

Reason he would help:

Reason he would help: He has been gifted with magical powers, and though they make people think he is a bit odd, because the involve laughing, and having a pet scorpion, he will still help those people. Particularly he likes the town of Sandpoint, and their large cathedral, where among other gods Desna is worshiped. As an added bonus he has no love of goblins, particularly after his last encounter with them, or if he hears about what they did to Sandpoint.

Party Role:

Party role: Afli is mostly a debuff caster, with some damage thrown in, using evil eye for a lot of the debuff to lower AC, to hit, or saves and spells for damage. He keeps his rapier and bow around for when foes are out of spell range, or provoke an AoO, he can at least try to hit him. Also I know some GMs hate the Slumber hex, so I'll just tell you right now, unless it is much further down the line, I don't plan on taking it, and if you hate it, just let me know, and I defiantly won't take it.