Master Soan

Rennoc's page

355 posts. Alias of Viluki.


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

About Rennoc

Human Evoker (Admixture) 4
CN Medium humanoid (human)
Init +7; Senses Perception +0


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 49 (6d6+24)
Fort +5, Ref +4, Will +5


Speed 30 ft.

Power Conceal Thoughts

7/day—Versatile Evocation 7/day

Spells Prepared (CL 6rd; concentration +10)
3rd 2 frostfall (Rime Spell, dc 19), Ash Storm (dc 19), Storm Step
2nd—2 Scorching Ray, 2 Frostfall (modified) (dc 18), Glitterdust (dc 16)
1st—2 Burning Hands (dc 17), Mage Armor and Shield
0 (at will)—Detect Magic, Message, Mage Hand, Light

Opposition Schools Illusion and Enchantment


Str 10,Dex 14,Con 16,Int 19 (16+3),Wis 10,Cha 10
Base Atk +3; CMB +0; CMD 15
Traits Arcane Temper and Bruising Intellect
Feats Improved Initiative, Spell Focus (Evocation) and Greater Spell Focus (evocation), Rime Spell, Combat casting
spells known 1st Burning Hands, Shield, Mage Armor, Grease, Shock Shield, Shocking Grasp, Expeditious Excavation, Hydraulic Push and Obscuring Mist
2nd Frostfall, Scorching Ray, Glitterdust, Fog Cloud, Spontaneous Immolation, Levitate, Eldritch Conduit, Pyrotechnics, summon swarm, pilfering hand, false life
3rd Ash Storm, Ice Spears, Stinking cloud, Tiny Hut, Storm Step
Skills Knowledge (arcana, planes, religion, history) 13+, Spellcraft 13+, Use Magic Device 6+, craft (glassblowing) 8+ and Intimidate 13+
Languages Common, Ignan, Terran, Auran and Aquan
favored class bonus 4 hitpoints and 1 extra skill point (for glassblowing)
SQ arcane bond (Storm Lens)

No Pain, No Spells:
Rennoc knows full well what would happen if he lost the Lens or the tubes which carry his spells... As such he turned to a old, painful way for a man to hide things on his person: Scar pockets. Scar "pockets" require that one be exceptionally hardy in order to endure making them but they are useful for men like Rennoc. A Scar pocket is created by the use of a small whip and knife, first one beats his legs with a whip. One does this until keloid's show themselves, once this is done one uses a knife to carve small holes into the keloid itself. Then one can fill these holes with small things, like the small "tubes" (they are small 1 inch wooden pieces that each have a rune upon them) which carry Rennoc's spells. Due to the nature of Cerulean Storm from which his spells come from Rennoc
s spells are "simpler" then most.

Instead of complex arcane script each spell uses an essential "rune" or runes in the case of higher level spells (as a rule of thumb a spell uses a number of runes equal to its level). These runes are flexible things that easily allow one to draw upon the myriad energies of the Cerulean to alter it's fundamental properties. Of course this comes with a catch, runes cannot be used to cast say enchantment or illusion spells which the Cerulean simply cannot produce. These runes are best employed with evocation, conjuration and some transmutation spells...

The Storm's Power:
Rennoc is one of the few born in every generation who seek to grasp at great power, one of the few who seek to control power beyond mortal comprehension... They study shards, decaying books, cracking scrolls and crumbling ruins to learn the forbidden arts arcane. Rennoc however learned of another way...the storm lens. For in a valley that none dare tread exists the Cerulean Storm, most think that such power cannot be controlled nor tamed... They are wrong, for some scramble at lore and knowledge which allows them to tap into the Cerulean via the storm lens. Rennoc learned how to craft one of these strange items, it took years to finally get it right but he did. He traveled close to the Storm itself and infused it's power into the Lens, in doing this he harnessed the power of the storm.

Unfortunately for Rennoc he was thrown into the slaves pit of Balic when he made his way to the city, it seemed apparent that the Templars had a slave quota to fill...

Cloak Spells:

1st- chill touch, magic missile, obscuring mist,
2nd- scorching ray, bear’s endurance
3rd- vampiric touch, haste, lightning bolt, clairaudience/clairvoyance
4th- obsidian flow, symbol of slowing
1st: cause fear, expeditious retreat, mage armor, mount, comprehend languages, erase

• 2nd: summon swarm, pilfering hand, false life

• 3rd: stinking cloud

• 4th: animate dead