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Marak Quan's page

598 posts. Alias of Set.

Full Name

Marak Quan




10th Cleric of Nethys | AC 21/T 12/FF 15, CMD 20, HP 103 / 103, F+12, R +7, W+15, Per +8, Init +6





Special Abilities

Channel positive energy +5d6, Domains: Knowledge, Magic








Common (Taldane), Thalissonion, Varisian, Kellish, Osirioni, Halfling



Strength 12
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 22
Charisma 12

About Marak Quan

Consider investing in some Muleback Cords, and picking up a Large weapon (preferably a mace or morningstar) from one of the ogres, to use with Hand of the Acolyte.

Current adjustments -9 hp, -7 charges wand of cure light wounds, -1 bless, -1 summon monster V, -1 holy smite

Party treasure in Haversack
scroll from lamia room, another magic ogre hook, magical large hide armor from the room with three ogres

Some books (outdated traveloges and treatises on the effects of Aroden's death) pillaged from the Foxglove townhouse. Amulet +1 (worn), Ogre Hook +1, unidentified Ring from second Ogrekin encounter.

+1 large hide armor, +1 human bane ogre hook

Marak Quan
Human male Cleric 10, N, Nethys
Str 12 (+1), Dex 14 (+2), Con 14/16 (+2/+3), Int 14 (+2), Wis 18/22 (+4/+6), Cha 12 (+1)

(2 + 3 + 5 + 3 + 10 + 2 = 25, +2 Wis for Human bonus, +1 Dex at 4th, +1 Int at 8th)

HP: 103 (8 + 9x5, +20 (for Con 14), +10 (for belt) +10 (for Toughness), +10 (for Favored Class)), AC: 21 (+4 armor, +2 shield, +2 Dex, +1 amulet), Spd 20 ft., Init +6, Saves: Fort +11/+12, Ref +7, Will +13/+15, BAB +7, CMB +8, CMD 20, Atk: +8 Dagger (1d4+1 P), +9 Sling (1d4+1 damage, 20 crit, 50’ range), +13 Morning Star with Hand of the Acolyte (1d8+1)

Class Abilities

bonus proficiency in Quarterstaff, Channel Positive Energy 6/day to heal 5d6 damage (Will DC 16), Knowledge Domain (Lore Keeper - all Knowledge skills are class skills, touch a creature and gain knowledge about it as if getting a 31 on whatever Knowledge check is relevant to that creature, Remote Viewing - clairaudience/clairvoyance as spell-like ability up to 10 rounds / day), Magic Domain (Hand of the Acolyte (melee weapon makes one attack at up to 30 ft. range adding +6 to hit up to 9/day), Dispelling Touch (targeted dispel magic as a melee touch 1/day)

Racial Abilities

+2 one attribute, bonus feat, bonus skill point per level.

Spell Focus (conjuration), Augment Summoning, Varisian Tattoo (conjuration)(B), Extra Turning (2 extra Channel Energy uses / day), Craft Wondrous Item, Improved Initiative, Toughness

Mathematical Prodigy (+1 to Knowledge - arcana and Knowledge - engineering checks, and one is always a class skill), Magic is Life (as long as under the effect of any spell, gains a +2 save vs. death magic and automatically stabilizes, if dropped to negative hit points)

Languages: Common (Taldan), Thassilonian, Halfling
Skills (5 + 5x9 (2+Int+Human):
Appraise 1 (Int, +6),
Craft (alchemy) 1 (Int, +6),
Diplomacy 6 (Cha, +10),
Heal (Wis) 2 (+9/+10),
Knowledge (arcane) 10 (Int, +16, includes +1 trait bonus),
Knowledge (architecture & engineering) 1 (Int, +7, includes +1 trait bonus),
Knowledge (dungeoneering) 1 (Int, +6),
Knowledge (history) 2 (Int, +7),
Knowledge (local) 1 (Int, +6),
Knowledge (nobility) 1 (Int, +6),
Knowledge (religion) 4 (Int, +9),
Knowledge (the planes) 1 (Int, +6),
Linguistics 5 (Int, +10, Varisian, Kelish, Osirioni, Auran, Terran),
Perception 2 (CC, Wis, +6/+8)
Profession (Scribe/Illuminator) 1 (Wis, +8/+10),
Sense Motive 2 (Wis, +9/+11),
Spellcraft 10 (Int, +15)

(can spontaneously change any to Cure Wounds):
0 (4) – Detect Magic, Guidance, Mending, Stabilize
1st (4+2+1d) – Bless x2, Command x2 (Will DC 17), Liberating Command, Remove Fear, Comprehend Languages*
2nd (4+2+1d) - Lesser Restoration x2, Shield Other, Silence, Spear of Purity x2, Detect Thoughts*
3rd (3+1+1d) - Badger's Ferocity, Communal Delay Poison, Communal Resist Energy, Invisibility Purge, Dispel Magic*
4th (3+1+1d) - Death Ward, Dimensional Anchor, Holy Smite (Will DC 20), Restoration, Divination*
5th (2+1+1d) - Breath of Life, Greater Forbid Action (Will DC 21), Summon Monster V, True Seeing*

Morning Star (8 gp, 6 lbs, 1d8 B/P), Dagger (2 gp, 1 lb), Sling (-, -) w/10 stones (5 sp, 5 lbs), Chain Shirt (+4 armor, 100 gp, 25 lbs, +4 MDB, -2 ACP, 20% ASF), darkwood shield (257 gp, +2 shield bonus, 5 lbs), Backpack (2 gp, 2 lbs), Bedroll (1 sp, 5 lbs), Rations x5 (2.5 gp, 5 lbs), Waterskin (1 gp, 4 lbs), Flint & Steel (1 gp, -), Signal Whistle (8 sp, -), Belt Pouch (1 gp, ½ lb), silver holy symbol (25 gp, 1 lb), 1 flask Holy Water (25 gp, 1 lb), 2 flasks Alchemist's Fire (40 gp, 2 lbs), 1 Everburning Torch (110 gp, 1 lb), Wand of Cure Light Wounds (CL 1, 18 charges, 375 gp, 1 lb), 2 Map/Scroll cases (2 gp, 1 lb), 10 sheets paper (4 gp, -), 5 pieces of Charcoal for rubbings (5 cp, -), Heward's Handy Haversack (5 lbs), Healing Belt (700 gp, +2 heal checks, 2d8 cure wounds on self as standard action 3/day?)

Healer's Kit (50 gp, 1 lb), 5 Traveler's Outfits (5 gp, 25 lbs.), 2 vials Antitoxin (100 gp, -), 1000 gp. worth of diamond dust, 2 platinum rings (50 gp, one on Muchorak), spare silver Holy Symbol (25 gp, 1 lb), spare wooden Holy Symbol (1 gp, -)

Pearl of power (2nd level)

Belt of Health +2

1 scroll of Align Weapon, 2 Tanglefoot Bags, 1 book (from anti-gravity room), +179 gp, +1001 gp

Created with Craft Wondrous Item - Headband of Wisdom +4 (8000 gp), Cloak of Resistance +2 (2000 gp)


Encumbrance (Lt 38 lbs, Med 39-76 lbs, Hvy 77-115 lbs): 65.5 lbs carried
Cash Spent: 1663 gp, 9 sp, 5 cp Cash Remaining: 236 gp, 5 cp, ‘Day Job check’: Profession (scribe/illuminator) +8
Favored Class: Cleric (extra hp chosen at 1st-8th levels)

Summoned Celestial Riding Dog (Augmented);

Celestial Riding Dog; Medium Animal, Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8; AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural); hp 17 (2d8+8); Fort +7, Ref +6, Will +1; Speed 40 ft.; Melee bite +5 (1d6+4 plus trip); Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6; Base Atk +1; CMB +5; CMD 17 (21 vs. trip); Feats Skill Focus (perception); Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent; SQ Acid, Cold, Electricity Resistance 5, Spell Resistance 5, Smite Evil against one target for +2 damage for duration of encounter 1/day

Summoned Celestial Eagle (Augmented);

Celestial Eagle; Small Animal, Init +2; Senses darkvision 60 ft., low-light vision; Perception +10; AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size); hp 7 (1d8+3); Fort +5, Ref +4, Will +2; Speed 10 ft., fly 80 ft. (average); Melee 2 talons +3 (1d4+2), bite +3 (1d4+2); Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7; Base Atk +0; CMB +1; CMD 13; Feats Weapon Finesse; Skills Fly +8, Perception +10; Racial Modifiers +8 Perception; SQ Acid, Cold, Electricity Resistance 5, Spell Resistance 5, Smite Evil against one target for +1 damage for duration of encounter 1/day

Summoned augmented Earth Elemental

Augmented Earth Elemental; Small Outsider (elemental), Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size); hp 17 (2d10+6); Fort +6, Ref -1, Will +3; Speed 20 ft., burrow 20 ft., earth glide; Melee slam +8 (1d6+6); Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11; Base Atk +2; CMB +6; CMD 15); Feats Improved Bull Rush, Power Attack; Skills Appraise +1, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7; SQ earth glide, earth mastery, elemental traits, outsider traits

Born to a Varisian scribe and a Taldan merchant in the cosmopolitan city of Absalom, Marak spent his young years seeking out the source of the strange markings on his skin, markings that have since developed along with his mystical training into full-fledged tattoos, in the Varisian style, marking him as having great potential in the arts of Conjuration. His mother, having long departed the city, had no explanations for him, and his father would not speak of such things, growing sullen at any mention of his departed wife, so Marak was forced to seek out tutelage where he could, and discovered that the only source of such esoteric information that he could afford was that provided by pledging service in the temple of Nethys. Now an acolyte of that faith, Marak worked off his debt as a scribe and illuminator of holy texts for the lore and research required to master his tattoo’s power.

A new development has given him cause for concern, as more markings have begun to appear on his flesh, usually after strange dreams of great obelisks, covered with similar markings that glow like fire in time with those on his skin. The wise men at the temple began to look at him askance with this new development, and he realized that he was on the brink of going from acolyte to research subject.

Spending his hoarded savings on protective gear (armor, shield, weapons), Marak booked passage to the wilderness of Varisia, country of his long-vanished mother, to see if he can find these haunted columns that plague his dreams, and discover the source and meaning of these arcane markings that have seared themselves into his skin, and upon his very soul.

Marak's complexion favors his fathers paler Taldane tones, but he has his mothers long, black hair and dark eyes. He's always been 'big-boned,' and, until his recent trek half-way around the world, was somewhat overweight, again, like his father. A bout of illness that left him shuddering on the floor throughout his entire sea voyage to Sandpoint helped him to lose the last of his baby fat, and he's come to regard that illness, as awful as it was, as something of a mixed blessing. His clothes are still a bit loose, as they were purchased when he was heavier. His most visible tattoo travels along his left arm, with runic characters starting on the back of his hand and moving in three rows all the way up to his shoulder. Much paler, so faint as to not be decipherable, similar track of different runes can be seen on his right arm, on both legs and crossing his chest and belly.

When he uses his Acid Splash power from his Varisian Conjuring Tattoo, the runes flare up a dazzling green, running in the moment of casting from his shoulder to his hand, as if the acid is moving beneath the skin.

Craftable Items


Healing Belts, for those who don't already have them, perhaps? (500 gp to craft)

He'll be able to craft Belts of Giant's Strength +2 or Mighty Constitution +2, Headbands of Alluring Charisma +2 or Inspired Wisdom +2 as well (or Physical Might - Str + Con, or Mental Prowess - Wis + Cha). A +2 belt or headband is 2000 gp to craft, and one that gives +2 to Str+Con or Wis+Cha is 5000 gp to craft. (He'd need another caster present to be able to craft an item with +2 Dex or +2 Int, to cast Cat's Grace or Fox's Cunning.)

Cloaks of Resistance +1, also an option. 500 gp. to craft. Won't be able to make +2 cloaks until sixth level.

Pearls of Power (1st - 3rd level), 500 gp, 2000 gp or 4500 gp.

Others; Bottle of Air, Candle of Truth, Circlet of Persuasion, Minor Circlet of Blasting, Cube of Frost Resistance, Elixir of Truth, Gem of Brightness, Goggles of Night, Helm of Comprehending Languages and Reading Magic, Helm of Underwater Action, Horn of Fog, Horn of Goodness/Evil, Lantern of Revealing, Medallion of Thought, Periapt of Health, Phylactery of Faithfulness, Robe of Bones (naughty!), Silversheen, Sovereign Glue, Stone of Good Luck, Necklace of Prayer Beads (bless, healing), Sustaining Spoon, Unguent of Timelessness

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