Jemet Winderbole

Howirk Crookfeather's page

197 posts. Organized Play character for Lysle.


Full Name

Howirk "The Closer" Crookfeather

Race

| HP 12/12 AC 12 T 12 FF 10 ( AC 18 w/mage armor & protect from evil) | CMB +2, CMD 12 | F: +2, R: +2, W: +5 (+2 against fear) | Init: +3 | Perc: +3, SM: +1

Classes/Levels

| Speed 20ft | Spells: 1st 6/6 Active conditions: none.

Skills:
Acrobatics +3 (-1 to jump), Bluff +9, Climb +0, Diplomacy +12, Intimidate +7, Perception +3, Sleight of Hand +6, Use Magic Device +10

Gender

Male CN Halfling Sorcerer (infernal bloodline) 2

Spells:
1st— charm person, protection from evil | 0—daze, ghost sound, mage hand, prestidigitation, ray of frost

About Howirk Crookfeather

Appearance:
This charming, well-dressed Halfling is the scion of a successful merchant family in Almas that rose in prominence after fleeing oppression in Cheliax. He often serves as a “closer”, brokering deals for his clients.

Howirk Crookfeather (CORE)
Male halfling sorcerer 2
CN Small humanoid (halfling)
Init 3; Senses Perception +3
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 12 (2d6+2)
Fort 2, Ref 2, Will 5; +2 vs. fear
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-2 P or S/19+)
Ranged blowgun +3 (1 P)
Bloodline Spell-Like Abilities (CL 2nd; concentration +7)
. . 8/day—corrupting touch (1 round)
Sorcerer Spells Known (CL 2nd; concentration +7)
. . 1st (6/day)—charm person (DC 18), protection from evil
. . 0 (at will)—daze (DC 15), ghost sound (DC 15), mage hand, prestidigitation, ray of frost
. . Bloodline Infernal
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Statistics
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Str 7, Dex 12, Con 12, Int 10, Wis 12, Cha 20
Base Atk +1; CMB -2; CMD 9
Feats Eschew Materials, Persuasive
Traits child of the streets, reactionary
Skills Acrobatics +3 (-1 to jump), Bluff +9, Climb +0, Diplomacy +12, Intimidate +7, Perception +3, Sleight of Hand +6, Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
Combat Gear potion of cure light wounds (3), holy water (2); Other Gear blowgun, dagger, backpack, bedroll, candle (5), courtier's outfit, flint and steel, ink, inkpen, jewelry (50 gp for courtier's outfit) (worth 50 gp), mirror, parchment, sealing wax, signet ring, soap, sunrod, tindertwig (2), 2,165 gp, 5 sp
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Special Abilities
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Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Corrupting Touch (1 round, 8/day) (Sp) As a standard action, touch shakes foe and they radiate evil for 1 round.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).

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PFS #90900-8
Experience 1 XP
Faction Exchange
Wealth 7 gp, 5 sp 9 cp | 2 PP | 2 Fame
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Howirk Crookfeather
Sorcerer (infernal bloodline) 1
CN Small humanoid (halfling)

Init +3; Senses Perc +3, SM +1
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Defense
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AC 12, touch 12, flat-footed 11 (+1 size +1 Dex)
HP 7 6 + 1 Con
Fort +2, Ref +2, Will +4 +2 racial bonus against fear
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Offense
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Speed 20 ft. encumbered at 23+ lbs. due to Str 7
Initiative +3+1 Dex +2 Reactionary
Melee dagger -1 (1d4-2 P/S, Crit 19/20 x2)
Ranged blowgun +3 (1d2 P, Crit x2, 10 ft.) (20 darts)
Ranged dagger +3 (1d4 P, Crit 19/20 x2, 10 ft.)
Sorcerer Spells Known (Sorc 1st; concentration +6 (DC 18 charm spells)
. . 1st (5/day)—charm person, protection from evil
. . 0 (at will)—daze, ghost sound, mage hand, prestidigitation
Space 5 ft.; Reach 5 ft.
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Statistics
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Str 7, Dex 12, Con 12, Int 10, Wis 12, Cha 20
Base Atk +0; CMB -2; CMD 8 (-2 Str +1 Dex -1 Size)
Feats Eschew Materials
Traits Child of the Streets, Reactionary
Languages Taldane (Common), Halfling,
Skills
Acrobatics +3*, Appraise +1, Bluff +5, Climb +0*, Diplomacy+5, Disguise +5, Intimidate +5, Perception +3*, Sense Motive +1, Sleight of Hand +6**, Stealth +5*, Use Magic Device+9***
*racial bonus
**trait bonus + Skill rank
*** Skill rank

Combat Gear
•2x dagger 2 gp 2 lb.
•blowgun 2 gp 1 lb.
•10x darts 5 cp
Total Cost: 4.5 gp
Weight: 2 lbs.

Other Gear
•courtier’s outfit 30 gp 1.5 lbs.
•jewerly 50 gp -
•backpack 2 gp .5 lbs.
•5x candles 5 cp
•2x tindertwigs 2 gp
•ink 8 gp -
•pen 1 sp -
•10 sheets of parchment 2 gp
•sealing wax 1 gp 1 lb
•signet ring 5 gp
•soap 2 sp 5 cp 1/2 lb
•steel mirror 10 gp .5 lbs
•bell 1 gp -
•1 flask holy water 25 gp 1 lbs
•sunrod 2 gp 1 lb.
•bedroll 1 sp 1.75 lbs.
Total Cost: 142.41 gp
Weight: 20.75 lb
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Special Abilities
(8/day) Corrupting Touch (Sp) – Melee touch attack. If successful, target is shaken for 1 round. Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider Multiple touches do not stack, but they do add to the duration.

Bot Howirk!:

First round (before combat)

Against undead or outsiders (unless he has some reason to think them not evil)
Howirk casts protection from evil on himself and attempts to get safely behind a front-line fighter.

Against humanoids
Howirk casts charm person (Will save DC 18) on creature he ascertains most likely to be leader. If this fails, Howirk casts protection from evil on himself and attempts to get safely behind a front-line fighter during the next round.

Against all others
Howirk casts ghost sound (Will save DC 16) to simulate the sound of an approaching dragon or other predator.

Order of Actions in Subsequent Rounds (once combat begins)

Howirk casts protection from evil on a front-line fighter (unless he has some reason to think the opponent is not evil) and attempts to find cover outside of the combat zone.

Howirk casts daze (Will save DC 17) on the nearest humanoid opponent that does not threaten him and draws his dagger.

Howirk draws his first dagger and throws it at the nearest opponent that does not threaten him.
[dice=Ranged Attack (Dagger)]1d20+3[/dice]
[dice=Damage (dagger)(P)]1d4[/dice]

Howirk next draws his blowgun and fires it at the nearest opponent that does not threaten him.
[dice=Ranged Attack (Blowgun)]1d20+3[/dice]
[dice=Damage (dart)(P)]1d2[/dice]

If opponent is adjacent, Howirk uses his Corrupting Touch (Su) on the opponent and tries to tumble away.
[dice=Melee Touch (target shaken)]
[dice=Acrobatics (Tumble)]1d20+3[/dice]1d20-1[/dice]

If the above tactics do not work, Howirk uses his dagger to attack and then tumble away.
[dice=Melee Attack (Dagger)]1d20-1[/dice]
[dice=Damage (dagger)(P/S)]1d4-2[/dice]
[dice=Acrobatics (Tumble)]1d20+3[/dice]