The Rake

Riese's page

432 posts. Alias of Fake Healer.


Full Name

Riese Townser (pronounced Rice)

Race

Human

Classes/Levels

Paragon 3 /Evoker 6 (abjuration&enchantment barred) ---37,300XP

Gender

Male

Size

medium (5'9", 159lbs.)

Age

21

Special Abilities

self studying magic to become an evoker.

Alignment

NG

Deity

Boccob

Location

Saltmarsh

Languages

common, draconic, celestial, aquan, goblin

Occupation

Being a better human than you....Saltmarsh resident.

Strength 10
Dexterity 18
Constitution 16
Intelligence 24
Wisdom 8
Charisma 8

About Riese

HD- 3d8+9/6d4+18 HP- 65 Currently- -65
Defense-15 (+4 dex,+1 ring)or with mage armor 19-t19-ff15(GMA-21)
Armor-none
Attacks
Cutlass-+6atk,1d6 dmg,19-20X2,1H,slashing
Touch attack-+6, dmg by spell
Type2 Combat Wand of Cold-+10 ranged touch atk,1d6(+int mod)dmg,20X2,ranged 40',Cold, DC15 concentration check to use.
Ranged attack-+10, dmg by spell
BAB-+6
Grp-+6
Speed- 30
Initiative- +4
Languages- Common, Draconic, Celestial, Aquan, Goblin
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Spells and Spellbook
@@=Arcane Thesis-Firebolt with fiery spell applied(+1 damage per damage die/fire) and Searing spell applied(overcome all fire resistance, half-damage to creatures with immunity and 2x damage to cold types).
+6 int mod. ----Spell DCs- 1st-dc18, 2nd-dc19, 3rd-dc20, 4th-dc21
*=evocation spells
!=fire spells, +2 caster level (variant and fiery burst)
Known- 0-level- acid splash, arcane mark, dancing lights*, detect magic, detect poison, disrupt undead, flare*, ghost sound, light*, mage hand, mending, message, open/close, prestidigitation, ray of frost*, read magic, touch of fatigue
1st level- !Burning hands*, !Kelgore's firebolt*, magic missile*, mage armor, expedious retreat, feather fall, Grease, Stand, Tenser's Floating Disc*, Accelerated movement, mount, shocking grasp*, Riese's(Melf's) Acid Arrow
2nd level- !Scorching Ray*, Alter self, Electric Vengeance*, Blindness/Deafness, Listening Lorecall, Reise's Fiery Fist*-(bigby's striking fist), Darkvision, Swift Fly, gust of wind*, summon swarm.
3rd level- Greater Mage Armor, Lightning Bolt*, !Fireball*, Invisibility Sphere, Water Breathing, Fly, Riese's(Leomond's) Tiny Hut.
4th level- !Fire Shield*, !Bright Worms*, Enervation, Phantasmal Killer, Summon monster IV, Greater invisibilty, Evard's black tentacles, !Wall of Fire*
Memorized currently -E- = extra evocation spell.
0 level- Prestidigitation, Light*, detect magicX2, -E-light*, ------
1st level- @@(Kelgore's)Riese's fiery-searing-firebolt!*, @@Riese's fiery-searing-Firebolt!*, @@Riese's fiery-searing-Firebolt!*, Feather Fall X2, -E-@@Riese's fiery-searing-firebolt!*, @@Riese's fiery-searing-Firebolt!*.
2nd level- -E-Scorching Ray!*, Alter Self, Electric Vengeance*, Swift Fly, Darkvision, Listening Lorecall.
3rd level- -E-Lightning Bolt*, Fly, !***Fiery Scorching Ray*, Greater Mage Armor, !***Searing Scorching Ray*, Riese's Tiny Hut.
4th level- -E-!***Fiery fireball*, Enervation, !Wall of Fire*, !***Searing Fireball*
Fiery Burst-5' radius burst-range 30-1d6 damage X highest level fire spell-reflex for half DC18.

SCROLLS-
1st level- Chill touch, Shocking grasp, Summon monster I, mage armorX2
2nd level- Alter self, Swift Fly, Blindness/Deafness
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Saves
fort-+5
reflex-+6
will-+7
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Skills
appraise +11 (4r.P)
climb +2 (2r.P)
concentrate +19 (6r.P,6r.E)
Decipher script +8 (1r.E)
escape artist +7 (3r.P)
Knowledge:Arcana +11 (2r.E,2r.P)
Knowledge:Dungeoneering +11 (3r.E,1r.P)
Knowledge:Local +11 (2r.E,2r.P)
Knowledge:The Planes +11 (4r.E)
Knowledge:Nature +11 (4r.E)
Knowledge:Religion +9 (2r.E)
Listen +4 (5r.P)
move silently +6 (2r.P)
search +14 (5r.P)
Spellcraft +15 (8r.E)
Spot +11 (7r.P, 5r.E)Adaptive learning skill:class skill, both classes
swim +2 (2r.P)
tumble +8 (4r.P)
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Feats and Features

Spoiler:

Class features:Human Paragon
Simple weapon proficiency
One martial weapon proficiency:Cutlass (slashing shortsword)
Light armor proficiency
Bonus human feat
Bonus human skill points
Adaptive Learning
Feats:
Point blank shot
Precise shot
-Evoker Variant-Energy Affinity:fire (replaces familiar/+1 caster level to fire spells)
-Evoker Variant-Energy Substitution-1/day (no bonus wizard feats)
Fiery Burst
Fiery Spell
Searing Spell
Scribe Scroll
Arcane Thesis: Kelgore's (Riese's) Firebolt

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Possessions
Large Captain's hat that no respectable captain would be caught dead in worth 50gp.
Headband of Intellect +4
Gloves of Dexterity +2
Empowered Spellshard: Firebolt (3X/day empowered firebolt)
Cutlass
Scrimshaw pipe
Artificer's Monocle
2 Pearls of power (1st level)
Ring of Protection +1
Wand of Magic Missile(CL5-3 missiles) 50 charges
Type 2 combat wand of Cold
explorer's outfit (worn)
backpack
2 sunrods
traveling spellbook(has all spells known)
backup spellbook (has all spells learned from leveling in it)
spell component pouch
Donkey named 'Beans'
Spoiler:
Large Animal
Hit Dice: 3d8+9 (20 hp3d8+9=20 )
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.
Combat
A mule’s powerful kick can be dangerous.
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Wand of Mending
13373 gp
2 sp
0 cp

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Current Load: 32 (light)
light load (33)
medium (34-66)
heavy (67-100)
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Standard Operating Procedures
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BACKGROUND
------------------

Spoiler:
Riese Townser’s amazing history, a story of greatness.

Riese was an extremely gifted child. I was born with a natural penchant for acquiring knowledge. By the time I was 5 years old I could speak 2 languages beyond the common tongue. I was already a mathematical genius and learned my parents trading business enough that, for fun, I would do the record keeping and maintain the daily operating paperwork for them.
As I grew a bit older and tried to interact with persons of my own age, I found that most were quite jealous of my blossoming superior intellect. The mush-brained will always feel a need to cause harm to their betters in order to feel a sense of superiority. Lucky for me that my natural gifts extended into the physical realm of development also. I had speed and grace. My stamina was unparalleled in my ‘peers’. Those fine qualities coupled with my superior intellect was usually more then sufficient to keep me away from my detractors.
Anyway more towards the present, and off of this childhood musings…
I was scouring the used bookstore for some type of books that may pose a challenge to one of my extreme intellect when I stumbled upon a tome of mystical writings. Flipping through the book I saw something in this tome to FINALLY challenge my mind. I purchased the book at a steal, for the imbecile behind the counter of the store knew not of what he had.
Whilst unraveling the mysteries within I discovered the tome to be the spell book of a mage with a bit of reputation. The proper thing to do would be to return the lost grimoire, but I decided to make a couple of copies for mine own usage. I had decided to teach myself the mystical arts. Through great expense and vast blocks of time spent, I managed to manufacture 2 copies of the Tome, 1 I can use for a backup while the other is for more strenuous usage. I took the original and returned it to its owner, who offered to accept me as a student.
Why would one such as myself need the tutelage of an Arcanist who can’t keep track of his own belongings? I told the mage that his instruction was not needed and left, a pitiful reward in hand.
I have almost broken the mystical codes and arcane formuli. I am beginning to understand the power that lies just beyond the edge of my learning. Not long now and the story of the greatest wizard in history shall begin! My greatness will be legend!


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Hit point rolls- 2nd level-1d4+3=6
3rd level-1d8 3=7
4th level-1d8 3=11
5th level-1d4 3=7
6th level-1d4 3=6
7th level-1d4 3=6
8th level-1d4+3=6
9th level-1d4+3=5