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Modoru Redgrave

Marchello Aria PFS's page

120 posts. Pathfinder Society character for BudFox.


Male Half-Elven Inquisitor Lvl 1 HP:9/9 | AC:14 | T:10 | FF:12 | CMD:14 | F:+2 | R:+2 | W+6 | Init:+4 | Perc:+10 | Sense Motive:+8

About Marchello Aria PFS

Marchello Aria


Some men anguish for a lifetime, searching for their destiny … others have it thrust upon them, whether they are ready or not …

Marchello grew up in Korvosa, the son of doting parents, whose love for each other transcended their racial divide. His parents were merchants of rare antiquities, especially rare books. They were always fascinated by tales of adventure or the knowledge to be gained hidden in vast tomes and passed this curiosity down to their son. They regularly ran caravan trains throughout Varisia in search of suppliers for rare trinkets, unique oddities and books.

One night on a trip between Korvosa and Harse as the family slept they were awoken by a group of savage fiends, not men, not quite alive but hungry for the flesh of the living. The family had unwittingly stopped and made camp near a long-forgotten graveyard. A group of hunger-crazed ghouls stumbled upon the unsuspecting family.

Marchello had been up late, reading a fantastic tale by candlelight as his parents slept. He had been warned to get to sleep, but he couldn’t pry himself away from the tale of a valiant paladin who had sworn to protect his village from an evil dragon. It was well about midnight when he needed to relieve himself and he made his way to a clearing about 30 yards from camp, where the moonlight illuminated the sparse foliage. Suddenly he heard faint moans and then the shrill sounds of terror – his mother’s voice … he ran back towards the camp, stopping short, hidden by an outcropping of rocks.

He saw his father’s fruitless efforts to fend them off and protect his mother. His heart stopped in terror, his limbs were paralyzed with fear. He saw the entire horrific attack, unable to turn away.

About the time his father made his last movement he heard the sounds of galloping horses, getting louder as they got closer. Two men, dressed in black robes with silver lining rode up, dismounted and engaged the two ghouls who were so occupied with their feast they failed to notice the men. One man made some motion with his hands and a bright light erupted from his hands toward them. The other drew a mace and brought it down upon one of the ghouls … in a few moments they had dispatched them and the camp fell silent.

Marchello emerged from the rocks and raced towards the bodies of his parents. One of the men caught him as he ran, holding him so that he faced the other direction , ‘they are gone son, I’m sorry’, Pharasma is guiding them now.

The two men took Marchello back to Korvosa, housed and nourished him at the temple. These two clerics and the priests became his adoptive family, the Temple of Pharasma his home, and their faith the basis for his studies. There he built on his knowledge, honed his skills and became a disciple in the service of his Deity. He would seek out and cure the world of undead evils in the name of his faith and his beloved parents.

He has learned to temper his rage and to take selective action - he doesn't run down every undead creature he sees, he's more calculating - realizing that many of the lesser beasts are a means to an end. He'd prefer to make deep cuts rather than just scratch the surface of his nemesis. He's studied hard and ready to put his book knowledge into practice. Marchello has been working towards this opportunity all of his life. While he is certainly a little bookish, he is neither slight nor awkward, and what he lack in hands on experience, he more than makes up for in passion.

He heard of the Pathfinder Society and was intrigued by their mission, perhaps there was some as yet unknown way to rid the world of undead? He has made the long voyage to Absalom in search of answers and has taken up the oath of the Pathfinders as his own.


His human traits clearly dominant ... thick, dark brown wavy hair, pale skin. Brown eyes. 26 Years old, 6’2 inches Tall, 160 lbs.

Character Sheet

__________________________ GENERAL__________________________

Male Half-Elven Inquisitor (Pharasmin Undead Hunter) Level 1
HP: 9/9 (1d8+1) [Level 1 Favored Class Bonus]

STR: 14 [+2 modifier]
DEX: 14 [+2 modifier]
CON: 10
INT: 10
WIS: 18 [+4 modifier] (+2 racial bonus)
CHA: 10

Initiative +4 = +2 [DEX] +2 [Elven Reflexes Trait]

Favored Classes: Inquisitor, Fighter

Faith: Pharasma: Glory Domain, Honor Subdomain

__________________________ DEFENSE __________________________

AC 14 = 10 +2 [Dex] +2 [Leather]
Touch 10
Flat-Footed 12

Fortitude Save +2 = 2 [base] +0 [Con]
[/b]Reflex Save[/b] +2 = 0 [base] +2 [Dex]
[/b]Will Save[/b] +6 = 2 [base] +4 [Wis]

__________________________ OFFENSE __________________________

Speed: 30ft (6 Squares)

Basic Melee Attack +2 [STR] and [+1 Heavy Mace Weapon Focus Feat], [+2 Damage to Undead (Traits)]
Basic Ranged Attack +2 , [DEX] and [+2 Damage to Undead (Traits)]

CMB +2 = 0 [BAB] +2 [Str] +0 [size]
CMD +14 = 0 [BAB] +2 [Str] +2 [Dex] +0 [size] + 10

_________________ Spells _________________

Spells per day:

Level 1: 1+1[WIS]

Level 0 Orisons

Detect Magic
Disrupt Undead

Level 1

Detect Undead
Cure Light Wounds

_________________ Feats, Skills and Special Abilities _________________


Undead Slayer: Instructed at a young age in the tenets of your faith, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.

Elven Reflexes: You gain a +2 trait bonus on Initiative checks.


Weapon Focus Gain a +1 bonus on all attack rolls you make using a Heavy Mace.

Skill Focus: Use Magical Device +3 (Racial bonus feat)


Total + Ability Mod. + Ranks + Misc.

Skill Ranks: 6 [Inquisitor]

Acrobatics +2 = DEX 2+0+0
Appraise +2 = INT 2+0+0
*Bluff +4 = CHA 0+1+3 [1 Rank]
*Climb +2 = STR 2+0+0
*Craft +2 = INT 2+0+0
*Diplomacy +4 = CHA 0+1+3 [1 Rank]
Disable Device +2 = DEX 2+0+0
*Disguise +0 = CHA 0+0+0
Escape Artist +2 = DEX 2+0+0
Fly +2 = DEX 2+0+0
*Heal +4 = WIS 4+0+0
*Intimidate +0 = CHA 0+0+0
*Knowledge (Arcana) +6 = INT 2+1+3 [1 Rank]
*Knowledge (Dungeoneering) +2 = INT 2+0+0
Knowledge (History) +2 = INT 2+0+0
*Knowledge (Nature) +2 = INT 2+0+0
*Knowledge (Planes) +2 = INT 2+0+0
*Knowledge (Religion) +6 = INT 2+1+3 [1 Rank]
Linguistics +2 = INT 2+0+0
*Perception +10 = WIS 4+1+3 +2 [Bonus Racial Keen Senses] [1 Rank]
Perform +0 = CHA 0+0+0
*Profession +4 = WIS 4+0+0
*Ride +2 = DEX 2+0+0
*Sense Motive +8= WIS 4+1+3 [1 Rank]
Sleight of Hand +2 = DEX 2+0+0
*Spellcraft +2 = INT 2+0+0
*Stealth +2 = DEX 2+0+0
*Survival +4 = WIS 4+0+0
*Swim +1 = STR 2+0+0
*Use Magic Device +3 = CHA 0+0+0+3 [Skill Focus Bonus Racial Feat]

Special Abilities


Low-Light Vision
Adaptability: Skill Focus (bonus feat)
Elf Blood: Half-elves count as both elves and humans for any racial effects
Elven Immunities: Immune to magic sleep. +2 to saves vs. enchantment
Keen Senses: +2 Perception
Multitalented: Choose two favored classes


Domain – Glory:

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your inquisitor level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Subdomain – Honor:

At 8th Level: Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

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).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Languages: Common, Elven, Varisian, and Chelaxian [+2 INT]

__________________________ Equipment__________________________

Carrying Capacity:
Currently carrying: 59lbs
Light Load: 58lbs.
Medium Load: 116lbs.
Heavy Load: 175lbs.
Lift Over Head: 175lbs.
Lift Off Ground: 350lbs.
Push or Drag: 875lbs.

Held/Worn Equipment:
Leather Armor (10gp) 15lbs
Heavy Mace (12gp) 8lbs 1d8/x2
Travellers outfit (1gp) 5 lbs
Long Bow (75gp) 3lbs 1d8/x3
(2) Quiver of Arrows [40] (2gp) 2x3lbs = 6lbs

Belt and Pouch (1gp) 0.5 lbs
3gp, 45sp

Backpack (10gp) 2lbs:
3 vials of holy water (3gp) -lbs
Waterskin (1gp) 4 lbs
5 Days Rations (25sp) 5 lbs
Dagger (2gp) 1 lbs
Caltrops (1gp) 2 lbs
Bedroll (1sp) 5 lbs
Hooded Lantern (7gp) 2 lbs
Oil – 2 flasks (2sp) 2 lbs
Tindertwig (1gp) - lbs
Small Steel Mirror (10gp) 0.5 lbs

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