Bather

Cerinnibert's page

929 posts. Organized Play character for Anoirtrou.


Full Name

Cerinnibert Daergel

Race

Aasimar (of gnomish stock)

Classes/Levels

Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

Gender

Male

Size

Small

Age

180

Special Abilities

Stormburst 30', 7/day; Daylight 1/day

Alignment

CN

Deity

Gozreh

Languages

Common, Aquan, Auran, Celestial, Draconic, Druidic, Dwarven, Elven, Gnome, Goblin, Ignan, Minkan, Sylvan, Terran, Thassilonian, Varisian

Occupation

Many

Strength 12
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 18
Charisma 16

About Cerinnibert

Cerinnibert Daergel

Background:
I have traveled across two continents, Avistan twice!, in the last 120 years. Yes, I am 180 years old today, I know I don't look it. I have broken bread with an Ulfen tribe, crossed the River Kingdoms, traded in Druma, and run from Mwangi tribesmen. But I always find myself back here at the coast.

Maybe I better start closer to the beginning. My birth caused quite a commotion. No one in the small gnome village had ever seen it rain indoors before! Added to this was the birthmark of Gozreh on my wrist, and the way lightning seemed to dance across my eyes, and people got the idea that I was something special. It only got worse as I grew older. Once I started being able to cause bursts of purest light, no one would leave me alone! Don't get me wrong, nobody was mean to me, they just expected so much. I was like a new toy, they always expected me to do something new, to entertain them. I found a bit of an obsession myself at this time, with language. I loved the way that words could mean different things depending on how you said them, and the other words used with them. They could communicate ideas and understanding, or cause a war, depending on how you used them.

It was about this time that I ran away. I had this wanderlust, it felt like there was somewhere I needed to go, but I didn't know where. I walked for weeks, doing what I could to earn enough to eat, sometimes even stealing food. Then I finally arrived.

The Sea.

I had never seen anything like it, but it was like I had been looking all my life for it. I stole aboard a ship, and soon enough found myself in a new land. (Luckily for me the captain was willing to let me work for passage instead of just throwing me overboard.) I just kept going from then on, wherever my feet would take me.

It was in... the Vergan forest, yes, that I met the Druid Circle that took me in and taught me all about the God that had claimed me. Some of them even thought I was a decendent of Gozreh himself! What? Oh, no, this was in Xer, before Razmir came along with his silly claims of godhood, and messed up the country.

So, where was I? Right, the Druids took me in, trained me, and it was then that I started having the dreams. I don't remember all of them, it was more of a feeling that I had to go again. There was somewhere else I was needed. I headed off again, West, following my dreams. I have finally arrived here in Sandpoint, and let me tell you, there's a big storm coming.

And not the good kind...

Personality:

He is often cheerful, very curious, and has a strong sense of wanderlust. He usually has a small smile on his face, as if there is a joke that no one else around him has gotten yet. When he is angry, dark cloud form and roil about; when he is sad, the sky weeps.

Daughter: Galtina

Description:

Ht: 3' 9"
Wt: 43 lbs
Age: 180
Hair: Green
Eyes: Grey
Skin: Tanned

Reference Image

Most people don't belive Cerinnibert when he tells them his age. He doesn't look a day over 80, for a gnome. His long flowing green hair, grey eyes and small nose don't seem out of the ordinary; but if you look deeply enough, lightning flashes in his eyes, and he is probably the tallest gnome anyone has ever seen. He has a lean build and wears loose clothing that blows freely in the wind.

DEFENSE:

AC 19, touch 13, flat-footed 17 (+1 dex, +1 dodge, +4 armor, +2 shield, +1 size)
HP 38 (5d8+5 Con +5 FC)
Fort +6, Ref +3, Will +9 (+2 vs charms/compulsions)
Resistances/Immunities: Acid 5, Cold 5, Electricity 5

OFFENSE:

Speed 30 ft.

Melee
+1 Flaming Scimitar +6 (1d4+2, 18-20/x2)+1d6 fire
Ranged
Sling +5 (1d3+1, 20/x2) 50'

STATISTICS:

Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 14 (+2), Wis 18 (+4), Cha 16 (+3)
Base Atk +3; CMB +3; CMD 15

SPECIAL ABILITIES:

Alignment based spells: Cannot cast lawful spells
Nature Bond (Ex): Domain: Weather
Nature Sense (Ex): +2 to Knowledge (nature) and Survial
Resist Nature's Lure (Ex): gain a +4 bonus on saves against the spell-like and supernatural abilities of fey. This also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth and warp wood.
Spontaneous Casting: May lose any spell he knows except Domain spells to cast a Summon Nature's Ally of the same level
Stormburst: 1d6 (+1/2 level) nonlethal Ranged Touch attack within 30', 7/day; target also takes a -2 on all attacks for 1 round from wind and rain
Wild Empathy (Ex): (level+Cha) +8; He can improve the attitude of an animal just like a Diplomacy check made to improve the attitude of a person. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. He can also improve the attitude of a Magical Beast with Int 1-2, but at -4.
Wild Shape (Su): 1/day, transform into any small or medium animal and back, as beast shape I except it last for 1 hr/lvl. This is a standard action that does not provoke an AoO.
Woodland Stride (Ex): He may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him.

TRAITS/DRAWBACK:

Drawback
Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Traits
Adopted: Etymologist (Gnome, Social): When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. Benefit: You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.

Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of Gozreh. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Outlander/Missionary: You have come here to see about expanding the presence of Gozreh after receiving visions that told you your faith is needed—what that need is, though, you’re not quite sure. Benefit: You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus (Cure Light Wounds, Summon Nature's Ally II, Call Lightning).

FEATS:

Light Armor Proficiency: Padded, Leather, Hide & Wooden only
Medium Armor Proficiency: nonmetal only
Shield Proficiency: Wooden only
Martial Weapons Proficiency: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, all natural attacks.
Breadth of Experience: +2 on all Knowledge and Profession checks; can use them untrained
Dodge: +1 dodge bonus to AC & CMD
Natural Spell: He can cast spells normally while using Wild Shape

SKILLS:

(4 ranks/level Class +2 ranks/level Int +2 ranks/level background= 40)
Acrobatics +1
Appraise +2
Bluff +3
Climb +1
Craft +2
Diplomacy +3
Disguise +3
Escape Artist +1
Fly +1
Heal +4
Intimidate +3
Knowledge (Arcana) +4 (+2 Int, +2 Feat)
Knowledge (Dungeoneering) +4 (+2 Int, +2 Feat)
Knowledge (Engineering) +5 (1 rank, +2 Int, +2 Feat)
Knowledge (Geography) +10 (3 rank, +3 Class, +2 Int, +2 Feat)
Knowledge (History) +9 (5 rank, +2 Int, +2 Feat)
Knowledge (Local) +4 (+2 Int, +2 Feat)
Knowledge (Nature) +14 (5 rank, +3 Class, +2 Int, +2 Feat, +2 Feature)
Knowledge (Nobility) +5 (1 rank, +2 Int, +2 Feat)
Knowledge (Planes) +5 (1 rank, +2 Int, +2 Feat)
Knowledge (Religion) +10 (2 rank, +2 Int, +3 Class, +2 Feat, +1 Trait)
Linguistics +13 (5 ranks, +3 Class, +2 Int, +1 Trait, +2 Racial)
Perception +12 (5 ranks, +3 Class, +4 Wis)
Perform +3
Profession (all) +6 (+4 Wis, +2 Feat)
Ride +1
Sense Motive +6 (+4 Wis, +2 Racial)
Spellcraft +9 (4 rank, +3 Class, +2 Int)
Stealth +10 (5 rank, +1 Dex, +4 Size)
Survival +11 (2 ranks, +3 Class, +4 Wis, +2 Feature)
Swim +5 (1 rank, +3 Class, +1 Str)

Languages: Common, Celestial, Druidic, Draconic, Dwarven, Elven, Gnome, Sylvan, Goblin, Minkai, Thassilonion, Auran, Varisian, Aquan, Ignan, Terran

RACIAL ABILITIES:

Middle Age: -1 Str, Dex, Con; +1 Int, Wis, Cha
+2 Wis, +2 Cha
Celestial Resistances: Acid 5, Cold 5, Electricity 5
Darkvision 60'
Daylight: 1/day, 60 ft radius, d: 40 min
Truespeaker: Gain +2 on Linguistics & Sense Motive, +2 languages/rank in linguistics (alt race trait, replaces skilled)

SPELLS:

CL: 5th (Concentration +9)
Domain: Weather

Orisons (0-level): (4/day)
Detect Magic: r: 60' cone, d: Conc. - 1 min
Guidance: r: touch, +1 to attack, save or skill check d: 1 min
Spark:
Stabilize: r: 30'

1st Level: (4/day +1 Domain)
(D)Obscuring Mist: R:20' radius, D:1 min/lvl, concealment within 5', total concealment 10' or more
Cure Light Wounds: 1d8+5
Cure Light Wounds
Frostbite: Touch Attack, 1d6+4 nonlethal damage & target is fatigued, use 1/lvl
Mudball: r: 25'+5'/2 lvls, ranged touch attack, target is blind. They canmake a Refl (DC: 15) check at the start of their turn to end the effect, or it can be wiped off as a standard action.

2nd Level: (3/day +1 Domain)
(D)Fog Cloud: r: 100'+10'/lvl, d: 10 min/lvl, 20' radius, 20' high
Aggressive Thundercloud: r: 100'+10+/lvl, d: 1 rnd/lvl, 3d6 fire dam, reflex DC: 16 negates, flies 20'/ rnd
Barkskin: d: 10 min/lvl, +2 Natural Armor
Bull's Strength: d: 1 min/lvl, +4 Str

3rd Level: (2/day +1 Domain)
(D)Call Lightning: r: 100'+10'/lvl, d: 1 min/lvl, 1/round you may use a standard action to call down a 30' long, 5' wide bolt of lightning dealing 3d6 electricity damage, Refl (DC: 18) for 1/2. You may call down a number of bolts equal to your CL. Outdoors in a stormy area, dam. increases to 3d10.
Cure Moderate Wounds: 2d8+5 hp
Mad Monkeys: r: 25'+5'/2 lvls, d: 1 rnd/lvl. summon swarm of monkeys; distraction also causes deafness for 1 min. May attempt a disarm or steal maneuver at +9 each turn as a free action.
Summon Nature's Ally

GEAR/POSSESSIONS:

+1 Hide Cuirass, +1 Black Dragonhide Lt. Shield, +1 Flaming Scimitar, Sling, 15 bullets
Explorer's outfit, MW backpack, 2 fishhooks, 50' silk rope, sewing needle, 50' thread, spell component pouch, waterskin, whetstone, 1 Medium masterwork alchemical silver dagger decorated with strange spiky runes, Sihedron Medallion: +1 resistance bonus to saves, False Life (5 hrs, 1d10+5 hp) 1/day

Consumables: Wand of Cure Light Wounds: 37 chg, Wand of Resize Item: 18 chgs, Wand of Produce Flame (34 chgs), Wand of Tree Shape (4 chgs), 2 Flasks of Alchemist's Fire, 2 Flasks of Acid, 2 Potions of Cure Light Wounds, 12 tindertwigs, 3 potions of jump, potion of lesser restoration, potion of remove disease, 1 oil of darkness, Wayfinder, 6 tindertwigs

Carrying Capacity Light: 37.5 lbs. Medium: 75 lbs. Heavy: 112.5 lbs.

Money: 126 gold ducats, 9 silver, 5 copper

Total Weight: 33.9 lbs.

===================================================

professions:
architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter