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Aram Zey

Riggs Parrett's page

225 posts. Alias of Gerald.


Race

HP 16/17 | AC 12/12/10 | F+2, R +2, W +4 |

Classes/Levels

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

About Riggs Parrett

About Riggs Parrett

Male Human
Wizard (Wood Elementalist) 2
Neutral
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 13 (+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: 17/17 (2d6 + 2 Con + 2 Favored Class +3 Toughness)

BAB: +1
Melee: +1 Dagger, 1d4, 19-20/x2

Ranged:
+3 Spells

CMB: +1
CMD: 13

Saves:

Spoiler:

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

Feats:

Spoiler:

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

Skills:

Spoiler:

(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. Dungeoneering +8 (1 rank + 4 Int + 3 Class)
Know Geography +8 (1 rank + 4 Int + 3 Class)
Know. Local +8 (1 rank + 4 Int + 3 Class)
Know. History +8 (1 rank + 4 Int + 3 Class)
Know. Nature +8 (1 rank + 4 Int + 3 Class)
Know. Planes +9 (2 ranks + 4 Int + 3 Class)
Know. Religion +8 (1 rank + 4 Int + 3 Class)
Linguistics +8 (1 rank + 4 Int + 3 Class)
Spellcraft +9 (2 ranks + 4 Int + 3 Class)

Traits:

Spoiler:
Resilient: +1 to Fortitude saves.
Focused Mind: +2 on Concentration checks.

Spells in Spellbook:

Spoiler:

0 level spells-All except Mending.
1 level spells-Animate Rope*, Charm Person*, Ear Piercing Scream, Endure Elements, Enlarge Person, Grease, Mage Armor, Magic Missile, Protection from Evil.
* 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)

Spoiler:

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

Class Abilities:

Spoiler:

*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.
*Cantrips.
*Bonus Feats: Scribe Scroll.

Background:

Spoiler:

Riggs has always been one to follow his own path, like a young willow bending in the wind. He has always travelled, using his mind to catch onto numerous jobs. Recently, he has been a caravan guard, hopping off in the small town with the famous wizard and tower. He wants to hang out in town for a bit to see if he can meet this guy and learn anything.

Appearance:

Spoiler:
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.

Equipment:

Spoiler:

292 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.
Alchemist's Fire (x3), 60 gold
Acid (x3), 30 gold
Holy Water, 25 gold
Spell Component Pouch, 5 gp.


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