Cirieo Thessaddin

Hamir Crookfeather's page

129 posts. Organized Play character for Lysle.


Race

Focus 1 | Active Conditions: none

Classes/Levels

Skills:
Acrobatics, Arcana, Halfling Lore, Medicine, Nature, Occultism, Pathfinder Society Lore, Society, Stealth, Survival, Thievery, Underworld Lore +12, Deception, Intimidation +13, Religion +14, Diplomacy +17

Gender

LN Twilight Halfling Sorcerer (Investigator ) 7 | 25 ft. speed | HP 42/48 | AC 22 Resistances evil 3| F +11 R +12 W + 14| Perc +12 T +1 Pursuing Lead (low-light vision; Expert prof for finding hidden things )| Stealth +12 |

About Hamir Crookfeather

Hamir Crookfeather (Investigator) Level 7
Male halfling sorcerer 7 (Advanced Player's Guide)
LN, Small, Halfling, Humanoid
Heritage twilight halfling
Background detective
Perception +12 (+13 when using Pursue a Lead, +14 when using Sense Motive to notice enchanted or possessed characters.); keen eyes, low-light vision
Languages Common, Halfling, Infernal, Tien, Varisian
Skills Acrobatics +12, Arcana +12, Deception +13, Diplomacy +17, Halfling Lore +12, Intimidation +13, Medicine +12, Nature +12, Occultism +12, Pathfinder Society Lore +12, Religion +14, Society +12, Stealth +12, Survival +12, Thievery +12, Underworld Lore +12
Str 8 (-1), Dex 16 (+3), Con 10 (+0), Int 16 (+3), Wis 16 (+3), Cha 19 (+4)
Other Items +1 striking cold iron dagger, hatchet, sling, backpack, bag of holding I, bandolier, bedroll, belt pouch, belt pouch, bull's-eye lantern, caltropss (2), candles (10), chalks (10), disguise kit, extra ink and paper writing set, fine clothing, flint and steel, healer's tools, jade cat, mesmerizing opal, mirror, monkey pin, mug, ordinary clothing, pup tent, rations (1 week)s (2), rope (foot)s (50), salve of antiparalysis, sheath, sling bullets (10), sneaky key, soap, thieves' tools, torchs (5), wand of manifold missiles (1st), warpony, waterskin, wayfinder, winter clothing, writing set, purse (1,073 gp, 29 sp, 9 cp)
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AC 22; Fort +11; Ref +12; Will +14
HP 48; Resistances evil 3
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
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Speed 25 feet
Melee [1] +1 striking cold iron dagger +13 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 2d4-1 P
Melee [1] hatchet +0 (thrown 10 ft., sweep, agile), Damage 1d6-1 S
Ranged [1] +1 striking cold iron dagger +13 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 2d4-1 P
Ranged [1] hatchet +3 (thrown 10 ft., sweep, agile), Damage 1d6-1 S
Ranged [1] sling +12 (propulsive), Damage 1d6-1 B
Divine Sorcerer Spellcasting DC 25, attack +15; 4th (3 slots) air walk, seal fate[APG], suggestion 3rd (4 slots) blindness, crisis of faith, enthrall, vampiric touch 2nd (4 slots) comprehend language, dispel magic, flaming sphere, sound burst 1st (4 slots) charm, command, fear, ventriloquism Cantrips (4th) daze, detect magic, forbidding ward, message, produce flame
Focus Spells 1 Focus Point, DC 25; 4th Diabolic Edict
Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
Ancestry Feats Halfling Lore, Halfling Luck, Watchful Halfling
Class Feats Known Weakness[APG]
General Feats Ancestral Paragon
Skill Feats Assurance, Charming Liar, Discreet Inquiry[APG], Eye For Numbers[APG], Skill Training, Streetwise
Other Abilities blood magic (diabolic), bloodline, combat mentor, component substitution, diabolic, expert spellcaster, hireling, leader by example, resist corruption, signature spells, signature spells, sorcerer spellcasting, spells, vigilant seal champion, wayfinder

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OLD INFO
Hamir Crookfeather (Investigator) Level 4
Male halfling sorcerer 4 Advanced Player's Guide
LN, Small, Halfling, Humanoid
Perception +8 (+9 when using Pursue a Lead); keen eyes, low-light vision
Languages Common, Halfling, Tien, Varisian
Skills Arcana +8, Deception +10, Diplomacy +12, Intimidation +10, Nature +8, Occultism +8, Pathfinder Society Lore +8, Religion +8, Society +8, Survival +8, Thievery +8, Underworld Lore +8
Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 14 (+2), Cha 18 (+4)
Other Items dagger, hatchet, sling, backpack, bandolier, bedroll, belt pouch, belt pouch, bull's-eye lantern, caltropss (2), candles (10), chalks (10), disguise kit, extra ink and paper writing set, fine clothing, flint and steel, healer's tools, mirror, mug, ordinary clothing, pup tent, rations (1 week)s (2), rope (foot)s (50), sheath, sling bullets (10), soap, thieves' tools, torchs (5), waterskin, wayfinder, winter clothing, writing set, purse (302 gp; 25 sp; 33 cp)
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AC 18; Fort +6; Ref +8; Will +10
HP 30 Focus Points 1 Hero Points 1; Resistances evil 1
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Speed 25 feet
Melee [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4-1 P
Melee [1] hatchet +0 (thrown 10 ft., agile, sweep), Damage 1d6-1 S
Ranged [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4-1 P
Ranged [1] hatchet +2 (thrown 10 ft., agile, sweep), Damage 1d6-1 S
Ranged [1] sling +8 (propulsive, range increment 50 feet, reload 1), Damage 1d6-1 B
Divine Sorcerer Spellcasting DC 20, attack +10; 2nd (4 slots) comprehend language, dispel magic, flaming sphere, sound burst 1st (4 slots) charm, command, fear, ventriloquism Cantrips (2nd) daze, detect magic, forbidding ward, message, produce flame
Focus Spells 1 Focus Point, DC 20; 2nd Diabolic Edict
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
Devise A Strategem [1] (concentrate, fortune, investigator) Frequency once per round Effect You can play out a battle in your head, using brains rather than brawn to execute an attack.
Devise a Strategem
You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
Pursue A Lead (concentrate, exploration, investigator) Frequency once per 10 minutes Effect You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don’t need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you’ve given up pursuit of a subject, you can’t Pursue that Lead again until after the next time you make your daily preparations.
Feats Charming Liar, Discreet Inquiry, Halfling Luck, Investigator Dedication, Investigator's Strategem, Skill Training, Streetwise
Other Abilities blood magic (diabolic), bloodline, cheliax, component substitution, diabolic, hireling, horizon hunters champion, leader by example, on the case, resist corruption, signature spells, sorcerer spellcasting, spell repertoire, spells, wayfinder

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Ancestry Feats and Abilities
Heritage 1st: Twilight Halfling (Hamir has low-light vision.)
1st: (feat) Halfling Luck (As an action, Harmir can reroll a failed skill check or saving throw once per day, but must use the new result even if it's worse than the initial roll.)

Skill Feats
Background: Detective (Streetwise)

Scrolls: 2 points Spells: 1 point
Items: feather token (ladder), minor healing potion

Boons:
Rose Street Investigator: Hamir can find hidden things that have a minimum proficiency rank to detect as though his Perception proficiency were expert.

General Feats
3rd: (feat)

Class Feats and Abilities
Feature 1st: Reach Spell (Hamir can extend the range of his spells. If his next action to use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As a standard for increasing spell ranges, if a spell normally has a range of touch, Hamir extends it range to 30 feet.

Feature 2nd: Cantrip Expansion - Hamir adds two additional cantrips from his spell list to hsi repertoire.

Bloodline (Infernal): Hamir uses the divine magical tradition and spell list. Whenever Harmir casts a spell using Focus Points or a granted spell from his bloodline using a spell slot he gains a blood magic effect. Hellfire scorches a target or fills Hamir's tongue with lies. Either a target takes 1 fire damage per spell level or Hamir gains a +1 status bonus to Deception checks for 1 round. This blood magic effect occurs only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, Hamir must designate himself or one target in the area when he casts the spell to be the target of the blood magic effect.

Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell and Harmir starts with a focus pool of 1 Focus Points. Hamir refills his focus pool during his daily preparations and regains 1 Focus Point by spending 10 minutes of activity. Focus spells are always automatically heightened to half his level rounded up--this is usually equal to the highest level of spell he can cast as a sorcerer. Focus spells do not require spell slots. His focus pool can never hold more than 3 points.

Sorcerer Spellcasting: Hamir can cast spells using the cast a Spell activity and he can supply material, somatic, and verbal components when casting spells (see Casting Spells CRB, pg. 302). he can usually replace material components with somatic components so he doesn't need to use a spell component pouch. Each day, Hamir can cast up to three 1st-level spells. He must know the spells to cast them, and he learns them via the spell repertoire class feature. The number of spells he can cast each day is called his spell slots.

Cantrips: Hamir can cast a cantrip at will and number of times per day. The cantrip is always automatically heightened to half his level rounded up--this is usually equal to the highest level of spell he can cast as a sorcerer.

Sorcerer Repertoire: Hamir has learned the following spells:

1-level: x

COmmand:

PFS StandardCommandSpell 1
AuditoryEnchantmentLinguisticMental
Source Core Rulebook pg. 325
Traditions arcane, divine, occult
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration until the end of the target's next turn
You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.

Success The creature is unaffected.
Failure For the first action on its next turn, the creature must use a single action to do as you command.
Critical Failure The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures.

Charm*:

Emotion, Enchantment, Incapacitation, Mental
Cast: Two Actions (somatic, verbal)
Range: 30 feet; Targets: 1 creature
Saving Throw: Will; Duration: 1 hour

To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success: The target is unaffected and aware you tried to charm it.
Success: The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).
Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure: The target's attitude becomes helpful toward you, and it can't use hostile actions against you.

Heightened (+4) The duration lasts until the next time you make your daily preparations.
Heightened (+8) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.

Fear:

EmotionEnchantmentFearMental
Source Core Rulebook pg. 337
Traditions arcane, divine, occult, primal
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures

Protection:

Uncommon, Abjuration
Cast: Two Actions (somatic, verbal)
Range: touch; Targets: 1 creature
Duration: 1 minute

You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.

This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.

Ventriloquism:

Auditory, Illusion
Cast: Two Actions (somatic, verbal)
Duration: 10 minutes

Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.

Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.

0-level (cantrips): x 7

Chill Touch:

CantripNecromancyNegative
Source Core Rulebook pg. 323
Traditions arcane, divine, occult
Cast Two Actions somatic, verbal
Range touch; Targets 1 living or undead creature
Saving Throw Fortitude
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
Heightened (+1) The negative damage to living creatures increases by 1d4.

Daze:

Cantrip, Enchantment, Mental, Nonlethal
Cast: Two Actions (somatic, verbal)
Range: 60 feet; Targets: 1 creature
Saving Throw" Will; Duration: 1 round

You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.

Heightened: (+2) The damage increases by 1d6

Detect Magic:

Cantrip, Detection, Divination
Cast: Two Actions (somatic, verbal)
Area: 30-foot emanation

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.

Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Forbidding Ward:

Abjuration, Cantrip
Cast: Two Actions (somatic, verbal)
Range: 30 feet; Targets" 1 ally and 1 enemy
Duration" sustained up to 1 minute

You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.

Heightened (6th) The status bonus increases to +2.

Prestidigitation:

Cantrip, Evocation

Cast: Two Actions (somatic, verbal)
Range: 10 feet; Targets: 1 object (cook, lift, or tidy only)
Duration: sustained

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
•Cook Cool, warm, or flavor 1 pound of nonliving material.
•Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
•Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
•Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Produce Flame*:

Attack, Cantrip, Evocation, Fire
Cast: Two Actions (somatic, verbal)
Range: 30 feet; Targets: 1 creature

A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.

Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.

Message:

AuditoryCantripIllusionLinguisticMental
Source Core Rulebook pg. 351
Traditions arcane, divine, occult
Cast Single Action verbal
Range 120 feet; Targets 1 creature
Duration see below
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell's range increases to 500 feet.


* = Bloodline Spell