Init +4, Senses low-light vision; Perception +11
AC 17, touch 14, flat-footed 13
Fort +5, Ref +6, Will +8, +2 vs. enchantment spells and effects, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
Speed 30 ft.
Ranged mwk comp. longbow (str+1) +8 (1d8+1/x3); within 30 ft. +9 (1d8+2)
Ranged alchemist's fire (flask) +8 (1d6+1)
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +8 (1d4+2/19-20)
Base Atk +3; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot
Skills Handle Animal +6, Knowledge (Nature) +9, Linguistics 1, Percep. +11, Spellcraft +5 (+7 to ID item), Survival +11, Swim +5
Traits Observant (Grand Lodge Faction) (Perception), Patient Optimist (Erastil),
Gear rations (trail/per day) (5), sunrod, alchemist's fire (flask), mwk comp longbow (str +1), leather armor +1, backpack, bedroll, waterskin, outfit (peasant's), arrows, spell component pouch, dagger, wand of cure light wounds, wand of magic fang, cloak of resistance +1
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.
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.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Observant (Grand Lodge Faction) (Perception) Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all related checks, and the chosen skill is always a class skill for you.
Patient Optimist (Erastil) You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower (archetype adds dinosaurs to summonable creatures)
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 (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+0 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.
5-08 The Confirmation
8-00 The Cosmic Captive
8-06 Reaping What We Sow
4-11 The Disappeared
33 Assault on the Kingdom of the Impossible
9-14 Down the Verdant Path
Night March of Kalkamedes