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==PC Stats== [[File:Jermlaine Dragon 241.jpg|right|300px]] As with their fellow creations of the Suel Imperium, the [[Derro]], the [[Lerara]], the [[Skulk]] and the [[Su-Doppelganger]], jermlaine PCs debuted in issue #241 of [[Dragon Magazine]]. ::Ability Score Minimum/Maximum: Strength 2/8, Dexterity 13/19, Constitution 8/14, Intelligence 3/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: Jermlaine PCs roll Strength as 2d4, Dexterity as 2d4+11, and Consitution as 2d4+6, whilst all other stats are rolled with the normal 3d6. ::Available Classes: [[Thief]] (16), Multiclassed [[Cleric]]/[[Thief]] (2/16) :::Thieving Skill Racial Adjustments: Pick pockets -30%; open locks -20%; find/remove traps +5%; move silently +40%; hide in shadows +45%; detect noise +30%; climb walls -35%; read languages-(nil, skill cannot be learned). ::Natural Armor Class: 7 ::Movement Base Rate: 15 ::Special Advantages: :::Jermlaine have Infravision 30 feet. :::Jermlaine can detect Invisible or hidden creatures within 30 feet, but not ethereal, out-of-phase or astral beings. :::Even if blind, a jermlaine can accurately identify an individual person or monster by its odor (if within 30 feet) or voice (if within hearing range) if such a being was ever encountered before. General classes of beings (humans, drow, ropers, bulettes, etc.) can be identified instantly, so a jermlaine can sniff the space under a door to see if any being awaits on the other side. At the DMβs option, however, some dissimilar creatures might smell exactly alike. :::Jermlaine have Constitution-based resistances to saving throws against wands, staves, rods and spells, as per [[Gnome]]s. :::When targeted by an attack that normally inflicts half damage on a successfully saving throw, the jermlaine takes no damage if it succeeds on its saving throw. :::Opponents suffer a -5 penalty to their surprise rolls against jermlaine. :::Jermlaine suffer no ill effects from non-magical diseases, although they can spread them to others, just like a rat. ::Special Disadvantages: :::Jermlaine Charisma is capped at 8 when dealing with non-jermlaine. :::Jermlaine cannot speak any language other than their own. :::Jermlaine size and lack of strength will often impede their ability to affect the world around them. :::The weak eyes of a jermlaine cause them to suffer a -2 penalty to attack and saving throw rolls when exposed to sunlight or continual light spells. :::Jermlaine can be targeted by spells that specifically target "persons". :::Jermlaine cannot become psionic.
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