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Taecuss dyn Bru's page

409 posts. Alias of markofbane.

About Taecuss dyn Bru

Neutral Evil Male Drow Wizard (Diviner, Foresight subschool) 1
Medium Size (5’ 7”, 90 pounds, White Eyes, White Hair)
Age: 120
Move: 30’
Languages: Elven, Undercommon, Abyssal, Aklo, Drow Sign Language, Draconic, Common, Infernal.

10 Strength
14 Dexterity
12 Constitution -2 racial penalty applied
20 Intelligence +2 racial bonus applied
10 Wisdom +2 racial bonus applied
8 Charisma

Initiative: +3 +2 Dex, +1 Class Feature
AC: 16 Mage Armor +4, Dexterity +2
Dagger (+0, 1d4+0, 19-20/x2, P/S)
Whip (-4, 1d3+0 NL, x2, Disarm, Trip, Reach)
CMB: 0
CMD: 12
Fort: +1 Spell Resistance 7
Ref: +2 Spell Resistance 7
Will: +2 Spell Resistance 7, Immune to sleep, +2 vs. enchantments
Hit Points: 9


T: Seeker. +1 to Perception, and it is a class skill
T: Master of Arcane Secrets. Starting attribute modifiers are: +2 Intelligence, +2 Wisdom, -2 Constitution, applied above
L1: Breadth of Knowledge. +2 to all knowledge skills; can make knowledge and profession checks without ranks
B1: Scribe Scroll: Can craft arcane scrolls


10 points per level: 2 class, 5 intelligence, 1 favored class, 2 adventure path bonus

+9 - Appraise (1 ranks +3 class +5 attribute +0 other)-
+0 – Climb (0+0+0+0)-
+9 - Craft (Alchemy) (1+3+5+0)-
+2 – Escape Artist (0+0+2+0)~
+2 – Fly (0+3+2+0)~
+11 - Knowledge (Arcana) (1+3+5+2)*
+11 - Knowledge (Dungeoneering) (1+3+5+2)
+11 - Knowledge (Engineering) (1+3+5+2)
+7 - Knowledge (Geography) (0+3+5+2)
+7 - Knowledge (History) (0+3+5+2)
+11 - Knowledge (Local) (1+3+5+2)
+11 - Knowledge (Nature) (1+3+5+2)
+7 - Knowledge (Noblity) (0+3+5+2)
+7 - Knowledge (Planes) (0+3+5+2)
+7 - Knowledge (Religion) (0+3+5+2)
+9 - Linguistics (1+3+5+0)*
+10 - Perception (1+3+0+6)*
+2 – Profession (Any) (0+3+0+2)-
+2 – Sense Motive (0+0+0+2)-
+9 - Spellcraft (1+3+5+0)*
+5 - Stealth (0+0+2+3)-
+0 - Swim (0+0+0+0)-
n/a – Use Magic Device (0+0+0+0)~

Race/Class Abilities:

Favored Class: Wizard (1 used for skill points)
Drow Abilities:
Attributes, normal array modified by adventure path trait, applied above.
Humanoid (elf), Medium size, Normal speed.
Drow Senses. Darkvision to 120’ and +2 to Perception checks.
Drow Immunities. Immune to sleep effects, +2 vs. enchantment spells and effects.
Poison Use. Can use poison, never risk accidental poisoning
Spell Resistance. 6 plus class levels
Spell-Like Abilities. Can cast dancing lights, darkness and faerie fire once per day, level equals character level
Light Blindness. Exposure to bright light blinds for one round, dazzled until out of area
Weapon Familiarity. Proficient with hand crossbow, rapier and short sword
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond: Familiar, Centipede.
Arcane School: Divination, Foresight Subschool (opposed: Enchantment, Necromancy).
Class feature: Forewarned. Can always act in surprise round, though flatfooted until his action. +1 bonus to initiative checks
Class feature: Prescience. Free action, roll d20. May substitute for another d20 roll before next turn. Can use eight times per day


Memorized: Spells in blue indicate they have been cast
Cantrips (DC 15) 3: Detect Magic, Presdigitation, Ray of Frost.
1st level spells (DC 16) 3+1: Mage Armor, Burning Hands, Color Spray, True Strike.
Spell Book
Cantrips (18): Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Presdigitation, Ray of Frost, Read Magic, Resistance, Spark, Haunted Fey Aspect.
1st level spells (8): Mage Armor, Burning Hands, Color Spray, True Strike, Liberating Command, Feather Fall, Magic Weapon, Grease.


House Centipede
N Tiny magical beast
Init +3; Senses darkvision 60 ft.; Perception +8
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4
Fort +2, Ref +3, Will +2
Immune mind-affecting effects, Improved Evasion.
Speed 40 ft., climb 40 ft.
Melee bite +5 (1d3–5 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison, share spells.
Str 1, Dex 17, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 6 (can't be tripped)
Feats Weapon FinesseB
Skills Climb +11, Perception +4, Stealth +19;
Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save.
When within a mile of Taecuss, they share an empathic link.
When within a mile of Taecuss, grants him +3 bonus to Stealth checks.
When within arm’s reach of Taecuss, grants him the Alertness feat.
When within arm’s reach of Taecuss, he may cast spells with target of “You” on familiar.


Encumbrance: 31.25#, Light (33/66/100).

Scholar’s Outfit
Scarf (tied around neck), ½#
Centipede Familiar, ¼#
Dagger, 1#
Whip, 2#
Spell Component Pouch, 2#

Belt Pouch, ½#
-Vermin Repellent
-Wealth (21 gp, 10 sp) ½#

Backpack, 2#
-Waterproof Bag, ½#
--Scrivener’s Kit, 1#
--Journal Book, 1#
--Spare Spell Component Pouch, 2#
--Spellbook, 3#
-Waterskin, 4#
-Rations (7), 7#


Taecuss had been doing well for a drow born into such a low society position. Based on his parentage, he should have been resigned to centuries of manual labor, but his keen intellect was his entrance to the comforts of wealth.

As a boy, Taecuss was a simple shepherd on the outskirts of the Taaryssia. He passed his days watching caravans come in and out of the city, dreaming of being able to explore the world beyond the cavern with impunity. One day as a caravan was coming in, Taecuss used a trick to lure his charges away from the heavy wheels of the caravan; he cast a simple spell, ghost sound, to draw them back to their grazing. One passenger of the caravan, a tall male drow with all the trappings of wealth, saw what he did and approached him. When pressed as to how he had done that, Taecuss confessed he’d seen a gnome do it once, and he just remembered how. Impressed with the boy’s talent, the tall stranger tested him and saw tremendous potential in the boy. Within an hour, a deal was struck with his parents and Taecuss was sold to his new master, an indentured servants for the next two centuries.

His new master put him with his other apprentices, charging them with his education. Taecuss eagerly devoured the information he was given, committing every last bit of it to his memory. He worked hard at the myriad of chores that were assigned to him, working in countless roles for the household. He quickly became one of the most powerful apprentices, which was when the other apprentices decided he needed to be done away with. Once they got him exposed to a severe illness, leaving him scarred but alive. Finally one clever rival planted a tome of Asmodeus holy scripts in his belongings, hinting to their master of its presence. Taecuss found it and was reading through it when he was confronted by his furious master. His master punished Taecuss and lashed at him with a whip and spells of force and acid. It only stopped when Taecuss was able to wrest the whip away and run. Taecuss fled from the compound, pausing only long enough to scoop up a couple of precious belongings; amongst them were his fledgling spell book, the whip he was beaten with, and the writings on Asmodeus that had caused so much trouble.

As he made his way out of the city, Taecuss reflected on all he’d left behind. He realized that he had allowed himself to get comfortable and complacent, making himself vulnerable to the antics of his rivals. Some wealth, luxury and trappings of wealth were a keystone to his downfall. He swore to himself then and there that he’d be more mindful, minimalist and mobile while he rebuilt his power base.

As he made his way to the outpost of Vothys, Taecuss pondered what he’d read of the teachings of Asmodeus. By the time he arrived, he was resolved that he would find those who could teach him more of the infernal lord’s ways. Now he waits with characteristic patience, looking for the opportunity to improve upon his circumstances.


Taecuss is a small, slender drow, with even less of a presence than his stature would indicate. His skin is marked with pock marks and discolorations from a disease that almost killed him years ago. Small scars and a slightly bent nose tell part of the story of his brutal exile. His personality is pleasant, though occasionally coarse. He wears simple robes and has no outward displays of wealth.

Taecuss could be a perfect advisor to a person in power. He is brilliant and has a huge store of knowledge, as well as a growing store of power. And this suits Taecuss perfectly. He has no desire to be the center of attention; he’d much rather be the power behind the throne, having his will executed by others.

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