OMOLL
Omolli are half-gnome, half-gnoll offspring, fundamentally conflicted in
nature, and impossible to produce outside of
magical experimentation. Very little is known about them, save that they
do not seem to take after the spellcasting ways of their gnomish ancestors.
In appearance they resemble overgrown, human-sized gnomes, lacking the
distinctive hyena head or fur that gnolls typically have. They weigh
perhaps 250 lbs. Their tough hide is clearly distorted, conferring some
protection upon them but also marking them as somehow abnormal.
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+4 Constitution, +2 Strength, –2 Intelligence, –2 Charisma.
-
Medium: As Medium creatures, omolli have no special bonuses
or penalties due to their size.
- Omolli base land speed is 30 feet.
-
Darkvision out to 60 feet.
- Low-Light Vision: An omoll 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.
- +1 natural armor bonus.
- +2 racial bonus on
Listen checks.
- Gnoll Blood: For all effects related to race, an omoll is considered
a gnoll.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Giant,
Gnoll, Goblin, and Orc.
- Weapon Familiarity: Omolli may treat
gnome hooked hammers as
martial weapons rather than
exotic weapons.
- Power Attack:
All omolli have an innate understanding of how to sacrifice accuracy for
power. Any omoll who meets the requirements at first level gains Power
Attack as a bonus feat.
- Toughness: Omolli gain Toughness as a bonus feat.
- Favored Class: Fighter. A multiclass omoll’s fighter class does not count
when determining whether he takes an experience point penalty.
- Level adjustment +1.
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2005 Moritheil. DnD 3.5, which most of the material is based on, is
Copyright Wizards of the Coast.