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Verik Vancaskerkin

Kargen Hapspring's page

152 posts. Pathfinder Society character for Enchanter Tim.


Full Name

Kargen Hapspring

Race

Human

Classes/Levels

Inquisitor of Erastil 1

Gender

(hp 10/10; F+3, R+3, W+4 (+2 vs. charms); AC 17/13/14; Init +3, Perception +6)

Alignment

NG

Strength 14
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 14
Charisma 12

About Kargen Hapspring

Kargen Hapspring
PFS #: 1142-2
Faction: Andoran
Fame: 4
PP: 2
XP: 2

PFS Journal:

The Frostfur Captives: 1XP, 502GP, 2PP
The God's Market Gamble: 1XP, 217GP, 2PP

Male Human Inquisitor (Preacher, Sin Eater) 1
NG Medium Humanoid (human)
Init +3; Senses Perception +6

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+1); Judgement of Sacred Healing 1
Fort +3, Ref +3, Will +4; +2 trait bonus vs. charm and compulsion
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2

Offense
Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and Spear +2 (1d8+3/x3)
Ranged MW Comp Longbow (Str +2) +4 (1d8+2/x3)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Inquisitor (Sin Eater) Spells Known (CL 1, +2 melee touch, +3 ranged touch):
1 (2/day) Shield of Faith (DC 13), Protection from Evil (DC 13)
0 (at will) Light, Read Magic, Create Water, Guidance

Statistics
Str 14, Dex 16, Con 13, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +2; CMD 15

Skills
Acrobatics +1
Climb +0
Diplomacy +5
Escape Artist +1
Fly +1
Intimidate +6
Knowledge (local) +5
Knowledge (religion) +4
Perception +6
Ride +1
Sense Motive +7
Stealth +1
Survival +6
Swim +0

Equipment and Misc
Languages Common
Combat Gear: MW Comp Longbow (Str +2), Arrows (40), Chain shirt, Dagger, Spear
Other Gear: Backpack (3 @ 8.06 lbs), Belt pouch (4 @ 0 lbs), Blanket, Candle (3), Flint and steel, Holy symbol, wooden (Erastil), Scroll of Cure Moderate Wounds, Cure Moderate Wounds, Silk rope, Trail rations (5), Wand of Cure Light Wounds (50)
Coin: 57gp

Class Abilities
Eat Sin 1d8+1 (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 (Su): 1/day gain a sacred bonus. See Judgments below.

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.

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).



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