Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Arclord of Nex

Karethas ibn Faradin's page

1,715 posts. Alias of The Dorf.

Full Name





Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)












Abysal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Kelish, Terran,

Strength 8
Dexterity 14
Constitution 10
Intelligence 22
Wisdom 12
Charisma 14

About Karethas ibn Faradin

HIT POINTS: 53 0 Nonlethal:
-2 Chr & Dex

Initiative: +6
Perception: +12 (+13 when Gen is near)
Speed: 30ft

Augment Summoning
Craft Wondrous Item
Improved Initiative
Scribe Scroll
Spell Focus: Conjuration
Wizard Weapon Proficiencies
Improved Familiar
Opposition Research (Abjuration)


Gen's Stats:

Init +0; Senses darkvision 60 ft.; Perception +9
AC 22, touch 14, flat-footed 20 (+2 Dex, +7 (+5 familar level)natural, +2 size)
hp 26 (9 HD)
Fort +6, Ref +7, Will +10;
Resist acid 5, cold 5, electricity 5, and fire 5

Speed 10 ft., fly 60 ft. (perfect)
Melee +2 melee touch (1d4 electricity damage)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2nd; concentration +3)

At will--mage hand, mending
1/day--endure elements, touch of fatigue

Str 6, Dex 14, Con 10, Int 10, Wis 14, Cha 12
Base Atk +4; CMB +3; CMD 11
Feats Run
Skills Fly +14, Knowledge (arcana) +6, Knowledge (the planes) +6, Perception +9, Spellcraft +6, Stealth +14, Swim -2
Languages Common and Aquan, Auran, Ignan, or Terran

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.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.



ARMOR CLASS: 13 17 with Mage Armor
Touch Armor Class: 13
Flat-Footed Armor Class: 11 15 with Mage Armor

Combat Maneuver Defense: 13


Fortitude +6:
FORT SAVE: [dice]1d20 + 6[/dice](3 Base, +0 Con, +3 Cloak)

Reflex +7:
REF SAVE: [dice]1d20 + 7[/dice] (3 Base, +2 Dex, +3 Cloak, -1 Dex)

Will +10:
WILL SAVE: [dice]1d20 + 10[/dice](6 Base, +1 Wis, +3 Cloak)



Base Attack Bonus: +4
Combat Maneuver Bonus: +3


Dagger +3:
ATTACK DAGGER:[dice]1d20 + 3[/dice] DAMAGE: [dice]1d4-1[/dice]

Unarmed Strike +3:
ATTACK UNARMED STRIKE:[dice]1d20 + 3[/dice] DAMAGE: [dice]1d3-1[/dice]


Acid Dart:
ACID DART (1 of 7/day) 30ft Ranged Touch Attack:[dice]1d20 + 6[/dice] Damage:[dice]1d6+4[/dice] Acid Damage.



Spells Prepared:

Extend Spell (rod & bracers 4/day) XXX
Pearls of Power 3/day XXX
Tempest 9 levels of spells XXXX

1st level (6/day + Specialization) DC 17:
Magic Missile
Feather Fall
Grease X
Obscuring Mist x2 XX
Silent Image

2nd level (6/day + Specialization) DC 18:
Create Pit
Glitter dust X
Invisibility x 2 XX
Rope Trick
Summon Monster II

3rd level (4/day + Specialization) DC:19
Dispel Magic X
Fireball X
Fly X
Haste X
Stinking Cloud

4th level (3/day + Specialization) DC:20
Black Tentacles
Summon Monster IV x 2 X

5th level (2/day + Specialization) DC:21

0 level (at will):
Ghost Sound
Read Magic

Spells in Spell Book:

0 Level
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Ghost Sound
Mage Hand
Ray of Frost
Read Magic

1st Level
Arcane Lock
Charm Person
Color Spray
Comprehend Languages
Crafter's fortune
Detect Undead
Endure Elements
Enlarge Person
Feather Fall
Hydraulic Push
Mage Armor
Magic Missle
Obscuring Mist
Protection from Evil
Silent Image
Summon Monster I
Unseen Servant

2nd Level
Create Pit
Detect Thoughts
Flaming Sphere
Glitter Dust
Lesser Restoration
Mirror Images
Resist Energy
Rope Trick
Spider Climb
Summon Monster II

3rd Level
Aqueous Orb
Dispel Magic
Greater Invisibility
Mad Monkeys
Magic Circle Against Evil
Stinking Cloud
Summon Monster III
Wind Wall

4th Level
Arcane Eye
Black Tentacles
Dimensional Anchor
Dimension Door
Ice Storm
Summon Monster IV
Wall of Ice

5th Level
Wall of Stone

Spell Wish List:

Lesser Globe of Invulnerblity
Fire Shield
Summon Monster V
Telepathic Bond
Cone of Cold


Alter Winds (Lvl 1)
Windy Escape (Lvl 1)
Elemental Speech (Lvl 2*)
Gust Of Wind (Lvl 2)
Gusting Sphere (Lvl 2)
Steal Breath (Lvl 2)
Whispering Wind (Lvl 2)
Cloak of Winds (Lvl 3)
Wind Wall (Lvl 3*)
Absorbing Inhalation (Lvl 4)
Cloud Shape (Lvl 4)
Miasmatic Form (Lvl 4)
River of Wind (Lvl 4)

Shock Shield (Lvl 1)
Shocking Grasp (Lvl 1)
Defensive Shock (Lvl 2)
Elemental Touch (Lvl 2)
Draconic Reservoir (Lvl 3)
Elemental Aura (Lvl 3)
Lightning Bolt (Lvl 3)
Ball Lightning (Lvl 4)
Detonate (Lvl 4)
Dragon's Breath (Lvl 4)

Opposition Schools
Abjuration: You must spend 2 slots to cast spells from the Abjuration school.
Necromancy: You must spend 2 slots to cast spells from the Necromancy school.


Bluff +14:
BLUFF CHECK:[dice]1d20 + 14[/dice] (8 rank, +3 class skill, +2 Chr, +1 Trait)

Fly +13:
FLY CHECK:[dice]1d20 + 13[/dice](9 rank, +3 class skill, +2 Dex -1 Dex)

Knowledge (Arcana) +18:
KNOWLEDGE ARCANA CHECK:[dice]1d20 + 18[/dice](9 rank, +3 class skill, +6 Int)

Knowledge (Dungeoneering) +11:
KNOWLEDGE DUNGEONEERING CHECK:[dice]1d20 + 11[/dice](2 rank, +3 class skill, +6 Int)

Knowledge (Engineering) +10:
KNOWLEDGE ENGINEERING CHECK:[dice]1d20 + 10[/dice](1 rank, +3 class skill, +6 Int)

Knowledge (Geography) +10:
KNOWLEDGE GEOGRAPHY CHECK:[dice]1d20 + 10[/dice](1 rank, +3 class skill, +6 Int)

Knowledge (History) +10:
KNOWLEDGE HISTORY CHECK:[dice]1d20 + 10[/dice](1 rank, +3 class skill, +6 Int)

Knowledge (Nature) +11:
KNOWLEDGE NATURE CHECK:[dice]1d20 + 10[/dice](2 rank, +3 class skill, +6 Int)

Knowledge (Planes) +18:
KNOWLEDGE PLANES CHECK:[dice]1d20 + 18[/dice](9 rank, +3 class skill, +6 Int)

Linguistics +13:
LINGUISTICS CHECK:[dice]1d20 + 13[/dice](4 rank, +3 class skill, +6 Int)

Perception +12:
PERCEPTION CHECK:[dice]1d20 + 12[/dice](9 rank, +1 Wis, +2 Alertness)

Spellcraft +18:
SPELLCRAFT CHECK:[dice]1d20 + 178[/dice](9 rank, +3 class skill, +6 Int)

Use Magic Device +11:
USE MAGIC DEVICE CHECK:[dice]1d20 + 11[/dice](9 rank, +2 Chr)



Spellsight Bracers- +1 Deflection bonus to AC, Detect Magic and Mage Hand at will, Extend Spell one spell a day.
Headband of Vast Intelligence +2

Magical Intelligent Staff with 5 Charges. May be used to cast spells up to 3rd level with Air or Electricity descriptor. Spells listed below:

Breeze (Lvl 0)
Alter Winds (Lvl 1)
Windy Escape (Lvl 1)
Elemental Speech (Lvl 2*)
Gust Of Wind (Lvl 2)
Gusting Sphere (Lvl 2)
Steal Breath (Lvl 2)
Whispering Wind (Lvl 2)
Cloak of Winds (Lvl 3)
Wind Wall (Lvl 3*)

Jolt (0)
Shock Shield (1)
Shocking Grasp (1)
Defensive Shock (2)
Lightning Bolt (3)

Ram's Skin: Cloak of Resistance +3, following spells can be cast ONCE

Ram's Skin Spells:

Mind Blank
Protection from Spells (Self)

Rod of Extend Spell
3 Pearls of Power-Level 1
Scholar's Outfit
Ring of the Ram 19 Charges
Spell component pouch (2lbs)
Scroll Case (1/2 lbs)
1 Alchemist's Fire
Wand of Stone Shape: 27 Charges
Wand of Protection from Evil: 42 charges
In Scroll Case: 1 Comprehend Languages CL 2, 2 Endure Elements CL 2, , 1 Magic Circle Against Evil CL 5 CL Dimensional Anchor CL 7, 2 Detect Undead CL 1,, 1 Detect Thoughts CL 3
In Backpack (6 @ 21 lbs):

Hot Weather Outfit
Shaving kit
Waterskins x 3
Waterproof Bag(3 @ 2 lbs): Bar of Soap (50 uses), Traveling Spellbook

In Belt Pouch(1 @ 0.84 lbs): Money
In Belt Pouch(2 @ 0 lbs): Ink (1 oz. vial, black), Inkpen,

Valuables: 426pp 23gp 20sp 14cp


Acid Dart: (7/day) (Su) 30' Ranged touch attack deals 1d6+(1 per 2 CL) Acid damage.
Genie-Caller: 1/day, +2 CL for a Conjuration (summoning) spell.
Hot Weather Outfit: +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Summoner's Charm: (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Cross Conjuration: (Boon) Gain one divine conjuration spell (Lesser Restoration)to known spell list.
Dimensional Steps: (Sp) Teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Miracle: (Boon) +4 to Caster Level(CL) checks.
Opposition Research: (Arcane Discovery) Select one Wizard opposition school (abjuration); preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school.


Karethas was born the second son of a well off merchant in Katapesh. As he grew up, he was entranced by stories of heroes going off to rescue damsels in distress. Karethas decided that he was going to be a great fighter, a honorable warrior who would go on grand adventures. His father was entertained by Karethas' dreams, but when he looked at the boy he saw a short, skinny little boy with a great interest in books and no interest in anything remotely athletic. His father could have sent Karethas to a one of the city's fighting academies, but instead hired him tutors to teach him about history, the sciences, and the classics. Karethas soon learned that his father was right and resigned himself into his studies, but there was always a part of him that longed to be a hero and to go on great adventures.

At 14 Karethas was accepted into the College of Dimensional Studies, several years younger than most first year students. His teachers looked forward to teaching such a gifted student and foresaw a great future for him, but they were quickly disabused of this notion. Karethas was surely extremely bright and had a natural understanding of the arcane arts, but he was undisciplined and unfocused. He was an extremely likable young man though, so his teachers persevered, hoping that he would mature and discover a passion for his studies.

In the final year of his studies, Karethas' teachers were pleased to see that he had a renewed interest in his studies. He seemed more focused than they had ever seen him be and his focus was on the conjuring arts, an area of study much admired in the city. The teachers believed that Karethas had finally woken up to his potential and was finally maturing into a fine young wizard. Unfortunately, what had actually happened was that Karethas had discovered a long lost scroll in the College's archives. It would allow him to summon a powerful djinn that would grant him great power and wishes if he could subdue it. The scroll even provided the djinn's true name. Karethas knew that the spell on the scroll was too powerful for him, but the temptation was too great for him to resist.

Karethas prepared for months, learning what he could of the summoning arts and the protective spells that he needed. All of his limited resources went to acquire scrolls of the protective spells he would need. There was a problem though. Karethas had never focused much on protective spells, and he found them particularly difficult to master, even when he was just reading them off a scroll. He convinced himself that he had mastered the problem enough to proceed though, so one night he prepared a summoning circle in the College's library and summoned the great djinn. Karethas had not studied well enough and had misunderstood how to correctly pronounce the djinn's true name. The djinn was not happy to be compelled to appear and Karethas had no way to control it. Luckily for Karethas the spell he had used to protect himself held, unfortunately the spell he had used to contain the djinn did not. The djinn rampaged, scattering the valuable books and scrolls from the surrounding library shelves. Before long a teacher reached the library and was able to dismiss the djinn, but not before the invaluable contents of the library were largely destroyed.

The college had no choice but to dismiss Karethas from it's student body and his father was equally disgraced, leaving Karethas with no path and no resources for the first time in his life.


HP 53 of 53
AC 13 Touch AC 13 Flat Footed 12
F/R/W 6/7/10
Conditions: -2 Chr & Dex

HP 26 of 26
AC 22 Touch AC 14 Flat Footed 20
F/R/W 6/7/10
Resist 5 to Acid/Fire/Cold/Electricity

Looted Items:

2 Potions of Bless
1 Potion of Clairvoyance
3 potions of clw
Potion of Remove Disease
Potion of Tongues
x2 +1 Shortbow (Amir claimed one)
x2 +1 Leather Armor
x2 +1 Scimitars
+2 Body Wrap of Mighty Strikes (I assume no one wants these)
1000gp in assorted ornamentation
Belt of +4 strength (Varkata claimed)
Unholy amulet= +2 Nat Armor
Full plate-masterwork
+2 Greataxe

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.