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Baron Galdur Vendikon

Aleister Marlowe's page

134 posts. Pathfinder Society character for Deane Beman.


Human/Witch - HP: 32, - AC: 14/T: 13/FF: 12 - Perception: + 12 - F: +4 / R: +4/ W: +6 - CMB: +2- CMD: 15, Speed: 30, Init. +10

About Aleister Marlowe

Aleister Marlowe
Male Human (Taldan) Witch 5
CN Medium humanoid (human)
Init +10; Senses Perception +12
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 deflection)
hp 32 (5d6+10)
Fort +4, Ref +4, Will +6
Speed 30 ft.
Melee cold iron sickle +2 (1d6) and
. . silver light mace +2 (1d6)
Ranged darkwood light crossbow +5 (1d8/19-20)
Special Attacks hexes (cackle, evil eye, fortune, misfortune, slumber)
Witch Spells Prepared (CL 5th; concentration +10):
3rd—sleet storm, summon monster iii
2nd—cure moderate wounds, glitterdust (DC 17), web (DC 17)
1st—cure light wounds, cure light wounds, ill omen, ill omen, mage armor
0 (at will)—detect magic, guidance, light, read magic
Str 10, Dex 14, Con 12, Int 20, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Accursed Hex, Extra Hex, Extra Hex, Improved Initiative
Traits resilient, tomb raider
Skills Fly +7, Heal +5, Intimidate +3, Knowledge (arcana) +13, Knowledge (dungeoneering) +7, Knowledge (history) +12, Knowledge (local) +6, Knowledge (nature) +12, Knowledge (planes) +13, Linguistics +6, Perception +12, Sense Motive +3, Spellcraft +13, Use Magic Device +7
Languages Azlanti, Common, Daemonic, Draconic, Goblin, Osiriani, Ancient, Thassilonian
SQ patron spells (insanity)
Combat Gear wand of cure light wounds, wand of mage armor (50 charges); Other Gear masterwork silken ceremonial armor, cold iron sickle, crossbow bolts (20), darkwood light crossbow, silver light mace, cloak of resistance +1, ring of protection +1, backpack, bell, belt pouch, chalk (10), earplugs, ink, black, inkpen, journal, mirror, parchment (5), scroll case, sewing needle, silk rope, smoked goggles, spell component pouch, string or twine, thread (50 ft.), vial (3), wrist sheath, spring loaded, 5135 GP, 1 SP, 5 CP
Special Abilities
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 round(s)) (DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Misfortune (1 rd) (DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rds) (DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Speak With Familiar (Ex) You can communicate verbally with your familiar.

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Scorpion, Greensting
CN Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +8
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natural)
hp 13 (1d8+3)
Fort +2, Ref +4, Will +4
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +7 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (17 vs. Trip)
Feats Toughness +3, Weapon Finesse
Skills Climb +7, Fly +11, Heal +4, Perception +8, Spellcraft +2, Stealth +15, Use Magic Device +0; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion, poison
Other Gear You have no money!
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Starting Gear:

Explorer's Outfit
Cold Iron Sickle
Alchemical Silver Light Mace
Belt Pouch
Chalk (10)
Ink, black
Parchment (5)
Scroll case
Sewing needle
Silk rope
Sling Bullets (10)
Smoked Goggles
Spell component pouch
String or twine
Thread (50 ft.)
Vial (3)
50 GP

Level 1:

FS-1: In Service To Lore
-----XP: +1; PP: +2; GP: 417
-----Items purchased: Darkwood Crossbow (375gp), 20 Crossbow Bolts (2gp), Spring Loaded Wrist Sheath (5gp); Wand of Cure Light Wounds (2PP)
-----Total GP: 85
-----Total Fame/Prestige: 2/0
FS-2: To Delve The Dungeon Deep
-----XP: +1; PP: +2; GP: 419
-----Items purchased: Masterwork Silken Ceremonial Armor (180gp), Wand of Mage Armor (2PP)
-----Total GP: 324
-----Total Fame/Prestige: 4/0
FS-3: A Vision of Betrayal
-----XP: +1; PP: +2; GP: 401
-----Total GP: 725
-----Total Fame/Prestige: 6/2

Level 2/3:

3-01: The Frostfur Captives
-----XP: +1; PP: +1; GP: 502
-----Items purchased: Cloak of Resistance +1 (1000gp)
-----Total GP: 227
-----Total Fame/Prestige: 7/3
Module: We Be Goblins!
-----XP: +1; PP: +1; GP: 500
-----Total GP: 727
-----Total Fame/Prestige: 8/4
Thornkeep: The Accursed Halls
-----XP: +3; PP: +4; GP: 1398
-----Items purchased: Ring of Protection +1 (2000gp)
-----Total GP: 125
-----Total Fame/Prestige: 12/8
4-21: Way of the Kirin
-----XP: +1; PP: +2; GP: 1299
-----Total GP: 1424
-----Total Fame/Prestige: 14/10

Level 4:

Feast of Ravenmoor
-----XP: +3; PP: +4; GP: 3711
-----Total GP: 5135
-----Total Fame/Prestige: 18/14

Miscellaneous Boons:

Debt of the Kirin: You possess a series of letters of credit and a trade agreement betwen any holder of that agreement and a group called the Way of the Kirin.
Kayle's Blessing: Gain a +1 luck bonus on any saving throw against a dragon's breath weapon. (Uses remaining: 3/3)
Demonic Scholar: Permanent +1 bonus on Knowledge (Planes) when making checks regarding Demons.
You Be Goblin!: You gain a +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks made against Goblins.
True Ally of the Lantern Lodge: Whenever you spend 1 Prestige Point to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5.
The Kirin's Debt Repaid: Purchase one item worth up to 3,000gp at a 25% discount. Cross off both this boon and Debt of the Kirin.
Curse Breaker: Treat your caster level as 2 higher when casting Remove Curse. If you are targeted by Remove Curse, treat the spell's caster level as 2 higher. These effects to not stack.
Resisting the Gossamer King: You receive a +1 bonus to your saves against poisons and diseases.
Heroes of Magnimar: You receive a +2 bonus to Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.

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