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Monster Manual


Hits Since 05/03/05
Created by: Bryan Stitt


Races

Garden Gnomes

Also see the Garden Gnome monster listing.

  • A Garden Gnome exchanges its 1 HD of fey for its first class level, so a 1st-level Garden Gnome Druid has a d8 Hit Die, a +0 base attack bonus,the base save bonuses of a druid, and the druid's skill points and class skills.
  • Str -6, Dex +8, Int +2, Wis +2, Cha +2
  • Diminutive: As Diminutive creatures, Garden Gnomes get a +4 to Armor Class, a +4 size bonus on attack rolls, and a +12 size bonus on hide and move silently checks, but the must use smaller weapons than Medium-size creatures do, and their lifting and carrying limits are 1/4 of those of Medium-size characters. Garden Gnomes have a face reach of 1 ft. by 1 ft. and a reach of 0 feet, which means they must enter an opponents square to attack in melee combat and draw an attack of oppurtunity when doing so.
  • Garden Gnome base land speed is 15 feet
  • Low-light vision: A garden gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +8 racial bonus on Jump checks
  • +5 bonus on Hide on and Move Silently checks in a forest setting.
  • Racial Feats: A garden gnome receives Dodge as a bonus feat.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Druid
  • Special-like abilites: 3/day - dancing lights, entangle (DC 12), glitterdust (DC 13); 1/day - speak with animals. Caster level 8th; save DC 10 + garden gnome's Cha modifier + spell level.
  • Special Qualities: Damage reduction 5/cold iron, spell resistance equal to 15 + class levels.
  • Level Adjustment +2
Half-Elves

These changes are pending aproval.

  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Listen, Search, and Spot checks.
  • +2 racial bonus on Diplomacy and Gather Information checks.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Half-Orcs

These changes are pending aproval.

  • +2 Strength, -2 Intelligence, -2 Charisma.

    A half-orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.

  • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
  • Half-orc base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • Orc Blood: For all effects related to race, a half-orc is considered an orc.
  • Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
  • Favored Class: Barbarian. A multiclass half-orc's barbarian class does not count when determining whether he takes an experience point penalty.