Gargamal
Male half-elf arcane archer 3/ranger 6/sorcerer 1
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +21
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Defense
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AC 22, touch 14, flat-footed 18 (+6 armor, +4 Dex, +2 natural)
hp 87 (10 HD; 1d6+9d10+20)
Fort +11, Ref +13, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 cold iron longsword +13/+8 (1d8+4/19-20)
Ranged +2 adaptive flaming planar composite longbow +15/+10 (1d8+12/19-20/×3 plus 1d6 fire)
Special Attacks combat style (archery), enhance arrows (elemental), enhance arrows (magic), favored enemies (elves +4, evil outsiders +2), imbue arrow
Bloodline Spell-Like Abilities (CL 3rd; concentration +4)
. . 4/day—elemental ray (1d6 fire)
Sorcerer Spells Known (CL 3rd; concentration +4)
. . 1st (6/day)—gravity bow[APG], protection from evil, shield
. . 0 (at will)—acid splash, dancing lights, disrupt undead, mending, prestidigitation
. . Bloodline Elemental
Ranger Spells Prepared (CL 3rd; concentration +4)
. . 1st—endure elements, speak with animals
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Statistics
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Str 16, Dex 19, Con 14, Int 12, Wis 12, Cha 12
Base Atk +9; CMB +12; CMD 26
Feats Clustered Shots[UC], Deadly Aim, Endurance, Eschew Materials, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Skill Focus (Perception), Weapon Finesse, Weapon Focus (longbow)
Traits elven reflexes, stalwart elk
Skills Climb +8, Craft (bows) +6, Handle Animal +10 (+14 to resist unnatural auras while on a Chernasardo riding elk), Heal +7, Knowledge (geography) +9, Knowledge (nature) +9, Knowledge (planes) +10, Perception +21, Ride +10 (+14 to resist unnatural auras while on a Chernasardo riding elk), Spellcraft +6, Stealth +17, Survival +14; Racial Modifiers +2 Perception
Languages Auran, Common, Elven
SQ bloodline arcana (change energy damage spells to match bloodline energy), elf blood, elf ranger, favored terrain (forest +2), hunter's bond (elk named animal companion), track +3, wild empathy +7
Combat Gear potion of cure moderate wounds (4); Other Gear +2 mithral chain shirt, +1 cold iron longsword, +2 adaptive flaming planar composite longbow, amulet of natural armor +2, belt of physical might +2 (Str, Dex), bracers of falcon's aim[UE], cloak of resistance +2, ring of sustenance, 185 gp
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Special Abilities
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+2 to critical confirmations (Longbow) Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not st
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Ray (1d6 fire, 4/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enhance Arrows (Fire, Fire) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Elves +4) (Ex) +4 to rolls vs. Favored Enemy (Elves) foes.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Background:
Gargamal lived on the fringes of society for many years. Not feeling like he belonged in either human or elven lands, he split his time between them, learning what each culture had to offer. He was never shunned of put upon; rather many folk went out of their way to help the young half-elf fit in.
His adventuring career began one spring day when he was making his way to visit an isolated elven village. He arrived to find the village deserted and after searching the area for a number of hours, finally came upon a well cover path that led into a dark canyon. He followed the tracks to a secret door that led deep into the hillside. He found the villagers, shackled and imprisoned with the dark, twisted caverns beneath the earth. Drow had raided the village and had captured the entire population. Knowing the fate that awaited these poor people, Gargamal lured the jailors out into the canyon and was able to shoot them with his bow. Those that escaped he hunted down, until he encountered one of the lesser priestesses of Lolth. In a battle that almost had him joining the poor villagers, Gargamal was able to defeat the priestess, with the help of some of the freed villagers. They all returned to their village, and Gargamal took the message of the raid to the humans as well as all the elves he could find. A group of dwarves returned with him to the canyon and using their engineering abilities, they sealed the entrance to the Underdark for good.
As the years went by, Gargamal has had many other adventures, including saving his riding elk from a pack of dire wolves. He has run into the Drow on several occasions, and has always rooted them out to the best of his abilities. He now wanders the lands, searching out the Drow and their otherworldly allies and thwarting their schemes whenever possible.