Lorilla Bakkenwelf

This small female seems to have suffered from the bleaching and squints in bright light...


Lorilla Bakkenwelf
Female Svirfneblin Cleric 1
N Small Humanoid (gnome)
Init +2; Senses darkvision, low−light vision; Perception +5


AC 15, touch 15, flat−footed 11 (+2 Dex, +1 size, +2 dodge)
hp 12 (1d8+4)
Fort +5, Ref +4, Will +7; +2 trait bonus vs. charm and compulson
Defensive Abilities copy cat (su) (6/day); SR 12


Speed 20 ft.
Melee Dagger +0 (1d3−1/19−20/x2) and
   Light hammer +0 (1d3−1/x2)
Ranged Blowgun +3 (1/x2) and
   Light crossbow +3 (1d6/19−20/x2) and
   Sling +3 (1d3−1/x2)
Spell−Like Abilities Bit of Luck (6/day), Blindness/Deafness (1/day), Blur (1/day), Copy Cat (Su) (6/day), Disguise Self (1/day), Nondetection (Constant)
Cleric Spells Prepared (CL 1):
1 (2/day) Bless, True Strike, Stone Shield
0 (at will) Read Magic, Mending, Create Water


Str 8, Dex 14, Con 13, Int 16, Wis 16, Cha 6
Base Atk +0; CMB −2; CMD 12
Feats Toughness +3
Traits Birthmark, Magical Knack (−Choose−)
Skills Acrobatics +2 (−2 jump), Craft (alchemy) +5, Fly +4, Heal +7, Knowledge (religion) +7, Linguistics +7, Perception +5, Sense Motive +7, Spellcraft +7, Stealth +12 (+14 Underground) Modifiers +2 stealth underground
Languages Common, Dwarven, Elven, Gnome, Terran, Undercommon
SQ aura, cleric channel positive energy 1d6 (1/day) (dc 8), domains (luck, trickery), hatred, spontaneous casting, stonecunning +2
Other Gear Blowgun, Dagger, Light crossbow, Light hammer, Sling, Backpack (27 @ 10.5 lbs), Bedroll, Belt pouch (2 @ 1.78 lbs), Candle (10), Gnome trail rations (5), Dice, 7pips for a 6, Ink, black, Inkpen (2), Mess kit, Spell component pouch, Torch (5), Travelling spellbook, Waterskin, 89 GP

Special Abilities

+2 Stealth Underground (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (1/day) (DC 8) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Darkvision (120 feet) You can see in the dark (black and white vision only).
Hatred +1 Gain a bonus to attack vs Dwarves/Reptilian humanoids.
Low−Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (−Choose−) +2 CL for a specific class, to a max of your HD.
Spell Resistance (12) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

PRIMARY MOTIVATOR Discovery Sense of Humor Surreal
Emotional Disposition Curious SEXUALITY
Moodiness even-tempered Sexual Orientation heterosexual
CORE TRAITS Libido healthy
Outlook Optimistic Sexual Expressiveness Flirtatious
Integrity Unscrupulous Sexual Expressive Style Romantic
Impulsiveness Spontaneous Openness to sexual experience Adventurous
Boldness Intrepid Promiscuousness High
Flexibility Flexible RELIGION & SPIRITUALITY
Affinity Warm orthodox adherent Agnostic
Comportment Agreeable Tolerance tolerant
Interactivity Engaging Expression of beliefs occasional
Disclosure Candid Converting others Casual
Conformity Conventional Attitude ecstatic
Topics of Conversation the latest new experiences, things she hasn’t done yet, others stories of experiences she hasn’t had
Quirks, Habits, & Oddities Eavesdropping, Smelling things, Exaggeration
Hobbies & Enjoyments Invention, Reading, Dicing, Gaming

Lorilla Bakkenwelf

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