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Helmyn

Riggs Parrett's page

145 posts. Alias of Gerald.


Race

HP /, AC 18/12/16, F +4, R +4, W +6

Classes/Levels

Init. +8, Perc. +6

About Riggs Parrett

About Riggs Parrett

Male Human
Wizard (Abjuration Specialist) 6/ Archmage 2
XP:
Lawful Neutral
Medium Size (5'8”, 170 pounds, Eyes: Green, Hair: Brown)
Age: 34
Move: 30’
Languages: Celestial, Common, Draconic, Gnome, Infernal

Strength 10 (0)
Dexterity 14 (+2)
Constitution 13 (+1)
Intelligence 21/23 (+5/+6) (+1 at 4th level, + 2 Magic, +2 Mythic)
Wisdom 12 (0)
Charisma 10 (0)

Initiative: +8 (+2 Dexterity + 4 Feat + 2 Mythic)
AC: 18 (+2 Dex + 1 NA +5 Enduring Armor) 12 Touch, 16 flat footed
Hit Points: / (5d6 + 5 Con + 5 Favored Class + 5 Toughness + 6 Archmage)

BAB: +2
Melee: +3 Masterwork Halberd (d10/x3)

Ranged:
+4 Spells

CMB: +2
CMD: 14

Saves:

Spoiler:

Fort: +4 (Base 1, +1 Con, +1 Trait + 1 Magic)
Ref: +4 (Base 1, +2 Dex + 1 Magic)
Will: +6 (Base 4, + 1 Wis + 1 Magic)

Feats:

Spoiler:

H. Toughness
1. Spell Focus Abjuration
WB1. Scribe Scroll
3. Improved Initiative
5. Craft Wonderous Item
WB5. Spell Specialization (Dispel Magic)
Bonus per DM. Exotic Weapon Prof. (Halberd)
Mythic 1. Mythic Spell Lore (Dispel Magic)

Skills:

Spoiler:

(2 per level + 6 Int + 1 Human)= 45 total ranks

Appraise +14 (5 ranks + 6 Int + 3 Class)
Fly +10 (5 ranks + 2 Dex + 3 Class)
Know. Arcana +14 (5 ranks + 6 Int + 3 Class)
Know. Dungeoneering +14 (5 ranks + 6 Int + 3 Class)
Know Geography +14 ( 5 ranks + 6 Int + 3 Class)
Know. History +14 (5 ranks + 6 Int + 3 Class)
Know. Nature +14 (5 ranks + 6 Int + 3 Class)
Know. Planes +14 (5 ranks + 6 Int + 3 Class)
^^Perception (from Headband)+6 (5 ranks + 1 Wis)
Spellcraft +14 (5 ranks + 6 Int + 3 Class)

Traits:

Spoiler:
Resilient: +1 to Fortitude saves.

Spells in Spellbook:

Spoiler:

0 level spells-All except necromancy and enchantment
1 level spells-Air Bubble, Ear Piercing Scream, Enlarge Person, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missle, Magic Weapon, Protection from Evil*, Reduce Person, Shield*, Silent Image, Vanish
2 level spells-Acid Arrow, Create Pit, Glitterdust, Invisibility, Mirror Image, Protection from Energy (Communal)*, Resist Energy*, Stone Call
3 level spells-Ablative Sphere*, Dispel Magic*M, Fireball, Fly, Haste, Slow
* are Abjuration spells.

Spells Typically Memorized:

Save DCs for 0 level = 16 (17 for Abjuration)
Save DCs for 1 level = 17 (18 for Abjuration)
Save DCs for 2 level = 18 (19 for Abjuration)
Save DCs for 3 level = 19 (20 for Abjuration)

Spoiler:

0-Acid Splash, Detect Magic, Message, Resistance*
1- Ear Piercing Scream (DC 17), Grease (DC 17), Magic Missile, Silent Image, Vanish plus Shield* (DC 18)
2- Create Pit (DC 18), Glitterdust (DC 18), Mirror Image, Stone Call (Dc 18)plus Communal Protection from Evil* (DC 19)
3- Fly, Slow (DC 19), plus Dispel Magic (DC 20 + treated as 2 caster levels higher)*M
* means Abjuration Spell
M means Mythic Spell
^ means spell used for the day.

Class Abilities:

Spoiler:

*Proficiencies: Select weapons, no armor or shields.
*Arcane Bond: Ring.
*Arcane School: Abjuration (Enchantment/Necromancy restricted)
*Resistance (Ex)--You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
*Protective Ward (Su)--As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
*Energy Absorption (Su)--At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
*Cantrips.
*Bonus Feats: Scribe Scroll, Spell Specialization (Dispel Magic)

Mythic Abilities:

Spoiler:

*Mythic Feat-Mythic Spell Lore (Dispel Magic)
*Hard to Kill-Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
*Mythic Power-Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
*Surge +1d6-You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
*Amazing Initiative-At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
*Archmage Path-
Wild Arcana-As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Path Ability--Eldritch Breach-You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
Enduring Armor-You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

Background:

Spoiler:

Riggs is fairly meek and mild for a wizard of decent power. His focus of study has been the field of Abjuration, so he could bolster his defenses, and keep the bullies off of him. He has a habit of stretching the truth when speaking, so as to make himself appear more threatening than he actually is.

He is genuinely curious, an adept planner and slow to anger. He will always attempt to stand up to a bully, after his early history of being beaten up often.

Appearance:

Spoiler:
Riggs is a quiet human male in his mid 30's. He is average height. He dresses in fine clothes and has an ever present blue cloak tied around his neck. He is fairly quiet, and can easily be swayed by a charismatic argument, even if he thinks his idea might be more effective. His eyes glimmer with a color of the deepest green.

Equipment:

Spoiler:

Gold 390 gp.

Cloak of Resistance +1, 1000 gp
Headband of Vast Intelligence +2 (Skill ranks in Perception), 4000 gp
Amulet of Natural Armor +1, 2000 gp
Quickrunner's Shirt, 1000 gp
Masterwork Halberd, 310 gp
Purchased scrolls to add to spellbook: 1825 gp in total
*4 1st level 125 gp total (Enlarge Person, Infernal Healing, Magic Weapon, Reduce Person, Silent Image)
*4 2nd level 600 gp total (Acid Arrow, Invisibility, Protection from Evil (Communal), Stone Call)
*3 3rd level 1500 gp total (Ablative Sphere, Fireball, Haste, Fly)
Potion of CLW, (25 gp)

Explorer's Outfit--free no weight.
Backpack 2 lbs., 2 gp.
Waterskin 4 lbs., 1 gp.
Belt Pouch .5 lbs., 1 gp.
Bedroll 5 lbs, 1 sp.
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Scroll case .5 lbs, 1 gp.
Spellbook, 3 lbs., 15 gp.
Spell Component Pouch, 2 lbs., 5 gp.


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