About Fararion
Male pfs starting gold race bonus language ~ modern human language elf ranger 1
None Medium humanoid (elf)
Init +4; Senses low-light vision, Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +1, +2 vs. enchantment spells and effects
OFFENSE
Speed 20 ft.
Ranged shortbow +5 (1d6/x3)
Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +5 (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks humanoid (human) +2
STATISTICS
Str 10, Dex 18, Con 12, Int 15, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Point-Blank Shot
Skills Acrobatics +1 , Acrobatics (Jump) -3 , Climb +1 , Escape Artist +1 , Fly +1 , Handle Animal +4 , Heal +5 , Intimidate +4 , Perception +7 , Ride +1 , Spellcraft +6 , Spellcraft (Identify magic item) +8 , Stealth +5 , Survival +5 , Survival (Follow or identify tracks) +6 , Swim -3
Languages Common, Draconic, Elven, Sylvan
SQ elven immunities, elven magic, humanoid traits, keen senses, track +1, weapon familiarity, wild empathy +1
Gear studded leather, shortbow, dagger, outfit (explorer's), arrows (20)
SPECIAL ABILITIES
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Expert Duelist (Sovereign Court Faction) In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dex bonus.
Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 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.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.