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; Samsaran expert (sailor) Align: CN; Medium humanoid (samsaran)
Init: ; Senses: Low-light Vision; Perception
DEFENSE: AC: 12; TAC: 10; FFAC: 12; HD: 1d8; HP: 4; Saves: For: +0, Ref: +0, Will: +2; +2 on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points, SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: handaxe +0 (1d6/x3); Ranged: shortbow +0 (1d6/x3); Space: ; Reach: ; Special Attacks: ;
If Cha > 11 then
Spell-Like Abilities: (CL: <level>, concentration)
1/day - comprehend languages, deathwatch, stabilize
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: +0; CMB: +0; CMD: 10
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) , Bluff (Ch)(c), Climb (S)(c), Craft () (I)(c), Knowledge (Geography) (I*)(c), Knowledge (Religion) (I*), Perception (W), Perform () (Ch)(c), Profession (sailor) (W*)(c), Survival (W)(c), Swim (S)(c), ; Racial Modifiers: +2 on two skills
Special Abilities:
Languages: Common, Samsaran
Special Qualities: Lifebound (+2 on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points), Shards of the Past (two skills— +2 racial bonus on both of these skills, and they are treated as class skills), Samsaran Magic (Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Strong intellectual; CR: 1/3; XP: 135; Samsaran expert (sailor) 1 Align: CN; Medium humanoid (samsaran)
Init: +0; Senses: Low-light Vision; Perception +6
DEFENSE: AC: 12; TAC: 10; FFAC: 12; HD: 1d8; HP: 4; Saves: For: +0, Ref: +0, Will: +4; +2 on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points, SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: handaxe +3 (1d6+3/x3); Ranged: shortbow +0 (1d6/x3); Space: ; Reach: ; Special Attacks: ;
Spell-Like Abilities: (CL: 1st, concentration +2)
1/day - comprehend languages, deathwatch, stabilize
Statistics: Str: 17; Dex: 10; Con: 11; Int: 16; Wis: 14; Cha: 13; BAB: +0; CMB: +3; CMD: 13
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +4, Climb (S)(c) +9, Craft () (I)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c) +9, Knowledge (Nature) (I*)(c), Knowledge (Religion) (I*)(c) +9, Perception (W)(c) +6, Perform (string - lute) (Ch)(c) +5, Profession (sailor) (W*)(c) +6, Survival (W)(c) +6, Swim (S)(c) +9, ; Racial Modifiers: +2 on two skills (Knowledge (Religion) & Knowledge (History))
Special Abilities:
Languages: Common, Samsaran
Special Qualities: Lifebound (+2 on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points), Shards of the Past (two skills— +2 racial bonus on both of these skills, and they are treated as class skills), Samsaran Magic (Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp