Uzbin Parault

Rennik Ilzander's page

292 posts. Alias of Celestial Healer.


Full Name

Rennik Ilzander

Race

Gnome

Classes/Levels

Illusionist Wizard 13

Gender

Male

Size

Small

Age

63

Alignment

Good

Languages

Gnome/Elven, Common

Strength 11
Dexterity 11
Constitution 13
Intelligence 21
Wisdom 11
Charisma 21

About Rennik Ilzander

Rennik Ilzander
Gnome Illusionist Wizard 13
Paragon Path: Unseen Mage
Alignment: Good

Abilities:
Str 11
Con 13
Dex 11
Int 21
Wis 11
Cha 21

Speed: 5
Initiative: +6
Languages: Gnome/Elven, Common

Max HP: 70 (Bloodied: 35)
Healing Surge Value: 17, Healing Surges/day: 7

Current HP: 59, Current Surges Remaining: 6
Temporary HP: 0

Defenses:
AC 25
Fort 20
Reflex 24
Will 26

XP: 39,000

Basic Attacks

Spoiler:
Melee: Dagger +10 vs AC, 1d4+1 damage
Ranged: Dagger +15 vs AC, 1d4+6 damage

Class and Paragon Path Features

Spoiler:
Ritual Casting

Orb of Deception: 1/Encounter as a free action, when you miss an enemy with a wizard illusion power, choose another enemy within 3 squares of the missed target. Cannot also be a target of the original attack. Repeat the attack against the new target with a bonus to the attack roll equal to Cha mod.

Enhanced Invisibility: Whenever you use an arcane power that turns you invisible, roll a d20 at the end of the invisibility's duration. On a roll of 10 or higher, you instead remain invisible until the end of your next turn or until you make an attack roll.

Unseen Action: When you use an action point to take an extra action, you become invisible until the end of your next turn.

Cantrips

Spoiler:
Ghost Sound
At-Will Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light
At-Will Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage Hand
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation
At-Will Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
• Move up to 1 pound of material.
• Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
• Color, clean, or soil items in 1 cubic foot for up to 1 hour.
• Instantly light (or snuff out) a candle, a torch, or a small campfire.
• Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
• Make a small mark or symbol appear on a surface for up to 1 hour.
• Produce out of nothingness a small item or image that exists until the end of your next turn.
• Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

Skills

Spoiler:

Trained: Arcana, Diplomacy, Dungeoneering, History (feat), Insight

Acrobatics: +6
Arcana: +18
Athletics: +6
Bluff: +11
Diplomacy: +16
Dungeoneering: +11
Endurance: +7
Heal: +6
History: +16
Insight: +13 (incl +2 for background)
Intimidate: +11
Nature: +6
Perception: +6
Religion: +11
Stealth: +8
Streetwise: +11
Thievery: +6

Passive Insight: 23
Passive Perception: 16

Feats

Spoiler:

Magic of the Mists: When you use your fade away racial power, making an attack with an arcane power does not end the effect.

Gnome Phantasmist: When you use an arcane illusion power, you gain a +1 feat bonus to attack rolls and damage rolls. The bonus increases to +2 at 15th level and to +3 at 25th level.

Phantom Echoes: When you use an arcane illusion power and hit a target, you gain combat advantage against that target until the end of your next turn. If the illusion power has an effect that a save can end, you instead gain combat advantage against the target until it saves against that effect.

Skill Training (History)

Coordinated Explosion: When you use any implement power that creates a burst or a blast, you gain a +1 bonus to attack rolls against the power’s targets if at least one ally is within the burst or the blast.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Improved Orb of Deception: While you wield an orb, any creature you hit with an arcane illusion power grants combat advantage to your next ally who attacks it before the start of your next turn.

Psychic Lock: Any target you hit with a power that has the psychic keyword takes a –2 penalty to its next attack roll.

Racial Features

Spoiler:
+2 Arcana, +2 Stealth

Low-light vision

Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound as a minor action.

Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check.

Trickster's Cunning: You have a +5 racial bonus to saving throws against illusions.

Fey Origin

Fade Away
Encounter * Illusion
Immediate Reaction * Personal
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.

At-will Powers

Spoiler:
Illusory Ambush
At-Will * Arcane, Illusion, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
{+15 vs. Will, 1d6+9 damage}

Phantom Bolt
At-Will * Arcane, Illusion, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and you slide the target 1 square
{+15 vs. Will, 1d8+9 damage}

Encounter Powers

Spoiler:
Color Spray
Encounter Arcane, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.
{+14 vs. Will; 1d6+8 damage}

Enemies Abound
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.
{+15 vs. Will; 2d8+9 damage}

Vanishing Act
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
3d6 + Intelligence modifier psychic damage.
Effect: You become invisible until the start of your next turn.
{+15 vs. Will; 3d6+9 damage}

Mirror Sphere
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage. The first time the target makes an attack roll before the end of its next turn, it takes damage and is subject to all other effects of that attack as if it had hit itself. Any resistances and immunities of the target do not affect the damage it deals to itself in this way. It still attacks the original target normally.
{+15 vs. Will: 1d10+9 damage}

Daily Powers

Spoiler:
*Indicates that this is the default daily power prepared.

Horrid Whispers*
Daily Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: You knock the target prone.
Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.
{+15 vs. Reflex, 1d6+9 damage}

Phantom Chasm
Daily Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.
{+15 vs. Will, 2d6+9 damage}

Glitterdust*
Daily Arcane, Implement, Radiant
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).
{+14 vs. Reflex, 1d10+8 damage}

Phantasmal Assailant
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).
{+15 vs. Will, 2d10+9 damage}

Face of Death*
Daily Arcane, Fear, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless (save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
{+15 vs. Will}

Visions of Ruin
Daily Arcane, Fear, Illusion, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of illusory safety. A target that is forced to leave the zone takes 2d8 + Intelligence modifier psychic damage, and this effect ends for it. The zone lasts until no creature is subject to this effect.
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is affected by visions of ruin (save ends). While affected by visions of ruin, it cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.
Miss: Until the end of your next turn, the target cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.
Special: A creature whose space is partly within the zone can move only into squares within the zone.
{+15 vs. Will}

Utility Powers

Spoiler:
*Indicates that this is the default utility power prepared.

Shield*
Encounter Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Phantasmal Terrain
Daily Arcane, Illusion, Implement, Zone
Standard Action Area burst 2 within 10 squares
Effect: Until the end of the encounter, difficult terrain in the designated area costs 2 extra squares of movement instead of the normal 1 extra square for your enemies. Additionally, hazards and traps within the area gain a bonus to attack rolls equal to your Intelligence modifier against your enemies.

Wizard's Escape*
Encounter Arcane, Teleportation
Immediate Interrupt Personal
Trigger: An enemy hits you with a melee attack
Effect: You teleport 5 squares to a space that is not adjacent to an enemy.

Invisibility
Daily Arcane, Illusion
Standard Action Ranged 5
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If the target attacks, the effect ends.
Sustain Standard: If the target is within range, you can sustain the effect.

Illusory Wall*
Daily Arcane, Illusion, Implement
Standard Action Area wall 8 within 20 squares
Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.
Sustain Minor: You can sustain this power until the end of the encounter.

Blur
Daily Arcane, Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.

Guillaume's Veil*
Daily Arcane, Illusion, Zone
Minor Action Close burst 2
Target: You and each ally in burst
Effect: The target gains invisibility until the end of your next turn or until he or she hits or misses with an attack. The burst creates a zone of invisibility that lasts until the end of your next turn. Whenever you or an ally ends his or her turn within the zone, that individual becomes invisible until the end of his or her next turn or until he or she hits or misses with an attack.
Sustain Minor: The zone persists. As a move action, you can move the zone 4 squares.

Rituals

Spoiler:
Tenser's Floating Disk 10gp
Time: 10 minutes Duration: 24 hours
You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry.
Arcana Check Result Maximum Load
9 or lower 250 pounds
10–24 500 pounds
25–39 1,000 pounds
40 or higher 2,000 pounds

Secret Page 10 gp
Time: 10 minutes Duration: Permanent
You ward writings so others cannot read them. Use of this ritual protects one page (maximum 250 words). You make the page appear not to exist, causing anyone other than you to ignore it; the page’s presence is blocked from a reader’s mind. You can choose instead to obscure the page with false writings, which you produce before performing the ritual. Other readers see the false text rather than the real text.
When you perform the ritual, make an Arcana check, with a +5 bonus. The result is the DC for a Perception check to notice the concealed writing (readers use passive Perception unless they are specifically looking for concealed text).

Magic Mouth 10 gp
Time: 10 minutes Duration: Until discharged
You bind a message into a surface you touch. When conditions you set are met, the surface manifests a mouth and conveys your message, discharging the ritual. The mouth appears to be made out of the same material as the surface, but you otherwise decide the mouth’s appearance.

Pyrotechnics 20 gp
Time: 1 minute Duration: 10 minutes
You send a barrage of small, colorful explosions into the sky. The explosions blossom into whatever color or shape you choose for 1 minute. At the end of each minute of the ritual’s duration, you can choose a new color and shape. At night, the lights are visible within a 10-mile radius. During the day, the lights are visible within a 1-mile radius.

Object Reading 25 gp
Time: 1 hour Duration: 5 minutes
You see images you wish to see related to an object you hold at the completion of the ritual. Your Arcana check result determines the number of images you see that are associated with the object’s past. You might choose to see a sword’s last owner, the creature that forged it, and the last creature it killed.
Arcana Check Result Images Displayed
9 or lower 1 image
10–19 2 images
20–29 3 images
30 or higher 5 images

Hallucinatory Item 25 gp
Time: 10 minutes Duration: 24 hours
You create the illusion of a single inanimate object that appears, to all intents and purposes, to be real. You can use this ritual to create an illusory wall, door, weapon, or other object.
Your Arcana check result determines the illusion’s maximum size.
Arcana Check Result Maximum Size
19 or lower Small
20–29 Medium
30–39 Large
40 or higher Huge
Once you create the illusion, you cannot move it, and it can’t include moving parts.
Creatures that view or interact with the illusion are entitled to Insight checks to detect the fact that it is false. This check’s DC equals your Arcana check result. A creature is allowed a check the first time it sees the illusion and each time it interacts with it. A creature that touches an illusion automatically determines that the image is a fake.

Inquisitive's Eyes 125 gp
Time: 10 minutes Duration: Instantaneous
You cast your senses back through time to observe your current location as it was up to a number of hours ago no greater than your Arcana check result. You can observe the scene as if you were there, although you cannot affect anything.

Banish Illusions 720 gp
Time: 1 hour Duration: 24 hours
You weave a ward against illusions in a close burst 4. Any invisible creature within the area or that enters the area becomes visible. In addition, illusion powers take a -2 penalty to attack rolls, and creatures in the warded area gain a +5 bonus to Insight checks against illusions.

Equipment

Spoiler:
Orb of Mental Dominion +3
Enhancement: Attack rolls and damage rolls
Power (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.

Robe of Contingency +2
Enhancement: AC
Power (Daily • Healing, Teleportation): Immediate Reaction. Use this power while you are bloodied and when an attack damages you. Teleport 6 squares, and you can spend a healing surge.

Illusionist's Gloves
Property: When you hit an enemy granting combat advantage to you with an illusion attack power, that enemy takes a –2 penalty to saving throws against the power’s effects.
Power (Daily): Free. Trigger: You miss with an illusion attack power. Effect: You reroll the attack roll and must use the second result.

Deep-Pocket Cloak +3
Enhancement: +3 Fortitude, Reflex, and Will
Property: The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds.
Drawing an item from a deep-pocket cloak is a minor action.
Power (At-Will): Free. 1/round. You draw an item from the cloak or store an item within it.

Reading Spectacles
Property: You can read any language while wearing this item.

Viper Belt
Property: Gain resist 5 poison.
Power (Encounter): No Action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.

Magic Dagger +1
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage

Acid Sprayer
Level: 9
Price: 4,200 gp
Magic Item (hand)
Damage: 2d6, burst 1, range 10
Property: once per encounter

3 Healing Potions
1445 gp worth of Alchemical Reagents

Ritual book in draconic containing: Find the Path 6th, Eavesdropper's Foil 4th, Linked Portal 8th, Detect Object 8th, Reverse Portal 12th.

Mundane Dagger
Adventurer's kit
Ritual book

1194 gp

Rituals in found spellbook

Spoiler:
Find the Path 144 gp
Time: 1 hour Duration: 8 hours or until discharged
As part of performing the ritual, you must name a destination you have visited at least once. For the duration of the ritual, you know in which direction your destination lies and you can travel 10 extra miles per day when heading toward that destination. This ritual is discharged when you reach your destination.

Eavesdropper's Foil 80 gp
Time: 10 minutes Duration: 4 hours
You ward an area no more than a close burst 3 against eavesdropping. Each creature outside the area that attempts to listen to communication within the area takes a -10 penalty to its Perception checks. The ward moves with you for its duration.

Linked Portal 135 gp (see text)
Time: 10 minutes Duration: Special
You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere else on the same plane. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10-foot-diameter circle in various rare chalks and inks. This temporary teleportation circle must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal’s duration.
At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open.
Arcana Check Result Portal Duration
19 or lower 1 round
20–39 3 rounds
40 or higher 5 rounds
You can use a permanent teleportation circle as the origin point of this ritual, making minor temporary modifications as part of the ritual. Doing this reduces the cost to 50 gp of reagents and grants you a +5 bonus to your Arcana check.
While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal; the only limitation is the number that can reach the circle before it ends.
Anyone standing in the vicinity of either end of the portal can see a haze-infused vision of the teleportation circle at the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within this area of visibility is lightly obscured, and the area beyond is completely fogged out. (Naturally, portals that last longer give you a better opportunity to study the place you’re going to before you step into the circle.) Environmental effects at one end of the connection don’t affect the other end.
Most major temples, important wizards’ guilds, and large cities have permanent teleportation circles, each of which has a unique set of magic sigils etched or inlaid into the ground. The exact sequence of sigils matters, because you’ve got to match it if you want to open a portal leading there. The sigils aren’t any more complex than remembering a string of letters and numbers. You can use Linked Portal to any permanent teleportation circle whose sequence of sigils you know. When you learn this ritual, your DM will tell you at least two such sequences. In your travels and research, you’ll undoubtedly learn more.
This ritual can take you anywhere in the world, but it can’t take you to other planes. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block a teleportation ritual. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components.

Detect Object 400 gp
Time: 10 minutes Duration: 5 minutes
Name an object. For the duration of the ritual’s effect, you can detect the direction and distance to the nearest example of that object, as long as one is within the range defined by your Arcana check result. When attempting to locate a specific object, apply the modifiers below.
Specific Object Is . . . Modifier
Very familiar to you 0
Seen once by you –5
Described to you –10

Arcana Check Result Range
9 or lower 5 squares
10–19 10 squares
20–29 30 squares
30–39 60 squares
40 or higher 100 squares

Reverse Portal 500 gp
Time: 10 minutes Duration: Special
You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle elsewhere on the same plane (see the Linked Portal ritual, Player’s Handbook, page 307). As part of performing this ritual, you sketch out a 10-foot-diameter circle in rare chalks and inks. Alternatively, you can use a permanent teleportation circle, which reduces the component cost to 150 gp and grants you a +5 bonus to your Arcana check.
At the ritual’s completion, make an Arcana check. The result determines the duration that the portal remains open.
Arcana Check Result Portal Duration
19 or lower 1 round
20–39 3 rounds
40 or higher 5 rounds
The portal displays views of the other location in the same way as that created by the Linked Portal ritual, but creatures cannot enter the origin point and appear at the other location. Instead, creatures can only step into the distant end of the portal to appear at the origin point with you.

Background

Spoiler:
{Zilargo: +2 to Insight}

Rennik Ilzander comes from a large extended family that is scattered across Breland and Zilargo. He was born in Korranberg, but travelled widely with his family. He studied magic with various tutors in the larger cities of the region, excelling in the magic of Illusion and deception. His family is known for its arcanists, some of whom have worked in the courts of various nobles and guilds, as well as on the lightning rails.

Once he came of age, Rennik did a considerable amount of travelling on his own, often looking for this or that bit of arcane knowledge. then one day he took it a little too far. He was caught sneaking into the home of an arcanist to take a peak at his private library when he was arrested and brought before Rhuing. Rather than sending him to the stockade, Rennik was drafted into service, where his magical craft served him well.

Rennik can be flighty and quirky, but is also a brilliant wizard and capable of handling himself in combat. He loves knowledge, particularly of the arcane variety, and is always seeking opportunities to expand his knowledge of his art, sometimes to the point of obsession.

Group Loot:
3000 gp worth of mechanical parts
4000 gp worth of gems and gold
Master's Wand of Cloud of Daggers +3
Cloak of Arachnida +3
House Sivis Speaking Stone