Dexinis

Keryth Tarathiel's page

533 posts. Alias of Lord oKOyA.


Race

Elven 7th level Conjurer (Spellbinder) Wizard

Classes/Levels

Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Gender

Male

About Keryth Tarathiel

Keryth Tarathiel
Male elf conjurer 7 (Pathfinder RPG Advanced Race Guide 25)
LN Medium humanoid (elf)
Init +2; Senses darkvision 60 ft.; Perception +17 (+13 on opposed checks. All checks and activities that rely on vision (such as reading) automatically fail)
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Defense
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AC 8, touch 8, flat-footed 8 (-2 untyped penalty)
hp 56 (7d6+14)
Fort +3, Ref +4, Will +6; +2 vs. enchantments, +1 morale bonus vs. fear
Immune sleep
Weaknesses light sensitivity
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Offense
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Speed 20 ft. (10 ft. in armor)
Melee mwk cold iron dagger +6 (1d4+1/19-20) or
. . mwk silver dagger +6 (1d4/19-20) or
. . quarterstaff +5 (1d6+1)
Ranged light crossbow +6 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—acid dart (1d6+3 acid)
Conjurer (Spellbinder) Spells Prepared (CL 7th; concentration +12)
. . 4th—black tentacles, confusion (DC 19), summon monster IV
. . 3rd—slow (DC 19), spiked pit[APG] (DC 19), stinking cloud (DC 19), summon monster III
. . 2nd—blindness/deafness (DC 17), glitterdust (DC 18), hideous laughter (DC 17), steal breath[ARG] (DC 18), summon monster II
. . 1st—charm person (DC 16), enlarge person (DC 17), expeditious retreat, grease, silent image (DC 16), summon monster I, unseen servant
. . 0 (at will)—ghost sound (DC 15), open/close (DC 16), penumbra[UM], prestidigitation
. . Opposition Schools Abjuration, Divination
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Statistics
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Str 12, Dex 14, Con 12, Int 21, Wis 13, Cha 12
Base Atk +3; CMB +5; CMD 14
Feats Augment Summoning, Minor Spell Expertise[APG], Scribe Scroll, Silent Spell, Spell Focus (conjuration), Spell Focus (transmutation)
Traits resilient caster
Skills Acrobatics -1 (-5 on most checks. Must make a DC 10 check to move faster than half speed or fall prone, -5 to jump), Appraise +9, Climb -2 (-6 on most checks), Escape Artist +0 (-4 on most checks), Fly +4 (+0 on most checks), Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +15, Perception +17 (+13 on opposed checks. All checks and activities that rely on vision (such as reading) automatically fail), Ride -1 (-5 on most checks), Sense Motive +8, Spellcraft +15 (+17 to identify magic item properties), Stealth +6 (+2 on most checks), Swim -2 (-6 on most checks); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Orc, Sylvan, Undercommon
SQ arcane focus[ARG], elven magic, spell bond, summoner's charm (3 rounds)
Combat Gear lesser extend metamagic rod, pearl of power (1st level), pearl of power (2nd level), potion of lesser restoration, potion of protection from evil, potion of remove paralysis, wand of detect magic, wand of read magic (50 charges), acid, alchemist's fire; Other Gear crossbow bolts (40), light crossbow, mwk cold iron dagger, mwk silver dagger, quarterstaff, boots of the cat[UE], headband of vast intelligence +2, adventurer's sash, belt pouch, chalk, charcoal, earplugs[APG], flask, flint and steel, grappling bolt[UE], ink, inkpen, journal[UE], masterwork backpack[APG], parchment (10), sack, scroll box[UE], silk rope (50 ft.), spell component pouch (2), spellbook, compact[ARG], spellbook, compact[ARG], waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 30 gp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (1d6+3 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Minor Spell Expertise (Vanish, 2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Bond (Mage Armor) Can spontaneously cast bonded spell by sacrificing a prepared spell.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Spellbook (a work in progress):

Wizard 0
Acid Splash
School: Conjuration / Earth Elemental (Creation) [Acid]; Components:
V, S; Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels);
Effect: One missile of acid; Duration: Instantaneous; Save: None;
Resistance: No
Orb deals 1d3 acid damage.
Arcane Mark
School: Universal; Components: V, S; Casting Time : 1 action;
Range: Touch; Effect: One personal rune or mark, all of which must
fit within 1 sq. ft.; Duration: Permanent; Save: None; Resistance: No
Inscribes a personal rune on an object or creature (visible or invisible).
Bleed
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One living creature;
Duration: Instantaneous; Save: DC 14 Will negates; Resistance: Yes
Cause a stabilized creature to resume dying.
Dancing Lights
School: Evocation [Light]; Components: V, S; Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Effect: Up to four lights,
all within a 10-ft.-radius area; Duration: 1 minute (D); Save: None;
Resistance: No
Creates torches or other lights.
Daze
School: Enchantment (Compulsion) [Mind-Affecting]; Components: V,
S, M (a pinch of wool or similar substance); Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One humanoid creature of
4 HD or less; Duration: 1 round; Save: DC 14 Will negates;
Resistance: Yes
A single humanoid creature with 4 HD or less loses its next action.
Disrupt Undead
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Effect: Ray; Duration:
Instantaneous; Save: None; Resistance: Yes
Deals 1d6 damage to one undead.
Flare
School: Evocation [Light]; Components: V; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Effect: burst of light; Duration:
Instantaneous; Save: DC 14 Fortitude negates; Resistance: Yes
Dazzles one creature (-1 on attack rolls).
Ghost Sound
School: Illusion (Figment); Components: V, S, M (a bit of wool or a
small lump of wax); Casting Time : 1 action; Range: Close (25 + 5 ft.
/2 levels); Effect: Illusory sounds; Duration: 1 round/level (D); Save:
DC 14 Will disbelief; Resistance: No
Figment sounds.
Haunted Fey Aspect
School: Illusion (Glamer); Components: S; Casting Time : 1 action;
Range: Personal; Target: You; Duration: 1 round/level (D)
You surround yourself with disturbing illusions.
Light
School: Evocation / Wood Elemental [Light]; Components: V, M/DF
(a firefly); Casting Time : 1 action; Range: Touch; Target: Object
touched; Duration: 10 min./level; Save: None; Resistance: No
Object shines like a torch.
Mage Hand
School: Transmutation; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One nonmagical,
unattended object weighing up to 5 lbs.; Duration: Concentration;
Save: None; Resistance: No
5-pound telekinesis.
Mending
School: Transmutation / Metal Elemental; Components: V, S;
Casting Time : 10 minutes; Range: 10 ft.; Target: One object of up to
1 lb./level; Duration: Instantaneous; Save: Will negates (harmless,
object); Resistance: Yes (harmless, object)
Makes minor repairs on an object.
Message
School: Transmutation / Air Elemental [language-dependent];
Components: V, S, F (a piece of copper wire); Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Target: One
creature/level; Duration: 10 min./level; Save: None; Resistance: No
Whisper conversation at distance.
Open/Close
School: Transmutation; Components: V, S, F (a brass key); Casting
Time: 1 action; Range: Close (25 + 5 ft./2 levels); Target: Object
weighing up to 30 lbs. or portal that can be opened or closed;
Duration: Instantaneous; Save: DC 14 Will negates (object);
Resistance: Yes (object)
Opens or closes small or light things.
Penumbra
School: Evocation [Darkness]; Components: V, S, M (a bit of soot);
Casting Time : 1 action; Range: Touch; Target: creature or object
touched; Duration: 10 minutes/level (D); Save: Harmless Will Negates;
Resistance: Yes
Negates penalties from bright light.
Prestidigitation
School: Universal; Components: V, S; Casting Time : 1 action;
Range: 10 ft.; Target: See text; Effect: See text; Area: See text;
Duration: 1 hour; Save: See text; Resistance: No
Performs minor tricks.
Ray of Frost
School: Evocation / Water Elemental [Cold]; Components: V, S;
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Effect:
Ray; Duration: Instantaneous; Save: None; Resistance: Yes
Ray deals 1d3 cold damage.
Read Magic
School: Divination; Components: V, S, F (a clear crystal or mineral
prism); Casting Time : 1 action; Range: Personal; Target: You;
Duration: 10 min./level
Read scrolls and spellbooks.
Scrivener's Chant
School: Transmutation; Components: V, S, M (fine sand and a vial of
ink.); Casting Time : 1 action; Range: 5 ft.; Duration: Concentration,
up to 1 minute/level; Save: Will negates (harmless, object);
Resistance: Yes (object)
Rapidly copies text from one source to another.
Sotto Voce
School: Necromancy [Fear, Mind-Affecting, Sonic]; Components: V;
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Duration:
1+ Rounds; Save: DC 14 Will Negates; Resistance: Yes
Living creature of 4 or fewer HD is shaken for 1 round.
Spark
School: Evocation / Fire Elemental [Fire]; Components: (V or S);
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Target:
one Fine object; Duration: Instantaneous; Save: DC 14 Fortitude
negates (object); Resistance: Yes (object)
Ignites flammable objects.
Touch of Fatigue
School: Necromancy; Components: V, S, M (a drop of sweat);
Casting Time : 1 action; Range: Touch; Target: Creature touched;
Duration: 1 round/level; Save: DC 14 Fortitude negates; Resistance:
Yes
Touch attack fatigues target.

Wizard 1
Bungle
School: Enchantment (Compulsion); Components: V, S; Casting
Time: 1 action; Range: Close (25 + 5 ft./2 levels); Target: one
humanoid; Duration: Concentration + 2 rounds or until triggered;
Save: DC 15 Will negates; Resistance: Yes
Target takes a -20 penalty on its next attack roll or check.
Burning Hands
School: Evocation / Fire Elemental [Fire]; Components: V, S;
Casting Time : 1 action; Range: 15 ft.; Area: Cone-shaped burst;
Duration: Instantaneous; Save: DC 15 Reflex half; Resistance: Yes
1d4/level fire damage (max 5d4).
Cause Fear
School: Necromancy [Fear, Mind-Affecting]; Components: V, S;
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Target:
One living creature with 5 or fewer HD; Duration: 1d4 rounds or 1
round; see text; Save: DC 15 Will partial; Resistance: Yes
One creature of 5 HD or less flees for 1d4 rounds.
Charm Person
School: Enchantment / Wood Elemental (Charm) [Mind-Affecting];
Components: V, S; Casting Time : 1 action; Range: Close (25 + 5 ft.
/2 levels); Target: One humanoid creature; Duration: 1 hour/level;
Save: DC 15 Will negates; Resistance: Yes
Makes one person your friend.
Color Spray
School: Illusion (Pattern) [Mind-Affecting]; Components: V, S, M (red,
yellow, and blue powder or colored sand); Casting Time : 1 action;
Range: 15 ft.; Area: Cone-shaped burst; Duration: Instantaneous; see
text; Save: DC 15 Will negates; Resistance: Yes
Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self
School: Illusion (Glamer); Components: V, S; Casting Time : 1
action; Range: Personal; Target: You; Duration: 10 min./level (D)
Changes your appearance.
Enlarge Person
School: Transmutation; Components: V, S, M (powdered iron);
Casting Time : 1 round; Range: Close (25 + 5 ft./2 levels); Target:
One humanoid creature; Duration: 1 min./level (D); Save: DC 15
Fortitude negates; Resistance: Yes
Humanoid creature doubles in size.
Expeditious Retreat
School: Transmutation; Components: V, S; Casting Time : 1 action;
Range: Personal; Target: You; Duration: 1 min./level (D)
Your base speed increases by 30 ft.
Feather Fall
School: Transmutation / Air Elemental; Components: V; Casting
Time: 1 immediate action; Range: Close (25 + 5 ft./2 levels); Target:
One Medium or smaller freefalling object or creature/level, no two of
which may be more than 20 ft. apart; Duration: Until landing or 1
round/level; Save: Will negates (harmless) or Will negates (object);
Resistance: Yes (object)
Objects or creatures fall slowly.
Grease
School: Conjuration / Earth Elemental (Creation); Components: V, S,
M (butter); Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels);
Target: One object or 10-ft. square; Duration: 1 min./level (D); Save:
See text; Resistance: No
Makes 10-ft. square or one object slippery.
Mage Armor
School: Conjuration (Creation) [Force]; Components: V, S, F (a piece
of cured leather); Casting Time : 1 action; Range: Touch; Target:
Creature touched; Duration: 1 hour/level (D); Save: Will negates
(harmless); Resistance: No
Gives subject +4 armor bonus.
Magic Missile
School: Evocation [Force]; Components: V, S; Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Target: Up to five
creatures, no two of which can be more than 15 ft. apart; Duration:
Instantaneous; Save: None; Resistance: Yes
1d4+1 damage; +1 missile per two levels above 1st (max 5).
Mount
School: Conjuration (Summoning); Components: V, S, M (a bit of
horse hair); Casting Time : 1 round; Range: Close (25 + 5 ft./2
levels); Effect: One mount; Duration: 2 hours/level (D); Save: None;
Resistance: No
Summons riding horse for 2 hours/level.
Obscuring Mist
School: Conjuration / Water Elemental (Creation); Components: V, S;
Casting Time : 1 action; Range: 20 ft.; Effect: Cloud spreads in 20-ft.
radius from you, 20 ft. high; Duration: 1 min./level (D); Save: None;
Resistance: No
Fog surrounds you.
Silent Image
School: Illusion (Figment); Components: V, S, F (a bit of fleece);
Casting Time : 1 action; Range: Long (400 + 40 ft./level); Effect:
Visual figment that cannot extend beyond four 10-ft. cubes + one 10-
ft. cube/level (S); Duration: Concentration; Save: DC 15 Will disbelief
(if interacted with); Resistance: No
Creates minor illusion of your design.
Sleep
School: Enchantment (Compulsion) [Mind-Affecting]; Components: V,
S, M (fine sand, rose petals, or a live cricket); Casting Time : 1 round;
Range: Medium (100 + 10 ft./level); Area: One or more living
creatures within a 10-ft.-radius burst; Duration: 1 min./level; Save: DC
15 Will negates; Resistance: Yes
Puts 4 HD of creatures into magical slumber.
Stone Shield
School: Conjuration (Creation) [Earth]; Components: V, S, DF;
Casting Time : 1 immediate action; Range: 0 ft.; Effect: Stone wall
whose area is one 5-ft square.; Duration: 1 round; Save: None;
Resistance: No
Slab of stone rises up from the earth, granting you +4 AC and +2
reflex save.
Summon Monster I
School: Conjuration (Summoning); Components: V, S, F/DF (a tiny
bag and a small candle); Casting Time : 1 round; Range: Close (25 +
5 ft./2 levels); Effect: One summoned creature; Duration: 1
round/level (D); Save: None; Resistance: No
Summons extraplanar creature to fight for you.
Unseen Servant
School: Conjuration (Creation); Components: V, S, M (a piece of
string and a bit of wood); Casting Time : 1 action; Range: Close (25
+ 5 ft./2 levels); Effect: One invisible, mindless, shapeless servant;
Duration: 1 hour/level; Save: None; Resistance: No
Invisible force obeys your commands.
Vanish
School: Illusion (Glamer); Components: V, S (an eyelash encased in
gum arabic); Casting Time : 1 action; Range: personal or touch;
Target: creature touched; Duration: 1 round/level (up to 5 rounds)
(D); Save: DC 15 Will negates (harmless); Resistance: Yes (harmless)
As invisibility for 1 round/level (5 max).

Wizard 2
Blindness/Deafness
School: Necromancy; Components: V; Casting Time : 1 action;
Range: Medium (100 + 10 ft./level); Target: One living creature;
Duration: Permanent (D); Save: DC 16 Fortitude negates;
Resistance: Yes
Makes subject blinded or deafened.
Burning Gaze
School: Evocation / Fire Elemental [Fire]; Components: V, S, M/DF
(Eye of a mundane salamander); Casting Time : 1 action; Range:
Personal; Target: you; Duration: 1 round/level; Save: DC 16 Fortitude
negates (see text); Resistance: Yes
Inflict 1d6 fire damage to creature by looking at it.
Create Pit
School: Conjuration / Earth Elemental (Creation); Components: V, S,
F (miniature shovel costing 10 gp); Casting Time : 1 action; Range:
Medium (100 + 10 ft./level); Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2
levels; Duration: 1 round + 1 round/level; Save: DC 17 Reflex
negates; Resistance: No
Creates an extradimensional pit.
Ghoul Touch
School: Necromancy; Components: V, S, M (cloth from a ghoul or
earth from a ghoul's lair); Casting Time : 1 action; Range: Touch;
Target: Living humanoid touched; Duration: 1d6+2 rounds; Save: DC
16 Fortitude negates; Resistance: Yes
Paralyzes one subject, which exudes stench that makes those nearby
sickened.
Glitterdust
School: Conjuration / Earth Elemental / Metal Elemental (Creation);
Components: V, S, M (ground mica); Casting Time : 1 action; Range:
Medium (100 + 10 ft./level); Area: Creatures and objects within 10-ft.-
radius spread; Duration: 1 round/level; Save: DC 17 Will negates
(blinding only); Resistance: No
Blinds creatures, outlines invisible creatures.
Hideous Laughter
School: Enchantment (Compulsion) [Mind-Affecting]; Components: V,
S, M (tiny fruit tarts and a feather); Casting Time : 1 action; Range:
Close (25 + 5 ft./2 levels); Target: One creature; see text; Duration:
1 round/level; Save: DC 16 Will negates; Resistance: Yes
Subject loses actions for 1 round/level.
Invisibility
School: Illusion / Void Elemental (Glamer); Components: V, S, M/DF
(an eyelash encased in gum arabic); Casting Time : 1 action; Range:
Personal or touch; Target: You or a creature or object weighing no
more than 100 lbs./level; Duration: 1 min./level (D); Save: Will
negates (harmless) or Will negates (harmless, object); Resistance:
Yes (harmless) or yes (harmless, object)
Subject is invisible for 1 min./level or until it attacks.
Levitate
School: Transmutation / Air Elemental; Components: V, S, F (a
leather loop or golden wire bent into a cup shape); Casting Time : 1
action; Range: Close (25 + 5 ft./2 levels); Target: You or one willing
creature or one object (total weight up to 100 lbs./level); Duration: 1
min./level (D); Save: None; Resistance: No
Subject moves up and down at your direction.
Make Whole
School: Transmutation / Metal Elemental; Components: V, S;
Casting Time : 10 minutes; Range: 10 ft.; Target: One object of up to
10 cu. ft./level or one construct creature of any size; Duration:
Instantaneous; Save: Will negates (harmless, object); Resistance: Yes
(harmless, object)
Repairs an object.
Mirror Image
School: Illusion (Figment); Components: V, S; Casting Time : 1
action; Range: Personal; Target: You; Duration: 1 min./level
Creates decoy duplicates of you.
Summon Monster II
School: Conjuration / All Elements (Summoning); Components: V, S,
F/DF (a tiny bag and a small candle); Casting Time : 1 round; Range:
Close (25 + 5 ft./2 levels); Effect: One summoned creature; Duration:
1 round/level (D); Save: None; Resistance: No
Summons extraplanar creature to fight for you.
Web
School: Conjuration / Wood Elemental (Creation); Components: V, S,
M (spider web); Casting Time : 1 action; Range: Medium (100 + 10 ft.
/level); Effect: Webs in a 20-ft.-radius spread; Duration: 10 min./level
(D); Save: DC 17 Reflex negates; see text; Resistance: No
Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes
and impair movement.