Kassmak

Riese's Altered Form's page

94 posts. Alias of Fake Healer.


Full Name

Riese Townser- aka the Slitherer

Race

human/lizardfolk form

Classes/Levels

Paragon 3 /Evoker 3 (abjuration&enchantment barred) ---15096XP

Gender

Male

Size

M

Deity

Boccob

Location

Saltmarsh

Occupation

Being a better human than you, with lizardstyle....Saltmarsh resident.

Strength 10
Dexterity 16
Constitution 16
Intelligence 19
Wisdom 8
Charisma 8

About Riese's Altered Form

HD- 3d8+9/5d4+15 HP- 60 Currently- -60
Defense-20 (+4 dex,+1 ring,+5 natural)or with Greater mage armor 26-t19-ff22
Armor-none
Attacks
Cutlass-+3atk,1d6 dmg,19-20X2,1H,slashing,or 2 claws +4 melee (1d4+1) and bite +2 melee (1d4)
Touch attack-+3, dmg by spell
Type2 Combat Wand of Cold-+7 ranged touch atk,1d6(+int mod)dmg,20X2,ranged 40',Cold, DC15 concentration check to use.
Wand of Scorching Ray (Pyrrhus Maximus), 25 charges, +7 ranged touch, 4d6 dmg/ 1 target, 20X2.
Ranged attack-+9, dmg by spell
BAB-+5
Grp-+5
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).
+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.
4th level- !Fire Shield*, !Bright Worms*, Enervation, Phantasmal Killer, Summon monster IV, Greater invisibilty, Evard's black tentacles
Memorized currently -E- = extra evocation spell.
0 level- Prestidigitation, Light*, detect magicX2, -E-light*, ------
1st level- @@(Kelgore's)Riese's firebolt!*, @@Riese's Firebolt!*, @@Riese's Firebolt!*, Feather Fall X2, -E-@@Riese's firebolt!*, @@Riese's Firebolt!*.
2nd level- -E-Scorching Ray!*, Alter Self, Electric Vengeance*, Reise's Fiery Fist(bigby's striking fist)*, Darkvision, Listening Lorecall.
3rd level- -E-!Fireball*, Fly, !Fireball*, Greater Mage Armor, Lightning Bolt*
4th level- -E-!Fire Shield*, !Bright Worms*, Greater Invisibility
Fiery Burst-5' radius burst-range 30-1d6 damage X highest level fire spell-reflex for half.

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-+4
reflex-+5
will-+6
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Skills
appraise +11 (4r.P)
climb +2 (2r.P)
concentrate +15 (6r.P,3r.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)
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
Scribe Scroll
Arcane Thesis: Kelgore's (Riese's) Firebolt
--------------------------------
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
5408 gp
2 sp
0 cp
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HP roll for 5th level(evoker)-1d4 3=7