| Full Name |
Salaha Driftmare |
| Race |
Aquatic Elf |
| Classes/Levels |
Druid 3 |
| Gender |
Female |
| Size |
M |
| Age |
167 |
| Alignment |
NG |
| Deity |
Trishina |
| Languages |
Aquan, Common (Keolan), Elf, Aboleth |
| Strength |
15 |
| Dexterity |
18 |
| Constitution |
10 |
| Intelligence |
14 |
| Wisdom |
16 |
| Charisma |
16 |
About Salaha Driftmare
Race: Aquatic Elf
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Attributes: Dex +2, Int +2, Con -2
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Size: Medium
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Speed: 30ft Swim 30ft
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Aquatic: They have the Aquatic sub-type
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Low-Light Vision
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Amphibious: Can breathe both air and water
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Elven Immunities: Immune to Sleep and Sleep effects, +2 Racial Bonus to Saves vs Enchantment magic
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Elven Vulnerabilities: They take 1d4 points of extra damage from any Cold Iron weapon and this damage takes twice as long to heal than normal or requires thrice as much magical healing.
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Aquatic-Elf Weapon Training: Gain proficiency with some Spear-like weapons (Boarding Gaff, Catcher, Ranseur, and Trident) as well as the Estoc and Pata. If already proficient with Martial Weapons due to 1st-Level class gain Weapon Focus with one of these non-exotic weapons. Also treat any weapon with the word Elven in its name as a Martial Weapon.
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Languages: Begin with Aquan and Common (Keolan)
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Potential Additional Languages: Aboleth, Boggard, Celestial, Crabman, Draconic, Elf, Giant, Grippli, Saurian (Lizardfolk), Sylvan
SALAHA DRIFTMARE
Neutral Good Medium Aquatic Elf Druid 3;
Init 10; Senses Perception: +11
Defense
AC 18, touch 14, flat-footed 14
hp 22
Fort 3, Ref 5, Will 6
Offense
Speed 20 ft.
Melee Pata +4 (1d6+2 /x3), Trident +4 (1d8+2 ), Elven curve blade +4 (1d10+3 18-20),
Ranged Underwater light crossbow +6 (1d8 19-20),
Druid spells prepared (CL 3; concentration +6)
2nd (2/day)- Barkskin (DC 15); Eagle Eye (DC 15);
1st (3/day)- Blend With Surroundings (DC 14); Cure Light Wounds (DC 14); Magic Fang (DC 14);
0th (at will)- Create Water (DC 13); Detect Magic (DC 13); Know Direction (DC 13); Purify Food and Drink (DC 13);
Statistics
Str 15, Dex 18, Con 10, Int 16, Wis 16, Cha 16
Base Atk + +2; CMB +4; CMD 18
Feats Improved Initiative; Weapon Finesse;
SQ ; Animal Companion; Marshwight; Nature Bond; Nature Sense; Spontaneous Casting; Swamp Strider; Wild Empathy;
Skills Acrobatics +5; Climb +6; Diplomacy +4; Handle Animal +7; Heal +7; Knowledge (geography) +7; Knowledge (nature) +10; Knowledge (religion) +4; Lore +7; Perception +11; Stealth +6; Survival +11; Swim +6; Use Magic Device +5;
Equipment 30x Bolt(s), crossbow (10); Robe of infinite twine; Shield cloak; Sleeves of many garments;