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<blockquote data-quote="Kitsunekaboom" data-source="post: 928047" data-attributes="member: 8301"><p>Don't mind me, I'm just a whee bit hyper today.</p><p></p><p>Bottle Gnomes</p><p>Diminutive Construct</p><p>Hit Dice: ¼d10 (1)</p><p>Initiative: +3 (+3 Dex)</p><p>Speed: 5 Ft</p><p>AC: 17 (+4 Size, +3 Dex)</p><p>Attacks: 2 Claw +2 Melee</p><p>Damage: Claw 1-2</p><p>Face/Reach: 1 Ft 0 Ft</p><p>Special Attacks: Nil</p><p>Special Qualities: Construct Immunities, Darkvision 60’, Bottled Healing</p><p>Saves: Ref: +3 Fort: +0 Will: +1</p><p>Abilities: Str:6, Dex:16, Con:-, Int: -, Wis: 12, Cha: 9</p><p>Skills: None</p><p>Feats: None</p><p>Climate/Terrain: Any</p><p>Organization: Solitary</p><p>Challenge Rating: ¼</p><p>Treasure: None</p><p>Alignment: Always Neutral</p><p>Advancement: 1-2 HD (Tiny)</p><p></p><p>Bottle gnomes were created long ago by a Gnomish healer, as a sort of joke and a bit of healing, and a bit of light for an adventuring friend who found himself in dungeons often enough. They look like one inch tall, copper gnomes with pointed hats and clawed hands and feet. They have a round glass dome in the center of their body making the stomach and back. Within this dome light flickers about. </p><p></p><p>Since then many of these little toys have been built, and many an adventurer owes their life to the bottle gnome.</p><p></p><p>Combat</p><p></p><p>Bottle gnomes are usually programmed to follow a certain group of adventurers, any of them may strike the gnome to release the healing. Bottle gnomes will claw at any other creatures that try to take their healing power, usually unsuccessfully. </p><p></p><p>Bottled Healing (Su): Each bottle gnome has a bottled cure moderate wounds and light spells contained within their glass stomach. This is what makes the bottle gnome’s stomach glow constantly. If a bottle gnome is broken the cure moderate wounds spell is released on all creatures within 5 feet of the bottle gnome. The light spell is dissipated once the bottle is broken. Both spells are cast as if by 10th level clerics.</p><p></p><p>Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p>Construction Cost: 900 GP for spell ingredients, 300 GP for the body. 400 XP must be invested.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 928047, member: 8301"] Don't mind me, I'm just a whee bit hyper today. Bottle Gnomes Diminutive Construct Hit Dice: ¼d10 (1) Initiative: +3 (+3 Dex) Speed: 5 Ft AC: 17 (+4 Size, +3 Dex) Attacks: 2 Claw +2 Melee Damage: Claw 1-2 Face/Reach: 1 Ft 0 Ft Special Attacks: Nil Special Qualities: Construct Immunities, Darkvision 60’, Bottled Healing Saves: Ref: +3 Fort: +0 Will: +1 Abilities: Str:6, Dex:16, Con:-, Int: -, Wis: 12, Cha: 9 Skills: None Feats: None Climate/Terrain: Any Organization: Solitary Challenge Rating: ¼ Treasure: None Alignment: Always Neutral Advancement: 1-2 HD (Tiny) Bottle gnomes were created long ago by a Gnomish healer, as a sort of joke and a bit of healing, and a bit of light for an adventuring friend who found himself in dungeons often enough. They look like one inch tall, copper gnomes with pointed hats and clawed hands and feet. They have a round glass dome in the center of their body making the stomach and back. Within this dome light flickers about. Since then many of these little toys have been built, and many an adventurer owes their life to the bottle gnome. Combat Bottle gnomes are usually programmed to follow a certain group of adventurers, any of them may strike the gnome to release the healing. Bottle gnomes will claw at any other creatures that try to take their healing power, usually unsuccessfully. Bottled Healing (Su): Each bottle gnome has a bottled cure moderate wounds and light spells contained within their glass stomach. This is what makes the bottle gnome’s stomach glow constantly. If a bottle gnome is broken the cure moderate wounds spell is released on all creatures within 5 feet of the bottle gnome. The light spell is dissipated once the bottle is broken. Both spells are cast as if by 10th level clerics. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Construction Cost: 900 GP for spell ingredients, 300 GP for the body. 400 XP must be invested. [/QUOTE]
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