Init +4; Senses Perception +11
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DEFENSE
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AC 22, touch 22, flat-footed 15
hp 11/11
Fort +4, Ref +8, Will +6
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OFFENSE
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Speed 20ft.
Melee
Ranged
Combat Options
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STATISTICS
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Base Attack Bonus +1; CMB -1; CMD 16
Race
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.
Class
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.
Finesse Training:
Sneak Attack 1d6
Unarmed Strike 1d4
Ac Bonus
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).
Favored:Monk +1 Hp
Feats:
Weapon Finnesse, Stunning Fist, Dodge, Mobility
Trained/Important Skills
Acrobatics (Dex) 1 rank +8
Climb (Str) 1 rank +3
Disable Device (Dex) 1 rank +8
Knowledge Dungeoneering (Int) 1 rank +3
Perception (Wis) 1 rank +11
Sense Motive (Wis) 1 rank +9
Stealth (Dex) 1 rank +14
Swim (Str) +3
Appraise (Int) 1 rank +3
Sleight of Hand (Dex) 1 rank +8
Traits
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.
Languages
Equipment
Weapons
Armor
Other Gear