Adalgrim Overhill
Male halfling cavalier (daring champion) 1/investigator (psychic detective) 5 (Pathfinder RPG Advanced Class Guide 30, 90, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Occult Adventures 119)
N Small humanoid (halfling)
Init +5; Senses Perception +12
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 40 (6 HD; 5d8+1d10+6)
Fort +5, Ref +9, Will +6; +2 vs. psychic spells and spell-like abilities, +2 vs. fear
Defensive Abilities trap sense +1
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Offense
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Speed 20 ft.
Melee +1 returning dagger +9 (1d3+1/19-20) or
. . mwk silver dagger +9 (1d3-1/19-20) or
. . unarmed strike +5 (1d2 nonlethal)
Ranged +1 hand crossbow +9 (1d3+1/19-20)
Special Attacks challenge 1/day (+1 damage, +1 morale bonus to hit undead), studied combat (+2, 4 rounds), studied strike +1d6, tactician 1/day (Covering Fire, 3 rds)
Investigator (Psychic Detective) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—mental barrier I[OA], mind thrust II[OA] (DC 16), paranoia[OA] (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]
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Statistics
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Str 10, Dex 17, Con 12, Int 18, Wis 12, Cha 11
Base Atk +4; CMB +3; CMD 16
Feats Covering Fire, Point-Blank Shot, Precise Shot, Toppling Spell[UM]
Traits helpful, magical lineage, twitchy
Skills Acrobatics +11 (+7 to jump), Bluff +4, Climb +7, Disable Device +9, Escape Artist +7, Intimidate +4, Knowledge (arcana) +13, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, 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), Linguistics +8, Perception +12, Sense Motive +5, Sleight of Hand +7, Spellcraft +13, Stealth +11, Survival +2, Swim +5, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ champion's finesse, inspiration (6/day), investigator talent (effortless aid[ACG]), keen recollection, order of the shroud[OA], paranoid, phrenic amplification (focused force[OA]), psychic dabbler, psychic meddler, trapfinding +2
Combat Gear cold iron crossbow bolts (50), silver crossbow bolts (50), acid; Other Gear mithral chain shirt, +1 hand crossbow, +1 returning dagger, crossbow bolts (50), mwk silver dagger, handy haversack, scarlet and blue sphere ioun stone (knowledge (arcana)), backpack, bedroll, belt pouch, flint and steel, inkpen, mess kit[UE], pot, prismatic crystal[OA], soap, torch (10), trail rations (5), waterskin, 2033 gp, 10 sp
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Tracked Resources
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+1 returning dagger - 0/1
Acid - 0/1
Cold iron crossbow bolts - 0/50
Crossbow bolts - 0/50
Inspiration (+1d6, 6/day) (Ex) - 0/6
Masterwork silver dagger - 0/1
Panache Pool (1/day) - 0/1
Prismatic crystal - 0/1
Psychic Dabbler (2/day) (Su) - 0/2
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
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Special Abilities
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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, 6/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 (2/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 effects.
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 (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (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.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
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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- Rapid Reload
lvl 9- Combat Expertise
Lvl 11- Swift Aid- Talk to GM about if it is half or +3
Lvl 13- Forge Ring to craft rings of tactical precision
lvl 15-