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Taecuss dyn Bru's page

419 posts. Alias of markofbane.

About Taecuss dyn Bru

Taecuss dyn Bru
Neutral Evil Male Drow Wizard (Infernal Binder) 6
Medium Size (5’ 9”, 100 pounds, White Eyes, White Hair, Inky Black Skin)
Age: 120
Move: 30’
Languages: Elven, Undercommon, Drow Sign Language, Draconic, Abyssal, Aklo, Common, Aquan, Auran, Celestial, Ignan, Infernal, Terran.

10 Strength 0 points
16 Dexterity 4 points, +2 racial modifier
16 Constitution 8 points, -2 racial modifier
21 Intelligence 10 points, +1 level 4 adjustment
10 Wisdom 0 points
10 Charisma -2 points, +2 racial modifier

Initiative: +7 +3 Dexterity, +4 Familiar
AC: 17 Mage Armor +4, Dexterity +3
Club (+3, 1d6+0, x2, B)
Club (+6, 1d6+0, x2, B, 10’)
CMB: +3
CMD: 16
Fort: +5 +2 Base, +3 Constitution; SR 12
Ref: +5 +2 Base, +3 Dexterity; SR 12
Will: +5 +2 Base, +0 Wisdom; Immune to magic sleep, +2 vs. enchantments, SR 12
Hit Points: 44 +26 d6 base, +18 Constitution


T: Regal Presence. +1 trait bonus to Diplomacy and it is a class skill
T: Clever Word Play. One Charisma based skill (Diplomacy) uses Intelligence instead of Charisma
L1: Breadth of Experience. +2 to all knowledge skills, can use knowledge and profession skills untrained
B1: Scribe Scroll. Can craft arcane scrolls
L3: Spell Focus (conjuration). +1 DC on conjuration spells cast
L5:Augment Summoning. Summoned creatures are +4 enhancement to Strength and Constitution
B5: Craft Wondrous Items. Can craft arcane items


10 points per level: 2 class, 5 intelligence, 1 favored class, 2 background

+9 - Appraise (1 rank + 3 class skill + 5 attribute + 0 other modifiers)
+9 - Craft (alchemy) (1+3+5+0)
+15 - Diplomacy (6+3+5+1)
+7 - Fly (1+3+3+0)
+16 - Knowledge (arcana) (6+3+5+2)
+12 - Knowledge (dungeoneering) (2+3+5+2)
+13 - Knowledge (engineering) (3+3+5+2)
+12 - Knowledge (geography) (2+3+5+2)
+12 - Knowledge (history) (2+3+5+2)
+12 - Knowledge (local) (2+3+5+2)
+12 - Knowledge (nature) (2+3+5+2)
+12 - Knowledge (nobility) (2+3+5+2)
+19 - Knowledge (planes) (6+3+5+5)
+16 - Knowledge (religion) (6+3+5+2)
+16 - Linguistics (6+3+5+0)
+2 – Profession (any) (0+3+0+2)
+14 - Spellcraft (6+3+5+0)
+6 - Use Magic Device (6+0+0+0)

Race/Class Abilities:

Favored Class: Wizard (6 used for skill points)
Drow Abilities:
+2 Dexterity, +2 Charisma, -2 Constitution, applied above.
Medium size, Normal speed, Humanoid (elf).
Darkvision, 120’.
Drow Immunities. Immune to magic sleep, +2 on saves vs enchantments
Spell Resistance. 6 + class levels, currently 12
Light Blindness. Exposure to bright light blinds for one round, dazzles for subsequent rounds
Weapon Familiarity. Proficient with hand crossbow, rapier and short sword
Blasphemous Covenant. +2 on Diplomacy checks vs. unbound creatures with demon subtype, any summoned demon has +2 hit points per die, bribes for planar ally cast for a demon is reduced by 20%, replaces keen sense and poison use
Spell-Like Abilities. Can cast dancing lights, darkness and faerie fire, once each per day, CL 6
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond: Familiar, see below.
Arcane School: Conjuration, Infernal Binder (opposed: Enchantment, Necromancy).
Summoner’s Charm. When casting a conjuration (summoning) spell, increase duration by three rounds
Planar Knowledge. +3 on Knowledge (planes) checks
Assume Control. Can attempt to gain control over summoned creature. Caster level check vs. 10+ summoning caster’s level (+2 if knows creature’s name). If successful, control for 3 rounds.


Memorized: [ooc]Spells in blue indicate they have been cast
Cantrips (DC 15) 4: Detect Magic, Acid Splash, Prestidigitation, Detect Poison.
1st level spells (DC 16, 17 conj) 5+1: Grease, Grease, Mage Armor, Liberating Command, Burning Hands, Magic Missile.
2nd level spells (DC 17, 18 conj) 4+1: Summon Monster II, See Invisible, Invisibility, Mirror Image, Web.
3rd level spells (DC 18, 19 conj) 3+1: Summon Monster III, Summon Monster III, Haste, Dispel Magic.

Spell Book
Spellbook 1:
Cantrips (22 pages): Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
1st level spells (19 pages): Endure Elements, Protection from Good, Shield, Air Bubble, Grease, Infernal Healing, Mage Armor, Summon Minor Monster, Summon Monster I, Unseen Servant, Burning Hands, Magic Missile, Vanish, Enlarge Person, Feather Fall, Liberating Command, Reduce Person, True Strike, Touch of the Sea.
Spellbook 2:
2nd level spells (26 pages): Resist Energy, Glitterdust, Summon Monster II, Summon Swarm, Web, See Invisible, Darkness, Invisibility, Mirror Image, False Life, Cat’s Grace, Fox’s Cunning, Spider Climb.
3rd level spells (18 pages): Dispel Magic, Stinking Cloud, Summon Monster III, Fireball, Displacement, Haste.


When Taecuss was an orphaned boy on the streets of a drow city, he seized a unique opportunity to start climbing to power. When he saw a wizard about to be assassinated, Taecuss called out a warning. The wizard, properly alerted, quickly dispatched the would-be killer. Taecuss ran up to the wizard, spewing out promises of continued loyalty and watching his back in exchange for taking him on as an apprentice. The wizard agreed.

Taecuss quickly learned his role. One apprentice was there because his family was wealthy and paid handsomely; one apprentice was there because her family was influential, one was there because he was a competent assistance to the master, and Taecuss was there to do the work. He did every odd job that needed doing: caring for animals, cleaning, maintenance, etc. Still, with his keen intellect, Taecuss quickly learned the basics of wizardry and grew in power from little more than overheard lessons.

To accelerate his growing power, he took a frowned upon path, and it eventually lead to his downfall. Like his master and some of the other apprentices, he tapped into infernal powers, calling on them, learning from them and making pacts. Long years passed without an repercussions, but eventually a business rival of his master found out by a spy in the household, and the city’s clergy was notified. Needless to say, his master didn’t hesitate to use Taecuss as a scape goat. To prevent Taecuss from presenting a conflicting story (whether living or dead), his master warned Taecuss to flee the city. With options quite limited, despite knowing that his master must have another endgame, Taecuss fled.

Taecuss wasn’t far outside of the drow controlled region when he crossed paths with the slavers. They clearly knew he was coming and they were prepared for him. He didn’t bother resisting; he conserved his spells for an opportunity to escape.


Taecuss is an unremarkable drow. With white hair, white eyes and inky black skin, there is nothing about him that would make him stand out in a crowd. He favors simpler clothing, often just a black robe. Despite being objectively bland to look at, he still manages to come across with an inherent regal bearing, as though he comes from greater status or he is destined for greater status. His most distinguishing attribute is that he speaks with absolute confidence. He comes across as broadly knowledgeable and always seems to have the right words to say in any of a dozen languages.


Encumbrance: 8# Light, (33/66/100).

Scholar’s Outfit
Scorpion Familiar, ¾#
Ring of Sustenance
Spell Component Pouch, 2#
-Wealth (15 gp, 5 sp)

Handy Haversack, 5#
-Club, 3#
-Potion of Shield of Faith +2 (CL1) (2)
-Potion of Lesser Restoration (CL3) (2)
-Scroll: Protection from Evil (CL1), Protection from Evil (CL1)
-Scroll: Shield (CL1), Mage Armor (CL1)
-Scroll: Air Bubble (CL1), Touch of the Sea (CL1)
-Scroll: Burning Hands (CL5)
-Scroll: Vanish (CL2), True Strike (CL1)
-Scroll: See Invisible (CL3), Glitterdust (CL3)
-Scroll: Resist Energy (CL3)
-Scroll: Invisibility (CL3)
-Scroll: Mirror Image (CL3)
-Scroll: Haste (CL5)
-Wand of Infernal Healing (CL1, 50 charges)
-Spellbooks (2), 6#
-Scrivener’s Kit, 1#
-Waterskin, 4#
-Rations (8), 8#
-Spare spell component pouch, 2#
-Wealth (400 gp)

Please Note:
All scrolls were scribed by Taecuss at the reduced crafting price.
245 gp were spent adding 7 1st level spells to his spellbook.
1,710 gp were spent adding 9 2nd level spells to his spellbook.
930 gp were spent adding 2 3rd level spells to his spellbook.


N Tiny magical beast
Init +3; Senses darkvision 60 ft.; Perception +4
AC 21, touch 15, flat-footed 18 (+3 Dex, +3 natural, +2 size, +3 natural familiar bonus)
hp 22 (1d8)
Fort +2, Ref +5, Will +5, Improved Evasion
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 8, 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.
Master gets alertness feat when within arm’s reach. Share spells, empathic link, deliver touch spells, speak with master.


7th bonus feat Improved Familiar, must be Imp
Headband –perception, stealth, escape artist

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