Rogue Elf

Phillip Pharlan's page

95 posts. Alias of Tareth.


Full Name

Phillip Pharlan

Race

Half-elf

Classes/Levels

Sorc 3 / Rogue 3, HP: 34/34, AC: 18, Ref: +7, Fort: +2, Will: +5

Gender

Male

Size

6'2"

Age

40

Alignment

NG

About Phillip Pharlan

Phillip Pharlan Character Sheet :
Phillip Pharlan
NG Half-elf Male Sorceror 3 / Rogue 3
Init: +5; Perception: +8 (+9 vs. Traps)

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DEFENSE
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AC: 18, Touch: 13, Flat-footed: 15 (+5 armor, +3 Dex)
HP:34 (6d6)
Fort: +2, Ref: +7, Will: +5
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OFFENSE
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Speed: 30 ft.
Melee: MW Cold Iron Short Sword +7(1d6+1/19-20*2)
Dagger +7(1d4+1/19-20*2)
Ranged: +1 Composite Short Bow(STR+1) +7(1d6+2/20*3/70ft)
Throwing Dagger +7 (1d4+2/20*2/10ft)
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STATISTICS
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STR: 13(+1), DEX: 16(+3), CON: 10(0), INT: 13(+1), WIS: 12(+1), CHA: 18(+4)
BAB: +3; CMB: +3; CMD: 16
Feats: Weapon Finesse, Point-Blank Shot, Arcane Armor Training, Knack for Magic*
Traits: Reactionary(+2 to Initiative), Charming (+1 Bluff, Diplomacy)
Skills: Acrobatics +7, Appraise +5, Bluff +9, Climb +4, Craft(Alchemy) +5, Craft(Bows) +5, Diplomacy +11, Disable Device +10, Disguise +7, Escape Artist +7, Heal +5, Intimidate +8, Knowledge (Local) +5, , Lingustics +5, Profession(Gambler) +5, Profession(Sailor) +7, Perception +9, Ride +4, Sense Motive +6, Sleight of Hand +7, Spellcraft +8, Stealth +12, Swim +6, Use Magic Device +8
Languages: Common, Elven, Sylvan, Aquatic
Gear: Backpack, Bedroll, Candle, Chalk, Fish Hook, Flint and Steel, Grappling Hook, Small Hammer, Bullseye Lantern, Belt Pouch, Silk Rope (50'), Soap, Waterskin, Sewing Needle, MW Thieves Tools, Earplugs, Magnet, Marbles, Sewing Kit, Smoked Goggles, Pack of Cards (Marked), Powder, MW Artisans Tools, MW Alchemy Kit, Disguise Kit.

Weapons: MW Cold Iron Short Sword, +1 Composite Short Bow, MW Throwing Daggers(10), Arrows (60)
Armor: +1 Mithril Shirt
Magic Items: None

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TRACKED RESOURCES
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Arrows - 0/60
Throwing Daggers - 0/10
Trail Rations - 0/3
Wineskin (Meade) - 0/2
Flask (Brandy) - 0/2
Acid - 0/3
Oil - 0/3
Alchemists Fire - 0/5
Holy Water - 0/5
Antitoxin - 0/2
Smokestick - 0/3
Tanglefoot Bag - 0/2
Healers Kit - 0/10
Disguise Kit - 0/10

Copper: -
Silver: -
Gold: 1,693
Platinum: -
Gems: -
Other: -
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SPELLS
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Level 0
Light*
Detect Magic*
Prestidigitation*
Read Magic
Message
Daze
Ray of Frost
Resistance

Level 1
Magic Missle
Summon Monster 1
Color Spray
Hydralic Push*

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SPECIAL ABILITIES
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Low-Light Vision: x2 sight distance in low light.
Adaptability: Skill Focus(Stealth)
Elven Immunity: Immune to magic sleep, +2 vs. enchantments
Keen Senses: +2 to Perception
Multi-talented: Favored class Sorceror, Rogue
Sneak Attack: 2d6 additional damage against opponents with no DEX modifier
Trapfinding: +1 to Perception vs Traps. +1 to Disable Device. Can use Disable Device to Disarm Magical Traps.
Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Evasion: Reflex save vs. Half Damage becomes vs. No Damage
Rogue Talent: Combat Trick - Rapid Fire
Eschew Materials: Cast any spell with material component of less than 1gp value without that component.
Cantrips: Can learn 5 0-level spells.
Bloodline: Aquatic
Bloodline Class Skill: Swim
Bloodline Bonus Spells: Hydralic Push
Bloodline Arcana: Water Type Spells +1CL, Summoned Aquatic Creature +1 morale bonus.
Bloodline Power: Dehydrating Touch - 1d6+1 non-lethal plus sick for one round. Oozes, plants, and aquatic suffer lethal damage. 7 times per day.
Bloodline Power: Aquatic Adaptation - Swim speed 30'

Experience: 15000

Phillip Pharlan Appearance :
Phillip is a tall, thin half-elf. His sea-green eyes dominate a handsome face, tanned and obviously used to spending days in the wind and sun. His hands show the tough callouses on someone used to working the ropes and oars aboard ship. His clothes, are not those of a rich man. Under his armor is a loose fitting cotton tunic and simple cotton pants that appear a bit worse for wear. Patched and re-patched in numerous places. A bow is slung across his shoulder along with a pack although it seems nearly empty. On his head is a hat made of palm fronds and reeds, which is obviously handmade, but still has a bit of style and is quite effect at keeping the tropical sun off of his face.

Phillip Pharlan Background :
Phillip was the son of a human mother and elven father. Born in the small village of Desolate Falls, his parents moved to Sasserine when he was only two years old due to an outbreak of intolerance among the villagers regarding his parents mixed relationship. In Sasserine, Phillip grew up in the Noble District, where his father operated a small furniture and bowers shop catering to the wealthy tastes of Sasserine’s noble families. His mother, who had a gift for numbers, took care of Phillip and managed the accounts for the business and a few other local merchants. Although not considered wealthy or noble in any way, his life growing up was good enough. He had family, friends, and decent level of security and comfort.

Life passed happily until he reached puberty, this is when the first signs of his unusual family history began to surface. Even as a younger child Phillip had always taken well to water, easily learning to swim and not at all afraid of the rivers, canals, and ocean that surrounded Sasserine. Now he seemed to develop an actual control over the element and a certain knack for magic. That is when his father revealed a certain liaison that occurred far back in his family tree between his elven relative and a man who claimed to be a noble of a great undersea realm. At the time most in the family didn’t believe the man and assumed Phillip’s great-great-great-great grandmother had simply been blinded by the man’s looks and charm. However, since that time members of her bloodline have occasionally manifested magical abilities and natures related to the sea and water.

While his family treated the new found abilities as a gift, many of Phillips young friends used it against the half-elf who already suffered from being of mixed blood. This led Phillip to an initially more reclusive life, dedicating himself to his studies and mastering some of his magical gifts. Dividing his time between university and working for his father, he studied hard and was a top student. However, over time the sea continued to call to him, and eventually he decided to take his first steps beyond the walls of Sasserine. Joining the crew of the merchant vessel Fins of Silver under a captain Walter Ricks, he set sail across the open waters.

For three years he crewed on the Fins and enjoyed the friendship and companionship of the captain and his shipmates. His gift with all things aquatic proved a boon, and was soon Rick’s second.

But the seas are not always safe, and it was two years ago that the Fins of Silver met her fate at the hands of pirates. Taken prisoner and forced to crew for the pirates, Phillip learned about the darker side of the sea. Eventually his new ship fell into the hands of the pirate Egil Jacks or Egil Blacksails. (Named because his ship, the Trader's Bane, had sails of black dyed silk.) Blacksails offered the crew of his captured foe a chance to join his crew or walk the plank. Phillip took the first offer, becoming the predator instead of the prey.

Eventually he settled into the life, seeing no other choice, and discovered he had a bit of talent at the nefarious ways of the underworld. In time, he gained the trust of Blacksails and the crew and became one of the front men when the ship would land in a particular port. He’d scout out the various trade ships and report back which ones were rip for the plucking once they left the safety of the harbor.

The last mark, was a scholar seeking treasure on a lost island. Seeing an opportunity for himself, Phillip took the information to Blacksails. But the pirate wanted nothing to do with the treasure, preferring solid trade goods to unknown treasure. Yet, Phillip wouldn't let the idea go, instead he saw it as a potential opportunity to escape from the pirate life and find a new path.

Just before the The Dancing Walrus set sail, the half-elf slipped away from the pirates, and joined the scholar’s hired crew. Unfortunately, the man’s book knowledge ended up being better than his judgement of people. Several others had joined the crew in hopes of stealing the treasure and after the ship sailed tensions mounted quickly. When a storm struck just as they were reaching their destination, chaos broke out. Phillip barely escaped to shore with the aid of his aquatic gifts, but not before grabbing the scholar's journal and notes on where the ruins should be located. He has no idea how many were lost in the storm, but so far, he hasn't encountered any other survivors.

Now, shipwrecked and alone, he’s survived the last month on what he can hunt or find, while trying to avoid the natives and deadly predators of the island. He’s still hoping to get his hands on some gold so he can eventually return to Sasserine, but he’s also reevaluating his life choices, and has determined that perhaps he should try and get back on the path of good and honor.

This could be a challenge as his previous pirate crewmates continue to hunt for their former comrade, and not to mention the numerous local governments who have identified him among the crew of the Trader's Bane. Also the any surviving members of the The Dancing Walrus will certainly try to get any information he has about the treasure.

Finally to make matters more interesting, his baby sister, who was only fifteen when he left Sasserine, has set sail from the city and continues to search for her brother in the hopes of bringing him back home. Tenacious, stubborn, and a skilled warrior, his sister, had tracked him to Blacksail's crew and the ill-fated Walrus. Soon enough she'll be mounting an expedition of her own to find the wayward son, and bring him back home.

Unaware of his kins search, Phillip has decided a bit of time away from civilization could be to his benefit. A little treasure hunting could help him find a way to restart his life and return to his family in Sasserine.