Suit of Keys

Ceru's page

350 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes


| Inspiration 3/4

About Ceru

CG Gnome Investigator 1
Movement Walk 20’
Initiative +2
Senses Low-light Vision, Perception +7



AC 15, Touch 13, FF 13 (Size +1, Dex +2, Armor +2))
CMD 11
HP 9 (hd 1d8+1)
Fort +2 (Base 0 + 1 Con + 1trait); Ref +4 (2+2); Will +2 (2+0) (+2 versus fear and despair, +2 versus language-dependent and glyphs and runes)

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.



BAB +0, CMB -1
Short Sword +3 (1d4, 19-20/x2)
Shortbow +3 (1d4, x3) (Range 60 ft.)
Dagger +3 (1d3, 19-20x2) (Range 10 ft.)

Inspiration (Ex) (4 points): The investigator has an inspiration pool equal to 1/2 investigator level + Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after she gets a restful night’s sleep. As a free action, she can expend one use of inspiration from her pool to add 1d6 to the result of a skill or ability check, including any on which she takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. If the check is Knowledge, Linguistics, or Spellcraft and the investigator is trained in the skill, she can add the inspiration without expending a use from her pool.

At the cost of expending two uses of inspiration and as an immediate rather than a free action, the investigator can augment attack rolls and saving throws.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

=Investigator Alchemy=


Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Forumulae Known (Caster level 1, Concentration +4)
LEVEL 1 (Prepare 2/day) (*=Prepared)
Ant Haul: Triples carrying capacity of a creature.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).*
Enlarge Person: Humanoid creature doubles in size.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.*

=Spell-Like Abilities=


Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. This racial trait replaces the gnome magic and illusion resistance racial traits.

Gnome Magical Linguist Spell-like Abilities: (CL1)
1/day—arcane mark, comprehend languages, message, read magic



Str 10 Dex 15 Con 13 Int 17 Wis 10 Cha 14

Weapon and Armor Proficiencies: Simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Treat “gnome” weapons as martial weapons.



Dangerously Curious (Magic): You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks.
Resilient (social): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources ((Rather than this, really, it’s more that Ceru survived some of her more questionable alchemy/cooking experiments)). You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.



Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

=Skills, Skill-Based Abilities, and Languages=


Trapfinding:: Add half rogue level (minimum 1) to all Disable Device checks, and to Perception checks when searching for traps. Can find magical traps using the Perception skill.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice (Profession: Cook).

(6 skill points +3 Int +1 favored class=10, plus 2 background skills (marked with *))
(skills listed with no ranks/score are class skills I’ve listed just to remember what they are)
Acrobatics +6 (1 rank + 2 Dex + 3 class)
Appraise +7* (1 rank + 3 Int +3 class)
Bluff (Cha)
Climb (Str)
Craft (Alchemy) +7 (1 rank + 3 Int + 3 class) (+1 to create an alchemical item)
Diplomacy +6 (1 rank + 2 Cha + 3 class)
Disable Device +7 (1 rank + 2 Dex + 3 class +1 trapfinding)
Disguise (Cha)
Escape Artist (Dex)
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) 7+ (1 rank + 3 Int + 3 class)
Linguistics (Int)
Perception +6 (1 rank + 0 Wis + 3 class + 2 race) (+1 to find traps)
Perform (Cha)
Profession (Cook)* +6 (1 rank + 0 Wis + 3 class +2 race)
Sense Motive (Wis)
Sleight of Hand +6 (1 rank + 2 Dex + 3 class)
Spellcraft +7 (1 rank + 3 Int + 3 class)
Stealth (Dex) +10 (1 rank + 2 Dex + 3 class + 4 size)
Use Magic Device +7 (1 rank + 2 Cha + 3 class +1 trait)

Languages: Common, Gnome, Elven, Goblin, Varisian

(Placement of gear assumes when traveling; while at the inn most of her stuff is in her room.)


Explorer’s Outfit (free)
Leather Armor (10 gp; 7.5 lbs. (+2 armor, max Dex 6, ACP 0)
MW Backpack (50 gp, 1 lb)

sheathed at hip
Short sword (10 gp; 1 lbs.) (1d4, 19-20)
Dagger (1 gp, ½ lbs) (1d3, 19-20, range 10 ft.)

slung over shoulder
Short bow (30 gp, 1 lbs.) (1d4x3, range 60 ft.)
38 Arrows (in quiver) (3 lbs)

in backpack
Alchemy crafting kit (25 gp, 5 lbs)
Apples (1 lb, 2 cp)
Bedroll (1 sp, 2 lbs)
5 candles (5 cp)
9 pieces of chalk (9 cp)
Formula book (--)
Grooming kit (1 gp, .75 lbs)
Honey (jar) (1 gp, ½ lb)
Mess kit (2 sp, 1 lb)
Travel cake mix (1 sp, 1 lbs)
Flour (2 cp, 1 lb)
Waterskin (1 gp, 1 lb)

Distributed in various pockets upon her person
Thieves’ Tools (30 gp, 1 lbs)
1 piece of chalk (1 cp, -)
Flint and steel (1 gp, -)
13 gp, 3 sp, 7 cp

Current load: 28.25 lbs (Max Light Load with backpack, 28.5)

=Beast of Burden=
Gary the Donkey (8 gp)
-Donkey is carrying-
Pack saddle (5 gp, 15 lbs)
----In Pack Saddle-----
Cooking kit (3 gp, 16 lbs)
Chalkboard (1 gp, 2 lbs)
Animal Feed (7 days worth) (50 lbs)
Tent (Small tent for Small humanoid), 10 gp, 15 lbs
50 ft hemp rope 1 gp, 10 lbs
Grappling hook, 1 gp, 4 lbs
Sack (1 sp, 1/2 lb) containing 2 lbs potatoes (4 cp) and 1 lbs apples (2 cp)
1 lbs flour (2 cp)

Starting Gold: 180 gp



Ceru originally grew up in Whistledown, where her father Vermiljaunivert Sparkflinger deeply wanted to impart his driving passion for wizardry to his only daughter. She tried, for his happiness, to please him, but the dryness of arcane books and dizzying whirl of magical algorithms demanded far more focus and attention than Ceru was willing or capable of giving—how could she sit and study magic all day when there was so much else to explore? Like the contents of her father’s locked bookshelf, for example, or the candy Uncle Bozzleboff had in his pockets, or what the neighbors were cooking for lunch today, or what was beyond the wall where she was told not to go?

While she appreciated—and still appreciates—what magic has to offer, she only ever got down the simplest concepts, enough to activate a scroll or inscribe her own arcane signature, but no more. She was much happier running around outdoors, leaping onto things, crawling under them, seeing what was in everyone’s pockets, and generally exploring the world. Her neighbors nicknamed her “Cloakchaser” both for trying to follow her father’s footsteps but also for chasing down visitors to the town to ask them questions about the world.

The one area where Ceru was able to learn something from her father was alchemy, but even there it was largely because her curiosity meant she learned best by experimentation, and such experiments resulted as much in explosions as much as they did in useful formulas. Her father begrudgingly noted that she had a knack for whipping up mixtures far faster and more effectively than he could, but nonetheless her learning curve was sometimes… painful. She was also, perhaps for similar reasons, an excellent cook, as this was something she could learn by doing and not just having to sit and listen. Indeed, she felt cooking was just another form of alchemy with a different goal. Sometimes she found ways to combine the two, imbuing confections and baked goods and stews with beneficial effects. Of course, early on, these backfired as well.

Her father, respecting her curiosity and trying to protect what was left of his home and his gastrointestinal tract, urged Ceru to go, with his blessings and some money and equipment, told her to, please, go see the world and develop her skills, and satisfy her curiosity and need to explore and try new things.

Although curiosity was a mixed blessing in the world, as it was unpredictable and dangerous place, Ceru often had to think on her feet to get herself out of a jam and this helped her hone her talents better than practice at home could have. She has figured out ways to observe bandits and monsters to figure out their disadvantages, use her alchemical reagents to good effect, and hide from foes when there is no other option. As she has traveled she has better mastered her skills and rarely has accidents anymore. At one point Ceru even helped other travelers beset by bandits, offering healing extracts and optimistic spirits. A merchant gave her one of his donkeys, Gary, as thanks.

Ceru has followed the river west to Magnimar, and found herself a job as a cook at the Rusty Flagon Inn—how better to learn a new place and what’s in it than by working in an inn? Also being nearly entirely out of money and out of spare alchemical supplies may have had something to with it. But her restlessness and endless need to discover more things will doubtless keep her there long…

For the record, her parents named her at birth "Matilda Eyes Like Cerulean Skies Lingerspark Daughter of Vermiljaunivert and Pip of Whistledown." Like most female gnomes, she prefers a short name to go by and only introduces herself as "Ceru" or "Ceru, sometimes called Cloakchaser."


Ceru is optimistic and ever inquisitive, although she usually manages to avoid being insufferable with either. She knows she has an energy level others struggle to match and does her best to slow down so as not to overwhelm or annoy. Still, if in a new situation or with new people, excitement drives her to investigate or ask questions as much as she can get away with. She hates sitting still, and prefers a lively conversation to hearing a lecture by far. Beyond feeding her insatiable curiosity, she has a compassionate spirit and is eager to lend a hand; she loathes the sight of suffering and will do all she can to stop it. This said, she does not like to fight, but if pushed out of survival or to protect others, she is ready to leap into action. Still she will try to appease through words or offerings first where sensible.



Heroforge Mini. Ceru is 41 inches tall and moves constantly to dodge out of the way of the bigger folk who never quite seem to notice she’s standing there. Not that she isn’t notable, with her plum colored hair in a fluffy undercut and bright blue-green eyes. She wears colorful blouses underneath a sort of pair of overalls, filled with pockets. When adventuring, a sturdy leather buff jacket, high boots, and bracers keeps her protected.