Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*);
BLANK TEMPLATE; CR: 1/3; XP: 135; Half-elf expert (sailor) Align: CN; Medium humanoid (elf, human)
Init: ; Senses: Low-light Vision; Perception +2
DEFENSE: AC: 12; TAC: 10; FFAC: 12; HD: 1d8; HP: 4; Saves: For: +0, Ref: +0, Will: +2; +2 saves vs. enchantments, Immune: sleep, SR: ; DR: ;
OFFENSE: Speed: 30 ft.; Melee: cutlass +0 (1d6/18-20); Ranged: shortbow +0 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: +0; CMB: +0; CMD: 10
Feats: Athletic, Skill Focus ( )
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) , Bluff (Ch)(c), Climb (S)(c), Craft () (I)(c), Knowledge (Geography) (I*)(c), Knowledge (Nature) (I*) (c), Perception (W), Perform () (Ch)(c), Profession (sailor) (W*)(c), Survival (W)(c), Swim (S)(c), ; Racial Modifiers:
Special Abilities:
Languages: Common, Elven
Special Qualities: Elven Immunities (immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects, Adaptability (receive Skill Focus as a bonus feat at 1st level), Keen Senses (+2 racial bonus on Perception checks), Low-Light Vision (can see twice as far as humans in conditions of dim light). Elf Blood (count as both elves and humans for any effect related to race), Multitalented (choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes)
Environment:
Organization:
Treasure: NPC Gear (leather armor, cutlass, dagger, shortbow with 20 arrows), 2gp
Intelligent, philosophical sailor; CR: 1/3; XP: 135; Half-elf expert (sailor) 1 Align: CN; Medium humanoid (elf, human)
Init: +1; Senses: Low-light Vision; Perception +8
DEFENSE: AC: 13; TAC: 11; FFAC: 12; HD: 1d8; HP: 4; Saves: For: +0, Ref: +1, Will: +5; +2 saves vs. enchantments, Immune: sleep, SR: ; DR: ;
OFFENSE: Speed: 30 ft.; Melee: cutlass -1 (1d6-1/18-20); Ranged: shortbow +1 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 9; Dex: 13; Con: 11; Int: 15; Wis: 16; Cha: 11; BAB: +0; CMB: -1; CMD: 10
Feats: Athletic, Skill Focus (Perception)
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +5, Bluff (Ch)(c), Climb (S)(c) +3, Craft (cloth) (I)(c) +6, Knowledge (Geography) (I*)(c) +6, Knowledge (Nature) (I*) (c) +6, Perception (W) +8, Perform () (Ch)(c), Profession (sailor) (W*)(c) +7, Survival (W)(c) +7, Swim (S)(c) +3, ; Racial Modifiers:
Special Abilities:
Languages: Common, Elven, Aquan, Gnome
Special Qualities: Elven Immunities (immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects, Adaptability (receive Skill Focus as a bonus feat at 1st level), Keen Senses (+2 racial bonus on Perception checks), Low-Light Vision (can see twice as far as humans in conditions of dim light). Elf Blood (count as both elves and humans for any effect related to race), Multitalented (choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes)
Environment:
Organization:
Treasure: NPC Gear (leather armor, cutlass, dagger, shortbow with 20 arrows), 2gp