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Taecuss dyn Bru's page

414 posts. Alias of markofbane.

About Taecuss dyn Bru

Taecuss dyn Bru
Neutral Evil Male Drow Wizard (Divination, Foresight subschool) 1
Medium Size (5’ 6”, 96 pounds, Scarlet Eyes, Bone White Hair)
Age: 120
Move: 30’
Languages: Undercommon, Elven, Drow Sign Language, Draconic, Abyssal, Common, Gnome, Goblin.

12 Strength 10 base, +2 points
16 Dexterity 10 base, +4 points, +2 Drow Racial Trait
16 Constitution 10 base, +8 points, -2 Drow Racial Trait
20 Intelligence 18 base, +2 Drow Exemplar
12 Wisdom 10 base, +2 points
10 Charisma 8 base, +2 Drow Racial Trait

Initiative: +10 +3 Dex, +2 Trait, +1 Class, +4 Familiar
AC: 16 Mage Armor +4, Dexterity +3
Dagger (+1, 1d4+1, 19-20/x2, P/S)
Whip (+1, 1d3+1 non-lethal, 20/x2, S, Disarm, Trip, Reach)
Acid Splash (+3, 1d3+1, 30’)
Ray of Frost (+3, 1d3+1, 30’)
CMB: 1
CMD: 14
Fort: +3 SR 7
Ref: +3 SR 7
Will: +3 SR 7, Immune to sleep, +2 vs. enchantments
Hit Points: 10 6 HD, 3 Con, 1 FC


T: Reactionary. +2 trait bonus on initiative checks
T: Focused Mind. +2 trait bonus on concentration checks
T: Improved Darkvision. Range is 180’
L1: Breadth of Knowledge. +2 to all knowledge skills; can make knowledge and profession checks without ranks
B1: Scribe Scroll: Can craft arcane scrolls


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

+9 – Appraise (1 rank +3 class skill +5 attribute modifier +0 other modifiers)
+1 – Climb (0+0+1+0)
+9 – Craft (alchemy) (1+3+5+0)
+6 - Diplomacy (1+3+0+2)
+3 – Escape Artist (0+0+3+0)
+3 - Fly (0+3+3+0)
+11 - Knowledge (Arcana) (1+3+5+2)
+7 - Knowledge (Dungeoneering) (0+3+5+2)
+7 - Knowledge (Engineering) (0+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)
+3 - Perception (0+0+1+2) bonus from familiar
+3 – Profession (Any) (0+3+1+2)
+3 – Sense Motive (0+0+1+2) bonus from familiar
+13 - Spellcraft (1+3+5+4)
+1 - Stealth (0+0+3+0)
+1 - Swim (0+0+1+0)

Race/Class Abilities:

Favored Class: Wizard (1 used for hit points)
Drow Abilities:
+2 Dexterity and Charisma, -2 Constitution.
Medium size, Normal speed, Humanoid (elf).
Darkvision. Can see up to 180’ in darkness (base 120’, modified by a trait)
Drow Immunities. Immune to sleep effects, +2 vs. enchantment spells and effects.
Spell Resistance. 6 plus class levels
Proficiencies. Hand crossbow, rapier, short sword.
Poison Use.
Ambitious Schemer. Diplomacy at +2 and is a class skill. Replaces keen sight.
Spell-Like Abilities.Cast dancing lights, darkness and faerie fire once per day.
Light Blindness. Bright light blinds for 1 round and dazzles while in affected area.
Drow Exemplar. +2 to any attribute (applied to Intelligence, +4 to any skill, applied to Spellcraft.
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Cantrips, spells and spellbook.
Arcane Bond: Familiar. See below for details.
Arcane School: Divination, Foresight Subschool (opposed: Enchantment, Necromancy).
Forewarned: Always act in a surprise round, but flat-footed until acts. +1 bonus to initiative.
Prescience: At beginning of turn, roll d20 as a free action. May use the roll in place of another before next turn. Up to eight times per day.


Memorized: Spells in blue indicate they have been cast
Cantrips (DC 15) 3: Acid Splash, Detect Magic, Presdigitation.
1st level spells (DC 16) 3+1: Color Spray, Mage Armor, True Strike, Vanish.
Spell Book
Cantrips (18): Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Presdigitation, Ray of Frost, Read Magic, Resistance, Spark.
1st level spells (15): Color Spray, Enlarge Person, Feather Fall, Grease, Infernal Healing, Liberating Command, Mage Armor, Magic Missile, Magic Weapon, Protection from Good, Shield, Silent Image, True Strike, Unseen Servant, Vanish, Web Bolt.

If it weren’t for a single opportunity that he seized, Taecuss would almost certainly still be a house less street urchin peddling secrets and rumors. A century ago, he saw an assassin stalking a wizard who had foolishly come to the wrong part of Taarvssia. The assassin struck, impaling the wizard and knocking him to the street. As the wizard struggled to respond, Taecuss slipped forward and drove his dagger into the assassin’s back. The strike didn’t kill or incapacitate the assassin. Indeed, the angered rogue turned on Taecuss and would have slain him had the wizard not recovered enough to douse the assassin in the acid from a spell.

The wizard drank from a small vial before rising to his feet. “I don’t know you, and I owe you nothing” he said to Taecuss.

“Of course not, but allow this to be an introduction. I am no one of consequence, but I could be useful to you. Your amulet indicates you are part of the academy; I lack the wealth or influence to gain entrance, though I am sure I could thrive there. Get me enrolled and I will be indebted to you. It can be useful for you to have someone on your side in there who cannot be directly linked to you.”

The wizard considered a moment before saying “Agreed. Three days hence, meet me outside the western door to the academy.”

Taecuss was admitted and did extremely well there. He rarely saw his benefactor, and when he did it was only for quick instructions on who in the school Taecuss was to inform about, or what records in the library he was to find and pilfer or destroy. He learned that his benefactor was a wizard of House Sathys. Since his house was primarily warriors, he had few family members to watch his back in the academy and made Taecuss’s offer irresistible; Taecuss lucked into a perfect scenario to get in the door.

The decades passed and Taecuss was in his element. His masters in the academy assigned him to helping maintain the library, which was a joy for him. He learned quickly and well, and only had a few rivals that he had to deal with as time passed. In the back of his mind, a path to power and prestige played itself out in Taecuss’s mind, and it seemed well within his grasp.

But now he was here in Vothys. Vothys is not where Taecuss would have chosen to end up. He was making strong progress in Taarvssia when everything fell apart and he was forced to flee.
In just one day, it all changed. In the library, he overheard two students talking about a master killed that morning, his benefactor! He made his way to his master’s chambers and it was already completely empty. He made his way to his own room and a scroll was pinned to the door; tuition was due immediately, and he must pay or leave.

Taecuss ducked in and gathered his meager belongings. There was no way he could pay, and he did not want to find out what if those that killed his benefactor knew of his association with him.

As he fled the academy, he considered his options of where to go. He didn’t get far before a group detached from the shadows. And then another. The anonymous killers and the warriors of House Sathys had both found him, and found him at the same time. With a word, he vanished. It was only for a few seconds, but long enough for him to get out from between the two forces which quickly engaged each other. Taecuss wasn’t going to stick around to see who won. He ran for the nearest gates leading out of the city. He joined with the first caravan heading out into the Underdark without a thought as to where it was heading. Unfortunately, it wasn’t off to another drow vault; it was headed to Vothys.

Even for a drow, Taecuss is short and slight. His features are unremarkable except for his eyes, which have a bright scarlet coloration. Not wishing to be seen as a valuable target, he wears simple black garments with no jewelry. Not wishing to be seen as a vulnerable target, he openly wears a dagger, a whip and a bandolier with numerous alchemical flasks held in its loops. He carries himself with confidence, often smiling as he muses over a private joke or knowledge he has over others.

Taecuss does not identify himself as a wizard; he considers himself a sage, with the lore gained in the arena of arcane power to be infinitely useful and applicable. His youth was dominated by the insecurity of living on the streets, so he strives now to create an atmosphere for himself in which he is as secure as one can be in a drow society. His birth did not make him a noble, but perhaps his ambition and power could.


Encumbrance: 41.5#, Light (43/86/130).
Traveler’s Outfit
Dagger, 1#
Whip, 2#
Spell Component Pouch, 2#

Belt Pouch, ½#
-Vermin Repellant
-Potion of Cure Light Wounds (4)
-Alchemical Solvent, ½#
-Scroll case, ½#
--Scroll: Mage Armor CL1, Shield CL1
--Scroll: Silent Image CL1, Silent Image CL1
--Scroll Magic Missile CL1, Magic Missile CL1, Magic Missile CL1, Magic Missile CL1
--Scroll: Enlarge Person CL1, Enlarge Person CL1, Enlarge Person CL1, Enlarge Person CL1

Belt Pouch, ½#
-Scorpion Familiar, ½#
-Wealth (38 pp, 5 gp, 10 sp), 1#

Bandolier, ½#
-Alchemical Grease (2), 2#
-Liquid Ice, 2#
-Acid (5), 5#

Backpack, 2#
-Spare Spell Component Pouch, 2#
-Sealing Wax, 1#
-Waterskin, 4#
-Rations (10), 10#
-Waterproof Bag, ½#
--Spellbook, 3#
--Scrivener’s Kit w/ink, 1#
--Journal, 1#
--Scroll case, ½#
---Parchment (10)

Paid 245 gp to add seven first level spells to spellbook


Greensting Scorpion Familiar
NE Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 5
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

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