Adalgrim Overhill
Male halfling cavalier (daring champion) 1/investigator (psychic detective) 11 (Pathfinder RPG Advanced Class Guide 30, 90, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Occult Adventures 119)
N Small humanoid (halfling)
Init 6; Senses Perception +17
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Defense
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AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +4 Dex, +1 natural, +1 size)
hp 81 (12 HD; 11d8+1d10+17)
Fort 8, Ref 14, Will 10; +4 vs. psychic spells and spell-like abilities, +2 vs. fear
Defensive Abilities trap sense +3
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Offense
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Speed 20 ft.
Melee +1 returning (choose stored spell)-spell storing dagger +16/+11 (1d3+1 P or S/19+) or
. . unarmed strike +10/+5 (1d2 B nonlethal)
Ranged +1 hand crossbow +15 (1d3+1 P/19+)
Investigator (Psychic Detective) Spells Known (CL 11th; concentration +16)
. . 4th (3/day)—mental barrier III[OA], mind thrust IV[OA] (DC 19), resilient sphere (DC 19)
. . 3rd (5/day)—dispel magic, haste, heroism, invisibility sphere
. . 2nd (5/day)—false life, hold person (DC 17), mental barrier I[OA], mind thrust II[OA] (DC 17), paranoia[OA] (DC 17)
. . 1st (7/day)—color spray (DC 16), feather fall, heightened awareness[ACG], mage armor, magic missile, mind thrust I[OA] (DC 16)
. . 0 (at will)—detect magic, light, mage hand, message, open/close (DC 15), telekinetic projectile[OA]
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Statistics
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Str 10, Dex 18, Con 12, Int 20, Wis 12, Cha 11
Base Atk +9; CMB 8; CMD 23
Feats Covering Fire, Point-Blank Shot, Precise Shot, Ranged Study[ACG], Spell Penetration, Toppling Spell[UM], Weapon Focus (dagger)
Traits helpful, magical lineage, twitchy
Skills Acrobatics +13 (+9 to jump), Bluff +10, Climb +12, Diplomacy +4, Disable Device +22, Escape Artist +8, Fly +7, Heal +5, Intimidate +4, Knowledge (arcana) +20, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +12, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +10 (+11 to checks involving knowledge of undead or haunts), Linguistics +10, Perception +17, Sense Motive +5, Sleight of Hand +8, Spellcraft +20, Stealth +23, Survival +2, Swim +12, Use Magic Device +13; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Undercommon
Combat Gear potion of cure light wounds, scroll of psychic surgery, psychic surgery, see invisibility, shield, wand of magic missile (CL 3rd, 23 charges), wand of unnatural lust (50 charges), acid; Other Gear mithral chain shirt, +1 hand crossbow, +1 returning (choose stored spell)-spell storing dagger, amulet of natural armor +1, cloak of resistance +1, cold iron crossbow bolts (50), crossbow bolts (50), handy haversack, ring of protection +1, ring of tactical precision[UE], scarlet and blue sphere ioun stone (knowledge (arcana)), silver crossbow bolts (50), backpack, bedroll, belt pouch, flint and steel, inkpen, mess kit[UE], pot, prismatic crystal[OA], soap, torch (10), trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded (2), 63 gp, 9 sp
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Special Abilities
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Champion's Finesse 
Covering Fire You can use aid another with raged atk vs. opponent, even if they don't threaten ally.
Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Focused Force (Su) 1 pool: increase increase die size of force spell one  step, from d4 to d6, etc.
Inspiration (+1d6, 10/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection 
Paranoid Aid Another DC 15 for attempts to help you.
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.
Psychic Dabbler (5/day) (Su) Gain a pool of points you can use to empower your psychic spells.
Psychic Meddler +4/+2 (Su) Bonus on saves vs. psychic spells & spell-likes/CL checks to dispel psychic effects.
Quick Study (Ex) Use studied combat as a swift action.
Ranged Study (Dagger) Gain bonuses and can use studied combat and studied strike with chosen weapon.
Shroud's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to att vs. challenged undead.
Studied Combat (+5, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Defense (Ex) When using studied combat, can choose to apply bonus to att to AC instead.
Studied Strike +4d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Tactician (Covering Fire, 3 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Toppling Spell Spell with the force descriptor knocks targets prone.
Toppling Strike (Ex) Studied strike grants a free trip attempt.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
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Investigating mysterious occurrences within a mansion and found an artifact he shouldn't have opening his mind to other strange and horrifying worlds and many different possibilities (alternate realities). His mind quickly fractured causing him to not be able to tell what exactly reality truely is.
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