Buccaneer's Blood; +1 to intimidate and profession sailor, +1 to infamy and disrepute
Armor Expert (Armor Check Penalty Reduced by 1)
Magical Knack (+2 to ranger caster level, to a max equal to character level)
Indomitable Faith (+1 to will)
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Weapon Familiarity: 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.
Senses Racial Traits
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
a Shipwrecked elf from a Kyonin Trading Vessel bound for Sargava, raised by a tribe of cannabilistic Mwangi Hunters, a savage of the dark jungles whom due to her enhanced photosensitivity, naturally light step, and pale skin, has earned the nickname "Moon Child." said to be blessed by the darker aspects of Erastil and Gozreh
she headed to port peril in search of other shipwrecked elves, only to end up drugged and placed upon the wormwood
Selene will have the darkvision and silent hunter alternate traits
her first favored enemy will be humans, having studied how to hunt their kin for the vast wealth their people provided
How her Tribe is viewed:
Selene's adoptive tribe are seen as the following
No Better than Bandits
Traders of Looted human and animal goods
a group of bounty hunters for the appropriate price
Code of the Hunt:
the code of the hunt
a use must be found for every usable piece of your kill, even if you aren't the one to use it, bones are the general exception
the consumption of a corpse, gives you the strength of the fallen, whether foe or comerade, said strength is not allowed to go to waste
your brothers and sisters in the hunt, are to be treated as you would your own flesh and blood, respected and honored
the exception, if a hunt sibling has shown a sign of betrayal, they have denounced their bond, they are to be treated worse than your enemy, their death, is to be as gruesome as the betrayed sees fit
a punishment for a transgression, whether or not born from misunderstanding, is not a sign of betrayal, though if the transgression is unknown, it must be explained to multiple parties
honor is not in how many you kill or how well you kill, it is in revering the fallen by consuming their flesh
any spoils gained in the hunt, are to be split among all who assist in the hunt
there are 5 honorable professions, the hunter, the healer, the load bearer, the fieldshaper, and the hunting companion, one who decieves for his own benefit, is the opposite
the theft of a companion's kill, is but an illusion, even if it defies another's sense of honor, helping proactively to defeat a foe, is better than letting them risk being slain by their own foolishness. all kills are the property of the collaborating hunters
there are no leaders in the hunt, all collaborators are equal. there are a such thing as hired assistants though, these are treated however the collaborators decide, but are to be respected for their help, and compensated appropriately.
Breastplate (+6 AC, 3 Max Dex, -4 (-3 ACP) (200GP)