Male elf swashbuckler 1 (Corsair/Inspired Blade)
CN Medium humanoid (elf)
Init +4; Senses Low-light vision Perception +5
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 dexterity)
hp 11 (1d10+1)
Fort +0, Ref +6, Will -1
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Offense
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Speed 30 ft.
Melee rapier +6 (1d6+4/18-20) or
. . boarding boarding axe +1 (1d6/×3)
Ranged light crossbow, underwater +5 (1d8/x3) 80 ft
Special Attacks deed: opportune parry and riposte, panache (4/4)
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Statistics
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Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Fencing Grace[ACO], Weapon Finesse (only Rapier) Weapon Focus (Rapier)
Traits Buccaneer's Blood, Friend In Every Town
Skills Acrobatics +4, Bluff +2, Climb +3, Diplomacy +7, Escape Artist +4, Intimidate +3, Knowledge (local) +7, Perception +5, Profession (sailor) +7, Ride +4, Sense Motive -1, Stealth +4, Swim +7
Languages Aquan, Common, Elven, Polyglot
SQ deed: derring-do, dodging panache, opportune parry and riposte
SQ: inspired finesse, inspired panache
Other Gear studded leather, rapier, boarding axe, underwater light crossbow, bolts (10), backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin, 44 g.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity.