Salidraxis was born mere days before a raid by kobolds would wipe out her family's home. Normally this would be the end of the story and not the beginning if it were not for a young kobold finding Salidraxis. For unknown reasons, maybe out of some strange pity or maybe for pure sport, the Kobold decided to bring the baby back and raise it as a member of the tribe.
Sal grew up knowing she was different but tried hard to be a good Kobold. She was never trained to be a soldier but learned to fight by getting into scraps with her clutch mates, as she was always being ambushed for sport. Years went by, and even though she was not treated as a full member of the tribe Sal managed to earn at least a grudging respect. Life may have gone on this way for Sal until she was old and grey... but, for her, tragedy would always find it's way in. Sal became enamored of a young hunter. When she finally professed her love for him, he laughed at her for such stupidity. In a rage she beat the object of her misplaced affection to death with her bare fist.
Fearing what would happen to her, Sal fled the tribe. Her flight was long and difficult, never having been allowed to stray from tending to the muck cleaning and water hauling she had done all her life. It seemed for her that her ill fortune would finally bring her down. Sal finally gave in as she stumbled into town, her will to live having given out some time before and only the mechanical continuation of walking having kept her going.
Small:+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.
Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.
Spell Resistance: Svirfneblin have spell resistance (SR) equal to 11 + their class levels.
Skills: 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.
Stonecunning: Svirfneblin gain stonecunning (as dwarves.)
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.
Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarf subtypes due to training against these hated foes.
Darkvision: Svirfneblin can see perfectly in the dark up to 120 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, svirfneblin have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Earthlink: When an earthshadow is in direct contact with an expanse of natural earth or unworked stone that is at least as large as she is, she adds half her rogue level (minimum 1) to Acrobatics and Perception checks.
Sneak Attack 1d6
Unarmed Strike 1d4
Flurry Of Blows:At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Appraise (Int) 1 rank +3
Sleight of Hand (Dex) 1 rank +8
Sensitive Mind: You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks.
Suck In You Gut: You’re able to move normally when squeezing and take only a –2 penalty on attack rolls and to AC.
Dirty Fighter: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.