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About CerinnibertCerinnibert 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 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)
OFFENSE:
Speed 30 ft. Melee
STATISTICS:
Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 14 (+2), Wis 18 (+4), Cha 16 (+3)
SPECIAL ABILITIES:
Alignment based spells: Cannot cast lawful spells
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
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)
1st Level: (4/day +1 Domain)
2nd Level: (3/day +1 Domain)
3rd Level: (2/day +1 Domain)
GEAR/POSSESSIONS:
+1 Hide Cuirass, +1 Black Dragonhide Lt. Shield, +1 Flaming Scimitar, Sling, 15 bullets
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 |