Maslyn Ellewyr is a pale-skinned elf with long black hair. Dressed in an explorer's outfit he looks every inch the Pathfinder, down to the wayfinder depending from his belt which glows with heatless flame. A glowing ioun torch circles his head, and an ornate amulet resting on his chest also glows with magical light.
A native of Kyonin, Maslyn Ellewyr was always fascinated by the peoples which lay outside his country. On one of his many solo childhood outings he stumbled upon an ancient ruin. As he explored the ruin Maslyn felt the shadows creeping closer to him and became more and more certain that something in the dark was reaching out for him. He fled in terror to find that his skin had taken on a strange pallor which lingers even when natural law should dictate its removal under the hot rays of the sun. To this day darkness and shadows terrify him. He does everything he can to surround himself with as much light as possible.
After completing a wizard's apprenticeship in Kyonin, Maslyn petitioned the Pathfinder Society for entrance into its ranks and was accepted. His three year training in the Grand Lodge on the Isle of Kortos was completed swiftly as elves measure things, and Maslyn was confirmed as a Pathfinder agent. His chosen area of study is the history of the Ghol-Gan empire, specifically the causes of their descent into barbarism. He has journeyed to the Shackles in order to find heretofore undiscovered Ghol-Ganni ruins and add to the mosaic of scholarship regarding Ghol-Gan.
Appraise +9 (+11 for items that are valued by weight, including anything made of precious metals)
Craft (alchemy) +9
Knowledge (arcana) +15
Knowledge (dungeoneering) +13
Knowledge (engineering) +13
Knowledge (geography) +13
Knowledge (history) +15
Knowledge (local) +15
Knowledge (nature) +14
Knowledge (nobility) +13
Knowledge (planes) +14
Knowledge (religion) +14
Linguistics +9
Perception +6
Spellcraft +12 (+16 to identify magic items, +14 to learn a spell from a spellbook or scroll or prepare a spell from a borrowed spellbook)
Stealth +3
Survival +0 (+2 to avoid becoming lost)
Use Magic Device +9
Racial Modifiers: +2 Perception, +2 Spellcraft to identify magic items.
Equipment Modifiers:Cheat Sheath +2 circumstance bonus on Spellcraft checks made to learn a spell from a spellbook or scroll, prepare a spell from a borrowed spellbook, identify the properties of a magic item using detect magic, or decipher a scroll; Merchant's Scale +2 Appraise for items that are valued by weight, including anything made of precious metals; Wayfinder +2 Survival to avoid becoming lost.
Trait Modifiers:Ancient Explorer +1 to Knowledge (history) and Knowledge (local), Clever Wordplay use Intelligence for Use Magic Device.