Svirfneblin

Racial Traits

  • -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma: Svirfneblin are fast and observant but relatively weak and emotionally distant.
  • Gnome: Svirfneblin are humanoids with the gnome subtype.
  • Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.
  • Senses: Svirfneblin have darkvision 120 ft. and low-light vision.
  • Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.
  • Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.
  • Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes.
  • Stonecunning: Svirfneblin gain stonecunning as dwarves.
  • Spell Resistance: Svirfneblin have SR equal to 11 + their class levels.
  • Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day— blindness/deafness, blur, disguise self; caster level equals the svirfneblin's class levels.
  • Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.
Random Starting Age
Adulthood Intuitive Self-Taught Trained
40 years +4d6 +6d6 +9d6
Random Starting Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 0 in. +2d4 in. 35 lbs. 2d4x1 lb.
Female 2 ft. 10 in. +2d4 in. 30 lbs. 2d4x1 lb.

In the dark below earth, svirfneblin protect their enclaves, keeping their small communities safe from the terrors of the lightless depths. Serious creatures with slate-gray skin, these gnomes vary greatly from their surface cousins by choosing to live in the shadowy depths and protect the world above from the foul creatures sharing their chambers, vaults, and tunnels.

ALTERNATE RACIAL TRAITS

The following racial traits may be selected instead of existing svirfneblin racial traits. Consult your GM before selecting any of these new options.

Healthy: Svirfneblin gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces fortunate.

FAVORED CLASS OPTIONS

The following options are available to all svirfneblin who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

RACIAL ARCHETYPES

The following racial archetype is available to svirfneblin.

Svirfneblin Equipment

Svirfneblin have access to the following equipment.

Jolting Dart

This alchemically grown crystal dart builds up an electrical charge when thrown. A creature struck by the dart takes normal piercing damage and 1d6 points of electricity damage. Anyone proficient in darts can use a jolting dart. Once thrown, the dart is destroyed.

Jolting dart 100 gp 1d3 1d4 x2 20 ft. 1/2 lb. P See text

Svirfneblin Feats

Svirfneblin have access to the following feat.

Stoic Pose [Racial]

You can hold yourself as still as a statue, evading detection.

Prerequisites

Svirfneblin.

Benefit

By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as a pile of rocks. This allows you to make a Stealth check without cover or concealment, as long as you do not move or take any other actions.

Svirfneblin Spells

Svirfneblin have access to the following spells.

Earth Glide

Transmutation [Earth]

Advanced Race Guide
Level: Alchemist 4, druid 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. It requires as much concentration as walking, so the subject can attack or cast spells normally, but cannot charge or run. Casting move earth on an area containing the target flings the target back 30 feet, stunning it for 1 round (DC 15 Fortitude negates). This spell does not give the target the ability to breathe underground, so when passing through solid material, the creature must hold its breath.