Consortium Agent

Marcum Xavier Aldridge's page

101 posts. Alias of Song of Chiroptera.


Full Name

Marcum Xavier Aldridge

Classes/Levels

Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

About Marcum Xavier Aldridge

Investigator 9 | HP 58/58 | AC:17, T:13, F:14 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

Marcum Xavier Aldridge
☩ Male Human (Absalom)
☩ Investigator 9
☩ NG Medium humanoid (human)
Init +7; Senses Perception +13
Favored Class Bonus +1 to Skill Points (Levels 1-9)

Greatest Fear
His mother's death drove Marcum to excel in his studies. He applied his acute mind to finding solutions, vowing that his lack of knowledge would not be the cause of failure again. His biggest fear is facing a problem or foe who can't be overcome with reason and intelligence.

Ultimate Goal in Life
Marcum seeks knowledge, plain and simple. But the direction leads ultimately to the defeat of Pan-ehl Tahb, Marcum's nemesis and the man he believes is responsible for his mother's death. Pan-ehl is an Oracle, owing his soul to a deity Marcum has never reconciled or understood. He last saw him in Katapesh where he managed to elude a trap Marcum had set.

What Marcum doesn't know is that Pan-ehl is an oracle of the Dark Tapestry. Specifically, a worshipper and puppet of Nyarlathotep.

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Defense
AC 21, touch 15, flat-footed 18 (+6 armor, +3 Dex, +2 RoP)
hp 58 (6d8+9)
Fort +4, Ref +9, Will +7
☩ +2 Mithral Chain Shirt (shadow quality)
☩ +2 Ring of Protection

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Offense
Speed 30 ft.
Melee
➣ +1 Rapier +10/+5 (1d6+1/15-20 x2)
keen, cold iron
Main hand:+10/+5, 1d6+1
Main w/ light off:+8/+3, 1d6+1

➣ +1 Sword Cane +10/+5 (1d6+1/x2)
bane (undead)
Main hand:+10/+5,1d6+1 plus 2d6 (undead)
Main w/ light off:+8/+3,1d6+1

➣ Mwk Dagger +10/+5 (1d4/19-20 x2)
Main hand:+10/+5,1d4
Main w/ offhand:+6/+1,1d4
Main w/ light off:+8/+3,1d4

➣ Wooden Stake +9/+4 (1d4/x2)

Ranged
➣ +1 Short Bow +10/+5 (1d6+1/x3), Darkwood
Blunt Arrows x20
Regular Arrows x20

Special Attacks
➣ Studied Strike +3d6

Trap Sense +3
Studied Combat
Studied Strike +3d6

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Investigator Abilities

Extracts (formulae book)
Level 3 (3/day)
➣ Fly
➣ Gaseous Firm
➣ Remove Curse

Level 2 (4/day)
➣ Alter Self
➣ Blistering Invective (DC 16)
➣ Cat's Grace
➣ Cure Moderate Wounds
➣ Darkvision
➣ Defensive Shock (4d6)
➣ Fire Breath (DC 16)
➣ Invisibility

Level 1 (5/day)
➣ Comprehend Languages
➣ Cure Light Wounds
➣ Detect Secret Doors
➣ Detect Undead
➣ Disguise Self
➣ Endure Elements
➣ Expeditious Retreat
➣ Firebelly (DC 15)
➣ Illusion of Calm (DC 15)
➣ Jump
➣ Keen Senses
➣ Reduce Person
➣ See Alignment
➣ Shield
➣ True Strike

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Statistics
Str 11 (+0)
Dex 16 (+3)
Con 12 (+1)
Int 18 (+4)
Wis 13 (+1)
Cha 14 (+2)

Base Atk +6/+1; CMB +6; CMD 19

Feats
☩ Weapon Finesse
☩ Extra Inspiration (Inspired Intelligence)
☩ Fearless Curiosity
☩ Improved Initiative
☩ Two-weapon Fighting
☩ Two-weapon Defense

Traits
☩ Rich Parents
☩ Scholar of Ruins (dungeoneering)

Skills
☩ Acrobatics +12
☩ Appraise +13
☩ Bluff +13
☩ Climb +7
☩ Craft (alchemy) +13
☩ Diplomacy +8
☩ Disable Device +16
☩ Disguise +8
☩ Escape Artist +10
☩ Heal +10
☩ Intimidate +8
☩ Knowledge (planes) +9
☩ Knowledge (arcana) +9
☩ Knowledge (history) +10
☩ Knowledge (geography) +10
☩ Knowledge (dungeoneering) +10
☩ Knowledge (local) +10
☩ Knowledge (nobility) +9
☩ Knowledge (religion) +9
☩ Linguistics +9
☩ Perception +13 (+9 ranks, +1 Wis, +3 Class)
☩ Perform (acting) +7
☩ Profession (Investigator) +5
☩ Sense Motive +10
☩ Sleight of Hand +12
☩ Spellcraft +10
☩ Stealth +16
☩ User Magical Device +8

Languages
☩ Common
☩ Dwarven
☩ Gnomish
☩ Necril (Osirian)
☩ Osiriani
☩ Celestial
☩ Infernal

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Gear
...broken down by location...

Bag of Holding I (165.28 lbs)
Acid Flask x2
Alchemist's fire x2
Alchemist's lab
Alchemy crafting kit
Arrows x20 (quiver)
Bladeguard
Blunt arrows x20 (quiver)
Caltrops
Flint and steel
Goblet (flask) of quenching
Healer's Kit (10/10)
Iron spike x2
Lenses of detection
Manacles
Mapmaker's kit
Money -(gp 361, sp 3, cp 5)
Oil of bless weapon
Shovel (Old Halsey)
Silk rope
Small centipede poison
Soothe syrup
Striped toadstool
Wand of magic missile
Waterskin
Whetstone

Hip Pouch 1
Antitoxin
Compass
Drill
Escape dust
Formula Book (compact)

Hip Pouch 2
Thieves' tools, masterwork
Sunrod x4
Universal solvent x2

Scroll Case
Impossible papyrus

Clothing (* Worn)
Courtier's outfit
Dilettante's outfit (*) - Flask(s)
Scholar's outfit

Special Gear
Bag of Holding I
➣ Holds 250 lbs.
➣ 30 cubic ft.

This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount.

Lens of Detection
This circular prism lets its user detect minute details, granting a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.

Mitral Chain with Shadow Quality
This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally.

Compass

Mwk Thieves Tools

Wand of Magic Missile (CL 3)

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Investigator Class
Alchemy
Inspiration
Trapfinding
Poison Lore
Poison Resistance +6
Swift Alchemy
Investigator Talent (Amazing Inspiration)
Investigator Talent (Underworld Inspiration)
Investigator Talent (Combat Inspiration)
Investigator Talent (Inspired Intelligence)
Keen Recollection
Trap Sense +3
Studied Combat
Studied Strike +3d6

Contacts (Absalom):

Caleb Enbriar - Prominent librarian at the Forae Logos where a lot of Marcum's research is conducted. Caleb is a childhood friend of Marcum's father.

Sebastian "the Rook" - Underworld figure in Copperwood that supplies Marcum with tidbits of information from time to time. Marcum is one of the very few who kw the Rook is a dhampir.

Hemmish Thornboggle - Gnomish artificer, ex-student of the Clockwork Academy who after a drunken impropriety found himself forever locked out of the school. Marcum seeks his advice from time to time on particularly odd puzzles, owing to the gnome's skewed visit of the world.

Finished Personality:

Marcum is a man of singular focus. When seeing a point of interest his periphery is shadow as solutions compile in his mind. In those times his humor is sharp and acidic while his patience dwindles.

For the most part, however, Marcum's demeanor is a pleasant one. His years overseas amid varying cultures has taught him the value of diplomacy. And if that fails, he's managed to extricate himself from a bad situation or two when a smile wasn't enough.

For those around him, find ship is fast from their perspective, but Marcum rarely feels that deeply beneath the surface. His true friends are few and as varied as his past. His associates are legion, for the book of his life was not to be written on an island.

Finished History:
Marcum Xavier Aldridge was born and raised in Absalom. His parents, Ralius and Feila Aldridge, served in the Forae Logos as researchers and instilled an inquisitive nature in their son. Though their work revolved around the library, it was "the world outside that filled those volumes." as his father would say frequently.

His formative years in their care directed his path to one of academics and seeing the lands beyond Absalom. What good being the City at the Center of the World if you spent your life in the hub. Marcum was exposed to the varied cultures of the Inner Sea; Magnimar to study ancient runes, Almas to reunite a family tome with its rightful owners, following rumors of strange happenings at a school in south Taldor.

Their worldly life changed when his mother fell ill. Ralius dedicated his life to caring for Feila. Marcum dedicated his to finding a cure for her malady. A young and unproven researcher, the son ventured forth into a world made all the larger by the absence of his parents. Marcum followed the trail of an alchemist from Mwangi, journeying into the Expanse to find a cure for his mother.

A year in the belly of the jungle and Marcum was no closer. Disease and the cursed natives blocked him at every turn. Frustrated and ill in his own right, Marcum returned home only to find his mother had passed in his absence. He and his father bonded further in their shared loss, but Marcum was never the same.

During his time following the clues within the alchemist's journal, Marcum had been drawn to alchemy and its connection to the body's innate magics. His mother's death a livid wound, he poured himself into study and research. Anything to take his mind away and in a small fashion, make up for not saving his mother.

Marcum spent his adult years in the employ of a wide range of entities as an investigator. His early years in research and a fascination with puzzles guided his destiny. Reputation and success found his services in demand. The Gray Cloaks enlisted him in ascertaining the source of a rare poison. The Temple of Iomedae sought him out in uncovering a spy on their ranks.

His travels have seen him sailing the Shackles and researching the ruins of a Qadiran temple. But for all his wanderings, Marcum's heart ultimately lead back to Absalom and his father.

Most recently he's returned from a lengthy investigation involving the Skinsaw cult in Absalom. The solutions ultimately led him to Katapesh and a mad oracle named Pan-el Tahb, a murderer using the villainous servants of Norberger in Absalom to fulfill his bloodlust. The trail of his investigation found Tahb had not only sought victims, but also the ability to unlock the power of a long buried mummy. Before the end, Marcum had survived a battle with the undead only to find Pan-el had escaped.

It's not long after his return to Absalom that Marcum receives a letter from Lorre at the Pathfinder Lodge. Something is brewing in the south...the phrase "the sands have shifted" causes him to frown. "Burning realms, I've only just returned..."