Liam
Male elf magus (eldritch archer) 3/ranger (divine marksman, tanglebriar demonslayer) 3/gestalt 3 (Pathfinder Campaign Setting: Inner Sea Combat 46, Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Magic 9, Weapon Master's Handbook 6)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6 (+7 to pierce a demon's disguise)
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 22 (3d10)
Fort +4, Ref +8, Will +4; +1 vs. spells, spell-like abilities, and supernatural abilities of evil outsiders
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Offense
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Speed 30 ft.
Melee dagger +7 (1d4/19-20) or
mwk rapier +8 (1d6/18-20)
Ranged darkwood longbow +7 (1d8+2/×3)
Special Attacks arcane pool (+1, 5 points), combat style (archery), favored enemy (evil outsiders +2), magus arcana (intuitive protection), spell combat, spellstrike
Magus (Eldritch Archer) Spells Prepared (CL 3rd; concentration +7)
1st—chill touch (2, DC 15), frostbite[UM], shield
0 (at will)—acid splash, detect magic, ray of frost, read magic
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Statistics
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Str 10, Dex 18, Con 10, Int 18, Wis 10, Cha 8
Base Atk +3; CMB +7; CMD 17
Feats Agile Maneuvers, Big Game Hunter, Breadth Of Experience[APG], Bullseye Shot, Combat Expertise, Deadly Aim, Power Attack, Precise Shot
Traits magical lineage, treerazer's bane, warrior of old
Skills Acrobatics +6, Climb +3, Diplomacy -1 (-6 to improve other creatures' attitudes towards you), Handle Animal +3, Intimidate -1 (-6 to improve other creatures' attitudes towards you), Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +7, Knowledge (geography) +10, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +12, Knowledge (nobility) +7, Knowledge (planes) +10 (+11 related to demons.), Knowledge (religion) +7, Linguistics +5, Perception +6 (+7 to pierce a demon's disguise), Spellcraft +10 (+12 to identify magic item properties), Stealth +9, Survival +6 (+7 while tracking demons), Swim +3, Use Magic Device +2; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Sylvan
SQ arcane focus[ARG], condescending, demonologist, elven magic, favored enemy, favored terrain (forest +2), finesse weapon attack attribute, moonkissed, ranged spell combat, ranged spellstrike, ranged weapon bond
Other Gear mwk chain shirt, arrows (60), dagger, darkwood longbow, mwk rapier, efficient quiver, bedroll, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 131 gp, 7 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.
Benefit: You can spend a move action to steady your shot. When yo
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Demonologist (Ex) +1 to Know (planes) related to demons, Percep vs. demon's disguise, and Survival while tracking demons.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Ex) +1 vs. spells, SLAs and supernatural abilities of evil outsiders.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Intuitive Protection (3 minutes) (Sp) 1 arcane pool, imm. act. conuration (summoning) enables casting of protection spell.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Moonkissed Gain a bonus on all saving throws.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Weapon Bond (- custom / magic weapon -) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.