Male half-elf rng 2/ tra 4: CR 6; Medium humanoid (human) (elf); Hit Dice 2d8+4 plus 4d4+8; 36 hp; Init +3; Spd 30 ft. (6 squares); AC 15 (14 touch, 12 flat-footed); BAB/Grapple +4/+5; Atk +5 melee (1d8+1/19-20, cold iron longsword), or +5 melee (1d4/19-20, alchemical silver dagger), or +5 melee (1d4+1/19-20, cold iron dagger), or +9 ranged (1d8+2/x3, +1 mighty composite longbow [+1 Str]); Full atk +5 melee (1d8+1/19-20, cold iron longsword), or +5 melee (1d4/19-20, alchemical silver dagger), or +5 melee (1d4+1/19-20, cold iron dagger), or +9 ranged (1d8+2/x3, +1 mighty composite longbow [+1 Str]), or +7/+7 ranged (1d8+2/x3, +1 mighty composite longbow [+1 Str]); SA spells; SQ +2 racial bonus to saves vs. enchantment spells, +1 racial bonus to Listen, Spot, and Search checks, +2 racial bonus to Gather Information and Diplomacy checks, combat style, elven blood, favored enemy (giants) +2, immunity to sleep spells and similar effects, low-light vision, wild empathy +2; AL LE; SV Fort +6, Ref +7, Will +5; Str 12, Dex 16, Con 14, Int 17, Wis 12, Cha 10; Weight 145 lbs., Height 5 ft., 4 in.
Skills and Feats: Concentration +9, Craft (alchemy) +8, Craft (trapmaking) +8, Diplomacy +2, Gather Information +2, Heal +5, Hide +7, Knowledge (arcana) +8, Knowledge (geography) +4, Knowledge (nature) +10, Listen +7, Move Silently +7, Search +7, Speak Language (Common, Elven, Giant, Gnome, Infernal), Spellcraft +12*, Spot +7, Survival +6*; Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Track, Weapon Focus (longbow).
Typical Wizard Spells Prepared (Save DC 13 + spell level; prohibited schools evocation and illusion): 0th-acid splash, detect magic, prestidigitation, read magic; 1st-alarm, endure elements, expeditious retreat, mage armor, true strike; 2nd-blindness/deafness, acid arrow (x2), rope trick.
Spellbook Contents: 0th-all cantrips from the Sor/Wiz spell list included in the Player's Handbook, except for those from the schools of evocation and illusion; 1st-alarm, endure elements, expeditious retreat, feather fall, mage armor, shield, true strike; 2nd-alter self, blindness/deafness, acid arrow, rope trick.
Combat Style (Ex): Marc has selected archery. He gains the Rapid Shot feat.
Favored Enemy (Ex): Marc gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. He gets the same bonus on weapon damage rolls against giants.
Skills: Marc gains a +2 bonus on Spellcraft checks to learn spells from the school of transmutation. He suffers a -5 penalty when he makes Spellcraft checks to deal with his opposed schools of evocation and illusion. He gains a +2 synergy bonus to Survival checks made in aboveground natural environments, to avoid natural hazards, or to avoid getting lost.
Wild Empathy (Ex): Marc can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20+2, or 1d20-2 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Possessions: +1 mighty composite longbow [+1 Str] , 30 arrows, cold iron longsword, alchemical silver dagger, 2 cold iron daggers, bracers of armor +1, ring of protection +1, smokestick, 3 flasks of acid, 3 flasks of alchemist's fire, 10 tindertwigs, masterwork trapmaker's tools, spellbook, spell component pouch.
Marc Grandlekeen is a visionary and a benefactor of the civilized humanoid races, whose medical researches are far ahead of their time. Or at least that is how he thinks of himself. In practice, he is a trapper and hunter in the area around Morville, and well-liked by the inhabitants of the settlement because of his very real propensity for killing trolls; in his roaming through the wilderness, Grandlekeen has on several occasions saved livestock and townsfolk alike from becoming a meal for one of the ravening beasts. Because of this, most of the townsfolk are willing to indulge him when he waxes eloquent about his fascination with the creatures' regenerative powers.
The truth is that Grandlekeen prefers not to kill trolls, when he can avoid it. He would much rather feather a healthy specimen with arrows, bind it securely, and drag it off to a makeshift laboratory he has set up in a cave in the countryside near town, where he conducts experiments on the unfortunate brutes until they finally expire. The results of his torturous inquiries into the physiology of the trollish body are compiled into a logbook full of his findings up to the present date.
Recently, Grandlekeen has pursued his research to a point which makes the trolls a congenial source of explanations, as well, for a slow trickle of disappearances amongst solitary trappers, hunters, travelers, and even shepherds, as the half-elf kidnaps such individuals as test subjects for attempts to infuse a humanoid with the trollish ability to regenerate. Thus far, the process Grandlekeen has been using has led only to agonizing death for his patients. Lately, such deaths have occurred after days or more of horrifying tissue growth before the victim's tissue rejects the grafts. The fact that all of the people "carried off by trolls" have so far been large, strong humans with sturdy constitutions has been dismissed by the hamlet's dwellers as evidence that the trolls are smart enough to pick out the meatiest specimens possible, since they are unaware of their protector's efforts.