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.
–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.
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.
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.
Stoneseer: Svirfneblin add +1 to the caster level of any spells with the earth descriptor they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—magic stone, stone shape, stone tell; caster level equals the svirfneblin's class levels. This racial trait replaces svirfneblin magic.
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.
Alchemist: Add one extract formula from the alchemist's list to the alchemist's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
The following racial archetype is available to svirfneblin.
Consumed with keeping hidden from the horrors below the surface, svirfneblin use their racial proclivity for alchemy and their inherent talent for obfuscation to strike their enemies from the darkness and retreat unseen. A deep bomber has the following class features.
Silent Bomb: At 2nd level, when the deep bomber creates a bomb, he can choose to have it explode without making any noise, although those damaged by it may cry out. This ability replaces poison use.
Targeting Bomb*: At 3rd level, when the deep bomber creates a bomb, he can choose to have its detonation include a faerie fire effect that applies to all creatures within the splash radius (including the target, if any). This ability replaces swift alchemy (the deep bomber gains swift alchemy at 18th level and never gains instant alchemy).
Stonekin: At 6th level, the deep bomber automatically learns tree shape as a 2nd-level extract, except instead of a tree, he takes the form of a stalagmite that is the same size as his current size. At 7th level, he automatically learns meld into stone as a 3rd-level extract. This ability replaces swift poisoning.
Discoveries: The following discoveries complement the deep bomber archetype: delayed bomb, dispelling bomb, fast bombs, infusion, madness bomb, poison bomb.
The following new discoveries can be taken by any alchemist who meets the prerequisites, but are more common among svirfneblin.
Darkness Bomb*: When the alchemist creates a bomb, he can choose to have it suppress light sources on the target. This extinguishes nonmagical light sources carried by the target and dispels magical light sources for 1 round/level as deeper darkness.
Glassfoot Bomb*: When the alchemist creates a bomb, he can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.
The following options are available to svirfneblin. At the GM's discretion, other appropriate races may also make use of some of these.
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.
|Martial Weapons||Cost||Dmg (S)||Dmg (M)||Critical||Range||Weight||Type||Special|
|Jolting dart||100 gp||1d3||1d4||×2||20 ft.||1/2 lb.||P||See text|
Svirfneblin have access to the following feat.
You can hold yourself as still as a statue, evading detection.
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 have access to the following spells.
School transmutation [earth]; Level alchemist 4, druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
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.