Verik Vancaskerkin

Kargen Hapspring's page

880 posts. Organized Play character for Enchanter Tim.

Full Name

Kargen Hapspring




Inquisitor of Erastil 8 [hp 54/54; F+8, R+8, W+9 (+2 vs. charms); AC 22/15/17; Init +7, Perception +13, Sense Motive +15]





Strength 14
Dexterity 20
Constitution 13
Intelligence 10
Wisdom 14
Charisma 12

About Kargen Hapspring

Captain Kargen Hapspring
PFS #: 1142-2
Faction: Liberty's Edge
Fame: 45
PP: 25
XP: 23
Hunting Lodge (Make Dayjob roll with Survival)
Temple (free Cure Moderate Wounds or Lesser Restoration; Use Heal for Day Job)
Eagle Knight (Specialized in Diplomacy, +1 to Diplomacy)
Captain (Specialized in Perform: Oratory)

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
#5-99: The Paths We Choose: 1XP, 2245GP, 2PP
#5-07: Port Godless: 1XP, 2545GP, 2PP
#6-21: Tapestry's Toil: 1XP, 2629GP, 2PP
#6-11: The Slave Master's Mirror, 1XP, 3284GP, 2PP
#7-03: The Bronze House Reprisal, 1XP, 2529GP, 2PP
#1-50: Fortune's Blight: 1XP, 2584GP, 2PP
#7-11: Ancient's Anguish: 1XP, 4402GP, 2PP
#5-13: Weapon in the Rift: 1XP, 2PP, 4024GP
#5-03: Hellknight's Feast: 1XP, 2PP, 4037GP
#8-03: Captives of Toil: 1XP, 2PP, 4106GP
Special: Siege of the Diamond Siege: 1XP, 2PP, 5354GP


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: Holy)
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 Commendation (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.
Accumulating an Army (Riftwardens) Cumulative with other "Accumulating an Army" boons.
Riftwarden Magic Access for all Characters to: anti-summoning shield, protection from outsiders, and telepathic censure
Sky Key Component (Hao Jin Tapestry) You have recovered one of the Sky Key pieces. This one belonged to Naldak, who founded Naldek's Point in Irrisen
Tanbaru's Respect May cast dispel magic, fog cloud, or invisibility using character level as caster level
Wayang's Favor +2 bonus on CHA-checks vs. Wayangs
Daring Rescue Use to reduce the Prestige cost to recover your body and gear by 3
Gnoll Tactics All characters can access the following feats/archetypes from Monster Codex: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, pack rager archetype, and the flindbar.
Friend of Kasadei +2 bonus on all Knowledge (local), Knowledge (history), and Knowledge (nobility) checks pertaining to Magnimar. You also receive a +2 bonus on all Charisma-based skill checks when interacting with good-aligned NPCs in Magnimar.
Hero of the Day +2 bonus to Knowledge (arcana) checks to identify constructs. Once per scenario, you may ignore a construct’s hardness and DR for one attack. You must declare that you are using this ability before you roll the attack roll.
Sacred Scorpion Tattoo Wild Empathy on scorpions; +2 to Diplomacy vs. girtablilus; -2 vs. scorpion or girtablilu poison
Ghalcor's Spellcraft Access to spells from Demon Hunter's Handbook: Burst with Light, Detect Demon, Righteous Blood
Mendevian Commendation (2) +1 bonus on Charisma-based skills and ability checks made to influence crusaders of Mendev. (Total of +2)
Concern of LibertyWill save rerolls against an Enchantment (Compulsion) effect gain a +2 on the reroll.
Impressive Influence Gained influence with Taldor and Andoran guests at Fiddlemourn manor. Possible later effect.
Blessing of the Atoned +2 on a Cha-based skill made to influence a good aligned spellcaster or creature with the good subtype. Alternatively, you can use this to Lay on Hands as a Paladin of your level. Useable twice. Influence a Paladin or worshiper of Torage once per scenario without using the boon.
Darklands Delver +2 bonus to all Knowledge checks related to the dangers of the Darklands and make these checks untrained. Cross this boon off to take 20 on a Knowledge check about a duergar.
Niche Specialist (darkness specialist) +2 to acrobatics checks made to move full speed while blind. Reduce miss chance for dim light to 15%. Reduce miss chance for total concealment to 40%. Cross off this boon to gain Darkvision 10 for 1 round.
Siege-Hardened +1 on weapon damage rolls vs demons. Cross the boon off to gain +3 to caster level to overcome a demon's spell-resistance.
Defender of Nerosyan (Overwhelming Victory) While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award by 4 when outside a settlement of 5000. Gain at 10% discount on good aligned items. Does not stack with other discount.

Faction Cards:

Season 6 Goals Completed: 2
Freedom Fighter: Gain a +1 on attack and damage rolls against known slavers.

Male Human Inquisitor (Sin Eater) 8
NG Medium Humanoid (human)
Init +6; Senses Perception +13, Sense Motive +15

AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex)
hp 54 (8d8+14)
Fort +8, Ref +8, Will +9; +2 trait bonus vs. charm and compulsion; -2 vs scorpion or girtablilu poison

Speed 30 ft.
Melee dagger +8/+3 (1d4+2/19-20) and
. . masterwork cold iron sickle +9/+4 (1d6+2)
Ranged +1 adaptive composite longbow +14/+9 (1d8+3/×3)
. .PBS +1 adaptive composite longbow +15/+10 (1d8+4/×3)
. .Deadly Aim +1 adaptive composite longbow +12/+7 (1d8+7/×3)
. .Rapid Shot +1 adaptive composite longbow +12/+12/+7 (1d8+3/×3)
. .DA, RS +1 adaptive composite longbow +10/+10/+5 (1d8+7/×3)
. .PBS, DA, RS +1 adaptive composite longbow +11/+11/+6 (1d8+8/×3)
Ranged with Buffs
. .Divine Favor +1 adaptive composite longbow +16/+11 (1d8+5/×3)
. .Judgement (Justice/Destruction) +1 adaptive composite longbow +16/+11 (1d8+6/×3)
. .Greater Bane +1 adaptive composite longbow +16/+11 (1d8+5+4d6/×3)
. .Divine Favor, Judgement, Greater Bane, Deadly Aim, Rapid Shot, PBS +1 adaptive composite longbow +19/+19/+14 (1d8+15+4d6/×3)
Special Attacks Greater bane (13 rounds/day)
Spell-Like Abilities (CL 8th; concentration +10)
. . At will—detect alignment
. . 8 rounds/day—discern lies
. . At will—Eat Sin (2d8+8) (absorb undeath), Speak with Dead
Inquisitor (Sin Eater) Spells Known (CL 8th; concentration +10):
. . 3rd (2/day)—dispel magic, heroism, greater magic weapon
. . 2nd (5/day)—blistering invective (DC 14), flames of the faithful (DC 14), invisibility, resist energy, see invisibility, tongues
. . 1st (5/day)—cure light wounds, divine favor, disguise self, 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

Str 14, Dex 20, Con 13, Int 10, Wis 14, Cha 12
Base Atk +6; CMB +8; CMD 23

Class Abilities
Eat Sin 2d8+8 (Absorb undeath) (Sp) 1 min, eat sins of adjacent corpse to heal self. Rush as full rd for half benefit. Accept 1 temporary negative level to absorb undeath, preventing a corpse from rising as undead.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Judgement (3/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 +4 Add the listed bonus to survival checks made to track.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Greater Bane (+2 / 4d6, 13 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Speak with Dead For 10 minutes after eating sin, use Speak with Dead
Second Judgement Apply the effects of two judgments instead of just one.

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

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 -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Weapon Focus (Longbow) +1 to all attacks with a Longbow

Teamwork Feats (Solo Tactics)
Friendly Fire Maneuvers Allies who have this feat do not provide soft cover to your attacks. +4 dodge bonus to any Reflex save from a friendly spellcaster.

Acrobatics +4, Bluff +5, Climb +6, Diplomacy +8, Heal +6, Intimidate +13, Knowledge (arcana) +6, Knowledge (dungeoneering) +4 (+6 to navigate underground), Knowledge (local) +7, Knowledge (nature) +9, Knowledge (planes) +4, Knowledge (religion) +7, Perception +13, Profession (trapper) +6, Ride +7, Sense Motive +15, Spellcraft +4, Stealth +7, Survival +12 (+14 to avoid becoming lost), Swim +5

Equipment and Misc
Languages: Common
Combat Gear: +1 agile breastplate, +1 adaptive composite longbow, arrows (60), blunt arrows (20), cold iron arrows (50), dagger, masterwork cold iron sickle, efficient quiver, Bracers of Archery, Lesser, Belt of Incredible Dexterity (+2), Greenwood Masterwork Composite Longbow (Str+2), cloak of resistance +1, arrows (adamatine blanch) (10), arrows (ghost salt blanch) (16), Bane Baldric, Lesser Extend Metamagic Rod, Adamantine Durable Arrows (10)
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, hot weather outfit, Scroll of Cure Moderate Wounds, Cure Moderate Wounds, Silk rope, Trail rations (6), Wand of Cure Light Wounds (22), bedroll, signal whistle, compass, waterproof bag, Scroll of Align Weapon (2), Scroll of Abundant Ammunition (2), potion of Fly (2), scroll of Invisibility, potion of Bull's Strength
Coin: 9129 gp, 4 sp, 9 cp


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).


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.


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.


Out of combat: Kargen still styles himself as a military man, proud of his service in the Andoran military as well as the work he’s done as a Pathfinder at the Worldwound. He served as an auxiliary there and uses it as a reference for his knowledge of demons and other evil creatures. He willingly uses his skills to help the party and will gladly hunt for any game to keep the group eating fresh food rather than rations.

Prep: At the first inkling of trouble, Kargen uses his Metamagic Rod of Extend with Heroism to give himself a buff. He’s also willing to use this with Disguise Self or Invisibility to scout targets. He prides himself on understanding his opponents and countering their tactics, so if given time to strategize, he’ll try to develop solid military tactics to cut off and counter opposing forces.

In combat: If not in immediate danger, Kargen takes a round to buff (usually with Divine Favor) and get into best position to have line of sight of multiple targets. If he or the group is in immediate danger, he’ll forgo this and use a swift action to activate his Judgements (Justice and Destruction, unless there’s a serious reason for another) and then try to end the threat. If he can get a full attack and he’s already got his Judgements up, he’ll activate Bane and put multiple Bane arrows into the opponent. Once the battle is over, he’ll Eat Sin on any opponents he killed as a way of offering their souls for redemption (and healing himself, but he sees it more as a after battle ritual even if he’s fully healed). If information is needed, he can also use Speak with Dead on any opponents whose Sin he has Eaten.