Lantern Bearer

Renliat's page

412 posts. Alias of CampinCarl9127.


Full Name

Renliat Auvreathem

Race

Male Elf Wizard 5 | AC 14, Touch 13, FF 11 | HP 30/37 | F +4, R +5, W +7 | Init +14 | Perc +4

Size

Medium

Age

134

Alignment

CG

Languages

Common, Elven, Draconic, Goblin, Giant, Sylvan, Undercommon

Strength 7
Dexterity 16
Constitution 14
Intelligence 20
Wisdom 14
Charisma 7

About Renliat

Statistics:
Male Elven Wizard 5
CG Medium Humanoid (Elf)
Init +14; Senses Perception +4; darkvision 60 ft.
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DEFENSE
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 dex)
hp 37
Fort +4, Ref +5, Will +7 (-1 vs fire)
Weaknesses Light Blindness, Burned
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OFFENSE
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Speed 30 ft.

Melee Dagger +0 (1d4-2)

Ranged none
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STATISTICS
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Str 7, Dex 16, Con 14, Int 20, Wis 14, Cha 7
Base Atk +2; CMB +0; CMD 13
Traits Magical Lineage (fireball), Warrior of Old, Tireless Logic
Drawbacks Burned
Feats Scribe Scroll, Spell Focus (evocation), Spell Specialization (Burning Hands), Greater Spell Focus (evocation), Improved Initiative, Intensify Spell
Skills (42 points; 10 wizard, 22 int, 10 background)
ACP -0
(3) Appraise +10
(5) Knowledge (arcana) +12
(5) Knowledge (dungeoneering) +12
(1) Knowledge (engineering) +8
(1) Knowledge (geography) +8
(3) Knowledge (history) +10
(2) Knowledge (local) +9
(5) Knowledge (nature) +12
(1) Knowledge (nobility) +8
(5) Knowledge (planar) +12
(5) Knowledge (religion) +12
(1) Linguistics +8
(0) Perception +4
(0) Sense Motive +4
(5) Spellcraft +12
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Perception (familiar)
+2 Sense Motive (familiar)
Languages Common, Elven, Draconic, Goblin, Giant, Sylvan, Undercommon

Special Abilities:

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SPECIAL ABILITIES
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Moonkissed: Elves with this alternate racial trait gain a +1 racial bonus on saving throws.

Overwhelming Magic Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat.

Darkvision Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Magical Lineage (fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Tireless Logic Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Warrior of Old As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

Burned You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Evocation (Admixture) School (Opposition: Enchantment & Necromancy) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Versatile Evocation When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:

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Spells
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0th (at will)
Detect Magic
Light
Read Magic
Ray of Frost

1st (6/day)
Alarm (prepared)
Mage Armor (prepared) (cast every morning)
Identify
Burning Hands
Snowball
Vanish (prepared)
Feather Fall (prepared)
Liberating Command (prepared)
Windy Escape (prepared)

2nd (4/day)
Intensified Burning Hands (prepared x3)
Scorching Ray
Mirror Image (prepared)
Invisibility
Protection from Arrows

3rd (2/day)
Fireball (prepared)
Haste
Communal Resist Energy (prepared)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 12 lb.

Money 35 GP 0 SP 0 CP
Spellbook (free) (3 lb.)
Haramaki (3gp) (1 lb.)
Dagger (2gp) (1 lb.)
Cracked Dusty Rose Prism (500gp)

Wizard's Kit (20gp) (7 lb.)
-backpack
-bedroll
-belt pouch
-flint and steel
-ink, an inkpen
-mess kit
-spell component pouch
-trail rations (5 days)
-waterskin.

Consumable Magic Items
Wand of Mage Armor (46 charges) (750gp)
Potion of CLW x2 (100gp)
Potion of CMW (300gp)
Scroll of Dispel Magic (375gp)
Scroll of Invisibility (150gp)
Air Crystal (50gp)
Antiplague (50gp)
Antitoxin (50gp)
Scribed Scrolls
Scroll of Identify x2 (25gp)
Scroll of Mirror Image CL3 (75gp)
Scroll of Burning Hands x2
Scroll of Fireball
Scroll of Haste

Background:
Renliat was born into a prominent elven family deep in the forest, son to Tiasar and Lia Auvreathem. Both of his parents were powerful wizards who advanced magical studies for the elven race, and his whole childhood he lived under oppressive expectations to follow in their footsteps. For half a century his life was good, if busy and taxing. His studies consumed him as he learned the basics and intricacies of magic, shutting out the world as he focused on furthering his knowledge and abilities. His progress was promising, but he would spend weeks or months at a time locked away in solitude, estranging himself to even his own culture and growing physically frail. More than once Lia had to pull him out of the great library and force him to eat and spend some time in the sunlight.

But as time went on his progress slowed. Learning a concept a week turned into learning a concept a month, and the next level of magic started to escape his understanding. Tiasar grew more and more frustrated at the pace of Renliat's education, topics such as the quantum entanglement of teleportation and plane shifting bringing his studies to a sudden halt. Renliat grew distant from his father and began branching out to other sources of mentoring. After a lot of reading and talking to a few other prestigious members of the arcane community, Renliat learned of his fascination and affinity for evocation magic. He brought this news to his father with a smile, hoping that his newfound passion for a particular school of magic would help guide them both in further avenues of his education and help to relieve some of the tension between them. But he couldn't have been more wrong. Tiasar was disappointing that he wanted to focus on such a "basic, two-dimensional form of magic with no promise", callously dismissing Renliat's passion as pointless without a second thought.

Renliat was devastated and redoubled his efforts to prove himself to his father. Sleepless nights, days pouring over ancient tomes, hours spent perfecting his movements and pronunciations. But even his greatest successes were seen as elementary to his father as Renliat grew more haggard and frustrated. It was this frustrating that lead him to taking such a huge risk. He was reading a tome of lost artifacts, learning about a minor artifact called "The Orb of Primal Fire". It was thought to be buried under tons of metal after the orb turned a huge iron deposit into a molten natural disaster. His interest in evocation brought him to this, as the location of the artifact was supposedly known but there was no known means by which to reach it. That's where his spell research came in. After years of research he was planning on counteracting the damage done to the metal on a molecular level, rearranging the atoms to make the metal brittle so it could be broken through. And after decades he believed he was successful in his research.

Renliat left home without a word, making the trek across half the world to reach the supposed site of the lost artifact in the Verduran Forest. More than once he had trouble traveling through the wilderness, but with some stolen money from home he managed to buy what he needed to survive. After months he reached his destination, and following a spelunking adventure he indeed came upon a massive chunk of melted iron. With his goal so close at hand, he got to work. Days of complex, experimental spellcasting combined with the physical labor of digging the metal shards out left the physically-frail elf exhausted. But nine days in and he saw the red flames and felt the heat of what was once thought lost. Shocked that the tome was true and relieved that his studies have done something not done before, he began the process of clearing out the metal around the orb.

Renliat was careful not to touch the orb during this whole process. He only knew vague details of the function of this minor artifact, but he was certain that grabbing it without knowing more would end poorly. Another week in and he carved out the iron to put the orb on a makeshift pedestal. And then he turned to the difficult part; unlocking the secrets of the artifact.

Progress was slow, but there was progress. Renliat studied the effects of various spells and alchemical components on the orb, mostly just having no effect but occasionally having a violent outspurt of fire to consume whatever he threw at the orb. Over time he began to understand the effects of the orb and he grew confident in his ability to use the powers of the orb. So with heavy anticipation and an adrenaline-fueled heart, he began a complex and delicate ritual to unlock the full potential of the orb.

But Renliat had made a grave oversight when he came into this cave. He hadn't searched through the various winding tunnels, and so he did not learn that it was inhabited by a small clan of hill giants. This backfired on him at the worst possible time as one of these hill giants came during the delicate ritual he was performing. The giant roared at him for trespassing and began advancing, suddenly breaking Renliat's concentration as fear crept into his heart when he realized what was behind him. Both of them made a mistake that night; Renliat for not making sure he had a safe environment, and the hill giant for interrupting such a dangerous ritual. One mispronounced syllable was all it took. The orb turned white-hot as the magic controlling its volatile nature suddenly released it, and it exploded. Renliat had been layering himself with fire protection in preparation for this ritual, but the power of an artifact would not be denied and his arms and chest were burnt down to the bone. The giant was not so lucky. All that remained was ash.

Renliat woke up in the most excruciating pain of his life. His chest felt like it was still burning and his skin felt like crumbling parchment. Breathing was so torturous that he tried to stop, but eventually his lungs forced him to endure the pain of moving his scorched torso again and again. It wasn't long until his cries of anguish brought somebody to his side; a young human cleric with a look of sorrow and concern on her face. She spoke unintelligible but soothing words into his ear as she cast a spell, and his eyes rolled back up into his head.

He awoke again, still in tremendous pain when he moved or breathed, but the burns had subsided enough that he could control himself and be lucid of his environment. He pried his dried and cracked lips apart as he took a rattling breath, then looked around. He was in what appeared to be a room in an inn. An acolyte wearing a holy symbol of Desna noticed him and smiled "Good, you're awake. Rhevi was worried you weren't going to make it. Says some of the burned caused damage to yer organs, amazing that you're alive at all. I'll let her know you're up." The acolyte strode towards the door as Renliat tried to respond, but his lungs refused to work any harder than they needed to.

A few minutes later the same young cleric from before walked in with a relieved expression. "Oh I'm so glad you're alright. I just knew you would pull through." Renliat steeled himself and opened his withered lips again. "What...happened..." The cleric gave a sad look, then recounted what he could not. They traveling clerics of Desna were passing by when they noticed a large explosion go off in a nearby cave and went to investigate, finding several charred giant corpses and a barely-alive elf. Thinking there must have been some volcanic activity in the mountains, they rescued Renliat and brought him back within the safety of a roadside inn. It had been nearly a month since he was brought here, and just the previous day he awoke for the first time.

Eventually Renliat recovered, the burns still causing him pain but he could walk and function on his own. He considered himself in debt to Revhi, although she insisted he simply pass on the good deed when given the chance. He decided to spend some time away from home, away from his studies and research pursuits. He needed a break from the overwhelming expectations of his father. Then fate seemed to open a door as word of the wizard Hunclay reached his ears. An old rival of his father's. They spent many years arguing the finer points of summoning and binding with each other, and Renliat had never been fond of the cranky old paranoid man. Word of his death piqued Renliat's interest, and he thought some of his valuable arcane items may be for sale. So he headed towards the small town of Belhaim.

Appearance and Personality:
Renliat is tall elf with a thin frame and a pale complexion. Midnight-black hair frames his face, falling freely down past his shoulders. His elven heritage is even more prominent in his sharply pointed ears and almond-shaped, dark violet eyes. Although he normally wears clothing that covers everything but his head, his wrists to his shoulders and most of his upper chest is covered in horrible burn scars.

Renliat eschews the cold pragmatism that wizards of his race often have, instead having being more carefree. He has an endlessly curious nature, an appetite for learning that is depthless. Although he lacks social grace and cultural understanding (often making him callous and brusque) he has a very accepting attitude towards the world, living free of any confining structures or codes and instead taking the experiences of life as they come. He deals with situations on a case-by-case basis with how his heart and mind guide him, although he is a humanist and at heart is a good person despite lacking any well-defined code for himself.

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Familiar Statistics:
Male Familiar 3
N Diminutive Animal (Jerboa)
Init +7; Senses Perception +9; low-light vision, scent
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DEFENSE
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AC 20, touch 17, flat-footed 17 (+3 natural, +3 dex, +4 size)
hp 18
Fort +1, Ref +5, Will +6
Defenses Improved Evasion
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OFFENSE
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Speed 20 ft.

Melee Bite +9 (1d2-5)
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STATISTICS
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Str 1, Dex 16, Con 8, Int 8, Wis 15, Cha 3
Base Atk +2; CMB +1; CMD 6
Feats Improved Initiative
Skills (As masters + acrobatics & perception)
ACP -0
(1) Acrobatics* +11
(3) Appraise +2
(5) Knowledge (arcana) +4
(5) Knowledge (dungeoneering) +4
(1) Knowledge (engineering) -1
(1) Knowledge (geography) -1
(3) Knowledge (history) +1
(2) Knowledge (local) +1
(5) Knowledge (nature) +4
(1) Knowledge (nobility) -1
(5) Knowledge (planar) +4
(5) Knowledge (religion) +4
(1) Linguistics -1
(1) Perception +9
(5) Spellcraft +4
(0) Stealth* +15
*ACP applies to these skills
Non-Standard Skill Bonuses
+4 Acrobatics (race)
+4 Perception (race)
+12 Stealth (size)
Languages Common (can't speak)

Familiar Special Abilities:

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SPECIAL ABILITIES
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Familiar A jerboa familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.

Alertness While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak With Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.