Halfling | HP 46/46 | AC 19; TCH 14; FF 16 | Perc +13
Lvl 7 Strange Aeons:
Male halfling cavalier (daring champion) 1/investigator (psychic detective) 6 ( Pathfinder RPG Advanced
Class Guide 30, 90, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Occult Adventures
N Small humanoid (halfling)
Init +5; Senses Perception +13
AC 20, touch 15, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +1 natural, +1 size)
hp 46 (7 HD; 6d8+1d10+7)
Fort +7, Ref +11, Will +8; +2 vs. psychic spells and spell-like abilities, +2 vs. fear
Defensive Abilities trap sense +2
Speed 20 ft.
Melee +1 returning dagger +10 (1d3+1/19-20) or
mwk silver dagger +10 (1d3-1/19-20) or
unarmed strike +6 (1d2 nonlethal)
Ranged +1 hand crossbow +10 (1d3+1/19-20)
Special Attacks challenge 1/day (+1 damage, +1 morale bonus to hit undead), studied combat (+3, 4
rounds), studied strike +2d6, tactician 1/day (Covering Fire, 3 rds)
Investigator (Psychic Detective) Spells Known (CL 6th; concentration +10)
2nd (4/day)— hold person (DC 16), mental barrier I OA, mind thrust II OA (DC 16), paranoiaOA (DC 16)
1st (5/day)— feather fall , mage armor , magic missile , mind thrust I OA (DC 15)
0 (at will)— detect magic , light, mage hand , message, open/close (DC 14), telekinetic projectile OA
Str 10, Dex 17, Con 12, Int 18, Wis 12, Cha 11
Base Atk +5; CMB +4; CMD 18
Feats Covering Fire, Point-Blank Shot, Precise Shot, Spell Penetration, Toppling Spell UM
Traits helpful, magical lineage, twitchy
Skills Acrobatics +11 (+7 to jump), Bluff +4, Climb +7, Disable Device +10, Escape Artist +7, Heal +5,
Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (engineering) +9,
Knowledge (geography) +9, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8,
Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +8 (+9 to checks involving
knowledge of undead or haunts), Perception +13, Sense Motive +5, Sleight of Hand +7, Spellcraft +14,
Stealth +11, Survival +2, Swim +5, Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ champion's finesse, inspiration (7/day), investigator talent (effortless aid ACG), keen recollection, order of
the shroud OA, paranoid, phrenic amplification (focused force OA), psychic dabbler, psychic meddler,
Combat Gear cold iron crossbow bolts (50), potion of cure light wounds , scroll of psychic surgery, psychic
surgery, see invisibility, shield , silver crossbow bolts (50), wand of invisibility (6 charges) , wand of magic
missile (CL 3rd, 23 charges) , acid; Other Gear mithral chain shirt, +1 hand crossbow , +1 returning
dagger, crossbow bolts (50), mwk silver dagger, amulet of natural armor +1 , cloak of resistance +1 ,
handy haversack , ring of protection +1 , ring of sustenance , scarlet and blue sphere ioun stone
(knowledge (arcana)) , backpack, bedroll, belt pouch, flint and steel, inkpen, mess kit UE, pot, prismatic
crystalOA, soap, torch (10), trail rations (5), waterskin, weapon cord APG, wrist sheath, spring loaded (2),
4,869 gp, 9 sp
+1 returning dagger - 0/1
Acid - 0/1
Cold iron crossbow bolts - 0/50
Crossbow bolts - 0/50
Inspiration (+1d6, 7/day) (Ex) - 0/7
Masterwork silver dagger - 0/1
Panache Pool (1/day) - 0/1
Potion of cure light wounds - 0/1
Prismatic crystal - 0/1
Psychic Dabbler (3/day) (Su) - 0/3
Shroud's Challenge +1 (1/day) (Ex) - 0/1
Silver crossbow bolts - 0/50
Tactician (Covering Fire, 3 rds, 1/day) (Ex) - 0/1
Torch - 0/10
Trail rations - 0/5
Wand of invisibility (6 charges) - 0/6
Wand of magic missile (CL 3rd, 23 charges) - 0/23
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with
light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the
purpose of combat feats prerequisites. A daring champion also coun
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, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to
attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
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 (3/day) (Su) Gain a pool of points you can use to empower your psychic spells.
Psychic Meddler +2/+1 (Su) Bonus on saves vs. psychic spells & spell-likes/CL checks to dispel psychic
Shroud's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to att vs.
Studied Combat (+3, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for
duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision
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.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Purchases: Rings of Tactical Precision (2)
Glove of storing for second Hand Crossbow
Spring loaded wrist sheath for Mwk silver dagger
Weapon cords for Hand Crossbow
Feats (Purchase 2 Rings of Tactical precision for melee.)
lvl 5- Toppling Spell Metamagic / focused force amplification
lvl 7- two-weapon fighting
lvl 9- rapid reload
Lvl 11- Swift Aid- Talk to GM about if it is half or +3
Lvl 13- Forge Ring to craft rings of tactical precision