The Kingdom of Daytar Leamay
Sailor unit 3
Male half-elf expert 4
None Medium humanoid (elf, human)
Init + 3; Senses low-light vision, Perception + 8
AC 15, touch 13, flat-footed 12 (+ 2 armor, + 3 Dex)
hp 26 (4d8+ 5)
Fort + 2, Ref + 4, Will + 3, + 2 vs. enchantment spells and effects
Speed 30 ft.
Ranged masterwork crossbow, light + 7 (1d8/19- 20)
Melee masterwork dagger + 5 (1d4+ 1/19- 20)
Ranged masterwork dagger (thrown) +7 (1d4/19- 20)
Ranged shard gel (flask) + 6 (1d4- 1)
Str 12, Dex 17, Con 12, Int 14, Wis 8, Cha 10
Base Atk + 3; CMB + 4; CMD 17
Feats: Point-Blank Shot, Precise Shot,
Skills: Acrobatics + 10 , Bluff + 6 , Climb + 3 , Diplomacy + 6 , Knowledge (Geography) + 8 , Knowledge (Local) + 7 , Linguistics(Aboleth) + 7 , Perception + 8 , Profession (Sailor) + 6 , Stealth + 9 , Survival + 6 , Swim + 11
Traits: weathered emissary, world traveler (knowledge (local))
Languages: Aboleth, Aquan, Common, Elven, Sylvan
SQ: elf blood, elven immunities, keen senses, low-light vision
Gear: masterwork leather, masterwork crossbow, light, masterwork dagger, shard gel (flask)
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a + 2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex) Half-elves receive a + 2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x 2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Water Child Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a + 4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf’s adaptability and multitalented racial traits.
Weathered Emissary Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a + 1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a + 1 trait bonus on Knowledge (Local), and it is always a class skill for you.