Cirieo Thessaddin

Hamir Crookfeather's page

47 posts. Organized Play character for Lysle.


Race

Focus 1 | Active Conditions: --- 1st level spells 3/3

Spells:
1-charm, protection, ventriloquism | 0-daze, detect magic, prestidigitation, produce flame

Classes/Levels

Skills:
Acrobat +2, Arcana +2, Athletic-1, Craft +2, Deception +6, Diplomacy +6, Intimidate +3, Library Lr +5, Lore +2, Med +1, Nature +2, Occult: +5, Perform +3, Religion +4, Society +5, Survival +1, Thieve: +5, Underworld Lr +5

Gender

LN Twilight Halfling Sorcerer 1 | 25 ft. speed | HP 4/12 | AC 15 | F +5 R +5 W +6 | Perc +4 (low-light vision)| Stealth +2 |

About Hamir Crookfeather

Hamir Crookfeather

PFS#: 90900-2004
Experience: 4 XP Fame: 4 fame
Gold: 0 gp
Networking Points: Scrolls 2; Spells 1

Ancestry Twilight Halfling
Background Detective
Class Sorceror (Diabolic Bloodline); Level: 1
Size Small traits (Small Humanoid Halfling)
Alignment; CN deity Calistria
Languages: Common, Halfling, Varisian
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SENSES
Perception: +4 ((1 wis) + (3 prof) + (item)) [T]
Special Senses: low-light vision
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DEFENSES

HIT POINTS: 12

ARMOR CLASS
AC: 15 (10 + (2 dex) + (3 prof) + (0 item)) [T]
Unarmored: [T]

SAVING THROWS
Fortitude: +5 ((0 con) + (3 prof) + (item)) [T]
Reflex: +5 ((3 dex) + (3 prof) + (item)) [T]
Will: +6 ((1 wis) + (5 prof) + (item)) [E]
Notes: (conditional modifiers, reactions, resistances, immunities, etc.)
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OFFENSE

Class DC: 16 (10 + (3 key stat Cha) + (3 prof) + (item)) [T]

Speed: 25 ft.

Melee Strikes
Dagger +5 (agile, finesse, thrown 10 ft., versatile S, 1-hand)
((2 dex) + (3 prof) + (item)) [T]
Damage (1d4-1) P

Fist +5 (agile, finesse, nonlethal, unarmed)
((2 dex) + (3 prof) + (item)) [T]
Damage (1d4-1) B

Ranged Strikes
Spell strike +6
((3 cha) + (3 prof) + (item))
Damage (produce Flame) (1d4+3) F

Sling +5 (50 ft., 1-hand, reload 1, propulsive)
((2 dex) + (3 prof) + (item))
Damage (1d6-1) B

Dagger +5 (10 ft. thrown, 1-hand)
((2 dex) + (3 prof) + (item)) [T]
Damage (1d4-1) P

Bulk: 4 Bulk [=3 Bulk, 11 L]
Weapons: 10 sling bullets (L) [1 cp], dagger (L) [2 sp], slingshot (L) [0 gp]
Gear: adventurer's pack (Bulk 2) (backpack, bedroll, belt pouch (x2), chalk (x10), flint and steel, 50 ft. rope, rations (2 week's), soap, torch (x5), waterskin) [7 sp], bandolier (-)[1 sp], bull's-eye lantern (Bulk 1) [1 gp], caltrops (x2)(Lx2) [6 sp], candle (x10) (-) [1 cp}disguise kit (L) [2 gp], explorer's outfit (L)[1 gp], fine clothing (L)[2 gp], healer's Tools (Bulk 1)[5 gp], mirror (-) [1 gp], mug (-) [1 cp], sheath (-) [1 cp], sp], thieves' Tools (L) [3 gp], writing set (L) [1 gp],

Weapon Proficiencies
Simple: [T], Martial: [U], Other (unarmed): [T]
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SKILLS
STR -1, DEX +1, CON +0, INT +2, WIS +1, CHA +3

Acrobatics: +2 = (2 dex) + (prof) + (item) - (armor) [U]
Arcana: +2 = (2 int) + (prof) + (item) [U]
Athletics: -1 = (-1 str) + prof) + (item) - (armor) [U]
Crafting: +2= (2 int) + (prof) + (item) [U]
Deception: +6 = (3 cha) + ( 3 prof) + (item) [T]
Diplomacy: +6 = (3 cha) + (3 prof) + (item) [T]
[Intimidation: +3 = (3 cha) + (prof) + (item) [U]
Library Lore: +5 = (2 int) + (3 prof) + (item) [T]*
Lore (type): + = (2 int) + (prof) + (item) [U]
Medicine: +1 = (1 wis) + (prof) + (item) [U]
Nature: +1 = (1 wis) + (prof) + (item) [U]
Occultism: +5 = (2 int) + (3 prof) + (item) [T]
Performance: +3 = (3 cha) + (prof) + (item) [U]
Religion: +4 = (1 wis) + (3 prof) + (item) [T]
Society: +5 = (2 int) + (3 prof) + (item) [T]
Stealth: +2 = (2 dex) + (prof) + (item) - (armor) [U]
Survival: +1 = (1 wis) + (prof) + (item) [U]
Thievery: +50 = (2 dex) + (3 prof) + (item) - (armor) [T]
Underworld Lore: +5= (2 int) +(3 prof)+(item) [T]

* Scrolls School
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ABILITY SCORES

STR 8, DEX 14, CON 10, INT 14, WIS 12, CHA 16

[i[]ABILITY MODIFIERS[/i]
STR -1, DEX +1, CON +0, INT +2, WIS +1, CHA +3
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FEATS:

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)
2nd: (feat)

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.

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 2

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.


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): x4

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.

* = Bloodline Spell