Raistlin

Talius Baryn's page

52 posts. Alias of Cutler.


Full Name

Talius Austere Baryn

Race

Human (Varisian)

Classes/Levels

Wizard (Illusions) 2 HP 12/12 | AC 12 | T 12 | FF 10 | CMB +1 | F +1 | R +2 | W +2 | Init +2 | Per -1

Gender

Male

Size

Normal

Age

21

Special Abilities

None

Alignment

Chaotic Neutral

Deity

The Lantern King

Location

Magnimar

Languages

Common, Elven, Orc, Undercommon, Varisian

Occupation

Hedgemage

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 8
Charisma 16

About Talius Baryn

Background:

Before you stands a man of average height and slender weight. He carries his white hair long and combed backwards, though wild and windy at the tips and his stern and solid face radiates some form of authority common to scholars.

His red and black robe reveals the man to be some sort of scholar, mage or even sorceror. It sports a large rotund belt that merges with black leather shoulderpads of some sort - with the chestpiece shaped like two twin rivers merging at the belt. A necklace hangs between, links of silver, carrying a miniature human skull. His wrists are bound with what appears to be black bandages or tape commonly worn by pit fighters. He is young, though no younger than most men of his age, and quite ambitious - seemingly overconfident, brass and somewhat confused. Often seen offering his assistance to those he deem worthy, some claim he is naught but a young and dangerous madman - loitering in the city of Magnimar.

In truth, Talius grew up under the tutelage of a potent Wizard - living and studying under him until his late teens. Alas, he lost both home and tutor to a spell gone wrong - and some claim the promising young man was never the same after his master's death. Talius sometimes blame himself for his master's death - as he was frozen in horror when the spell went awry.

Talius acts on a whim; he is easily distracted no matter what happens around him; though his apperance and grim demeanor states otherwise. His biggest flaws is undoubtably his lack of interest in others by being entirely self-centered. He can fade out of a conversation he finds no interest in should it stray from directly benefting him on a personal level - only to suddenly chime back by picking up a topic already discussed.

Statistics:
Talius Baryn
Male Human (Varisian) Wizard 2
CN Medium Humanoid (human)
Init +2; Senses Perception -1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +2
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Offense
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Speed 20 ft.
Melee Quarterstaff +1 (1d6/x2)
Wizard Spells Prepared (CL 2):
1 (3/day) Magic Missile (x3), Ventriloquism (DC 15)
0 (at will) Light, Read Magic, Ghost Sound (DC 14), Ray of Frost
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Statistics
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Str 10, Dex 14, Con 12, Int 16, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 13
Feats Combat Casting, Cypher Magic, Spell Focus (Illusion)
Traits Fast-Talker, Gifted Adept (Ventriloquism)
Skills Acrobatics -1 (-5 jump), Appraise +8, Bluff +9, Climb -3, Diplomacy +5, Disguise +5, Escape Artist +1, Fly -1, Linguistics +8, Ride -1, Spellcraft +8, Stealth -1, Swim -3
Languages Abyssal, Common, Elven, Goblin, Orc, Undercommon, Varisian
SQ arcane bonds (object [quarterstaff] [1/day]), blinding ray (6/day), extended illusions (+1 rds), opposition schools (necromancy, transmutation), specialized schools (illusion)
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Special Abilities
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Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Cypher Magic Gain bonuses to caster level when using scrolls
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Gifted Adept (Ventriloquism) A chosen spell gets +1 CL.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

Equipment:

Combat Gear Potion of cure light wounds (4), Potion of mage armor (2); Equipment Masterwork Quarterstaff, Backpack (7 @ 14 lbs), Bedroll, Chalk, Parchment (4), Sack (empty), Scroll case (4 @ 0 lbs), Spell component pouch, Trail rations (5), Waterskin, 40 GP, 9 CP