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Verik Vancaskerkin

Kargen Hapspring's page

437 posts. Pathfinder Society character for Enchanter Tim.


Full Name

Kargen Hapspring

Race

Human

Classes/Levels

Inquisitor of Erastil 5 [hp 36/36; F+5, R+4, W+6 (+2 vs. charms); AC 18/13/15; Init +5, Perception +10, Sense Motive +10]

Gender

Male

Alignment

NG

Strength 14
Dexterity 17
Constitution 13
Intelligence 10
Wisdom 14
Charisma 12

About Kargen Hapspring

Corporal Kargen Hapspring
PFS #: 1142-2
Faction: Liberty's Edge
Fame: 21
PP: 16
XP: 12
Vanities: Hunting Lodge (Make Dayjob roll with Survival)
Awards: Eagle Knight (Specialized in Diplomacy, +1 to Diplomacy)

PFS Journal:

#3-18: The Frostfur Captives: 1XP, 502GP, 2PP
#3-01: The God's Market Gamble: 1XP, 217GP, 2PP
Intro 3: First Steps III, Vision of Betrayal: 1XP, 401GP, 2PP
#3-07: Echoes of the Overwatched: 1XP, 502GP, 2PP
#4-19: Night March of Kalkamedes: 1XP, 513GP, 2PP
#0-4: Frozen Fingers of Midnight: 1XP, 467GP, 2PP
#5-02: The Wardstone Patrol: 1XP, 1280GP, 2PP
#4-18: The Veteran's Vault: 1XP, 512GP, 2PP
RotRL: Burnt Offerings: 3XP, 4800GP, 4PP
Dawn of the Scarlet Sun: 1XP, 2252GP, 1PP

Boons:

Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points. (Currently: Human Bane)
Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it of your Chronicle sheet. Subtier 1–2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.
IrrisenThe Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.
Mendevian Commission (1) +1 bonus on Charisma-based skills and ability checks made to influence crusaders of Mendev.
Goblin Sourge Once per scenario, you may call upon your memories of the Battle of Thistletop to bolster your resolve against goblinoid foes. Doing so grants you a +1 morale bonus on attack and damage rolls against targets with the goblinoid subtype and +2 on Will saves against spells or effects from goblinoid sources. This bonus lasts 1 minute.
Lamashtu's Bane You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.
Antagonized by Avalex Whenever you use a boon which would be crossed off after being used, there is a 20% chance that your contact is slain, waylaid, discredited, or otherwise neutralized. You gain no benefit and must cross off that boon as well as Antagonized by Avalex.
Resources of Redemption Treat your Fame score as two higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming, or flaming burst abilities, shields with the blinding ability, crowns of blasting, necklaces of fireballs, phylactery of faithfulness, staves of healing, or staves of illumination.

Male Human Inquisitor (Preacher, Sin Eater) 5
NG Medium Humanoid (human)
Init +5; Senses Perception +10, Sense Motive +10

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 36 (5d8+8)
Fort +5, Ref +4, Will +6; +2 trait bonus vs. charm and compulsion

Offense
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) and
. . masterwork cold iron sickle +6 (1d6+2)
Ranged +1 adaptive composite longbow +7 (1d8+3/×3)
. .PBS +1 adaptive composite longbow +8 (1d8+4/×3)
. .Deadly Aim +1 adaptive composite longbow +6 (1d8+5/×3)
. .Rapid Shot +1 adaptive composite longbow +5/+5 (1d8+3/×3)
. .DA, RS +1 adaptive composite longbow +4/+4 (1d8+5/×3)
. .PBS, DA, RS +1 adaptive composite longbow +5/+5 (1d8+6/×3)
Special Attacks bane (5 rounds/day)
Spell-Like Abilities (CL 5th; concentration +6)
. . At will—detect alignment
. . 5 rounds/day—discern lies
Inquisitor (Sin Eater) Spells Known (CL 5th; concentration +7):
. . 2nd (3/day)—blistering invective (DC 14), flames of the faithful (DC 14), see invisibility
. . 1st (5/day)—divine favor, expeditious retreat, litany of sloth, protection from evil, shield of faith, wrath
. . 0 (at will)—acid splash, create water, detect magic, guidance, light, read magic

Statistics
Str 14, Dex 17, Con 13, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +5; CMD 18

Class Abilities
Eat Sin 2d8+5 (Sp) 1 min, eat sins of adjacent corpse to heal self. Rush as full rd for half benefit.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues. See Judgments below.
Cunning Initiative Add Wisdom Mod to Initiative
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Track +2 Add the listed bonus to survival checks made to track.
Determination (2/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.

Traits
Birthmark: +2 save vs. charm & compulsion
World Traveler: +1 to Knowledge, Local and it becomes a class skill

Feats
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot Ignore penalties when firing into melee.
Rapid Shot Fire one additional time during a full-attack with a -2 penalty to all attacks.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.

Skills
Acrobatics +3, Bluff +5, Climb +5, Diplomacy +6, Heal +6, Intimidate +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +4 (+6 to navigate underground), Knowledge (local) +5, Knowledge (nature) +6, Knowledge (planes) +4, Knowledge (religion) +5, Perception +10, Profession (trapper) +6, Ride +6, Sense Motive +10, Spellcraft +4, Stealth +6, Survival +8 (+10 to avoid becoming lost), Swim +5

Equipment and Misc
Languages Common
Combat Gear: +1 chain shirt, +1 adaptive composite longbow, arrows (40), blunt arrows (20), dagger, masterwork cold iron sickle, efficient quiver
Other Gear: handy haversack, bedroll, belt pouch, blanket, compass, flint and steel, wooden holy symbol (Erastil), signal whistle, silk rope (50 ft.), trail rations (6), waterproof bag, Scroll of Cure Moderate Wounds, Cure Moderate Wounds, Silk rope, Trail rations (6), Wand of Cure Light Wounds (46), bedroll, signal whistle, compass, waterproof bag, Scroll of Align Weapon (2), Scroll of Abundant Ammunition (2), Adamantine Weapon Blanch
Coin: 1790 gp, 4 sp, 9 cp

Judgments:

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction(but not for reducing hardness).

Background:

Kargen is a former member of the Andoran military. He commanded a company of archers before an altercation where he countermanded a superior officer's orders resulted in him being demoted. After a year of being shunned for further promotion and being given menial tasks, Kargen opted for discharge and joined the Pathfinder Society hoping to still do some good for his home nation.

Appearance:

Kargen is a short Andoran man. He has a military style haircut, though it has been grown out some. A quiver hangs from his hip, though you see no bow, but he has the bearing of a hunter. With his sleeves rolled back you spot what looks like an Erastil-looking arrow tattoo on his forearm.

Boons:


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