What a Novel Idea
This small female seems to have suffered from the bleaching and squints in bright light...
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
+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|
|Integrity||Unscrupulous||Sexual Expressive Style||Romantic|
|Impulsiveness||Spontaneous||Openness to sexual experience||Adventurous|
|Flexibility||Flexible||RELIGION & SPIRITUALITY|
|Interactivity||Engaging||Expression of beliefs||occasional|
|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|