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Aram Zey

Riggs Parrett's page

148 posts. Alias of Gerald.


HP / | AC 12/12/10 | F+1, R +2, W +4 |


Init. +2, Perc. +3, Sense Motive +1 |

About Riggs Parrett

About Riggs Parrett

Male Human
Wizard (Wood Elementalist) 2
Medium Size (5'8”, 170 pounds, Eyes: Green, Hair: Brown)
Age: 34
Move: 30’
Languages: Abyssal, Celestial, Common, Draconic, Elven, Infernal.

Strength 10 (0)
Dexterity 14/15* (+2) (*Enhancement bonus from Wood School)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 10 (0)

Initiative: +2 (+2 Dexterity)

AC: 12 (+2 Dex), 12 Touch, 10 flat footed
Hit Points: /(2d6 + 2 Con + 3 Toughness + 2 Favored Class)

BAB: +1
Melee: +1 Staff, 1d6, 20/x2

+3 Spells

CMB: +1
CMD: 13



Fort: +1 (Base 0, +1 Con)
Ref: +2 (Base 0, +2 Dex)
Will: +4 (Base 3 + 1 Wis)



H. Spell Focus Evocation
1. Toughness
WB1. Scribe Scroll



(2 per level + 4 Int + 1 Human)= 14 total ranks

Appraise +8 (1 rank + 4 Int + 3 Class)
Know. Arcana +9 (2 ranks + 4 Int + 3 Class)
Know Geography +9 (2 ranks + 4 Int + 3 Class)
Know. Local +8 (1 rank + 4 Int + 3 Class)
Know. Nature +9 (2 ranks + 4 Int + 3 Class)
Know. Planes +8 (1 rank + 4 Int + 3 Class)
Linguistics +8 (1 rank + 4 Int + 3 Class)
Perception +3 (1 rank + 1 Wis)
Spellcraft +9 (2 ranks + 4 Int + 3 Class)


Resilient: +1 to Fortitude saves.
Against the Technic League: (Spells) You gain a plus one to the DCs of your spells against those associated with the Technic League.

Spells in Spellbook:


0 level spells-All except Mending.
1 level spells-Animate Rope*, Charm Person*, Entangle*, Ear Piercing Scream, Enlarge Person, Grease, Mage Armor, Protection from Evil, Vanish.
* are Wood Element spells.

Spells Typically Memorized:

Save DCs for 0 level = 14 (15 for Evocation)
Save DCs for 1 level = 15 (16 for Evocation)


0-Acid Splash, Detect Magic, Light*, Message
1- Ear Piercing Scream (DC 16), Grease (DC 15), Mage Armor, plus Entangle* (DC 16)
* means Wood Spell
^ means spell used for the day.

Class Abilities:


*Proficiencies: Select weapons, no armor or shields.
*Arcane Bond: Ring.
*Arcane School: Wood Element (Metal restricted)
*Wood Spells: 0—light; 1st—alter winds [APG], animate rope, charm person; 2nd—cat’s grace, entangle, protection from arrows, web, whispering wind; 3rd—cloak of winds [APG], tongues, tree shape, wind wall; 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind [APG], secure shelter, sirocco [APG]; 5th—command plants, fabricate, fickle winds [UM], mirage arcana, sending, telepathic bond; 6th—battlemind link [UM], cat’s grace (mass), tree stride; 7th—control weather, liveoak, scouring winds [UM]; 8th—charm monster (mass), euphoric tranquility [APG], transmute metal to wood; 9th—control plants, refuge, winds of vengeance [APG].
*Wood Magic: At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.
*Flexible Enhancement (Su): A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
*Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
*Cooperative Defense (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.
*Bonus Feats: Scribe Scroll.



Riggs was born in Torch. All his life, he was lived in the town proper. As a younger man, he tried numerous jobs in town, but wasn't much at any of them. He wasn't awful, he just was not focused on any of the particular jobs. That changed once he noticed he had a touch of arcane talent. He spent many an hour burning his candles to nubs, learning that his particular focus was best at effecting metal. He has strived to find a piece of magical metal to test his capabilities on. However, every lead he has gotten, it appears he was beaten to the punch by one group in particular: The Technic League. They want all the strange metals with technological or mystical abilities all for themselves. Riggs is tired of that rubbish and intends on getting his fair share.

Upon hearing about discoveries of a good chunk of strange devices, Riggs was ready to join up and find his fortune, in knowledge and money. If he can help the town while doing so, that's great too.


Riggs is a generally reserved human male in his mid 30's. He is average height. He dresses in the nicest clothes he can afford when he is not out on an adventure. He has an ever present blue cloak tied around his neck, his good luck charm. He is very knowledgeable about a lot of different things, but his docile personality leads to him being swayed by a charismatic argument, even if he knows his idea would be more effective. His eyes glimmer with a color of the deepest green. His adventuring gear is that of a typical wizard...he always has his large Spellbook with him.



Gold 2109 gold, 8 silver

Cloak of Resistance +1, 1000 gp
Pearl of Power (1st), 1000 gp
Exilir of Fire Breath, 1100 gp
Wand of Mage Armor (x50), 750 gold

Dagger, 2 gp.

Explorer's Outfit--free no weight.
Backpack 2 gp.
Waterskin 1 gp.
Belt Pouch 1 gp.
Bedroll 1 sp.
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Scroll case 1 gp.
Spellbook, 15 gp.
Spell Component Pouch, 5 gp.

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