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SVIRFNEBLIN

Racial Abilities:

  • Ability Score Modifiers
    +2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma

  • Darkvision
    Svirfneblin have darkvision with a range of 120 feet.

  • Illusion Resistance
    Svirfneblin get a +2 racial bonus on saves vs. Illusions.

  • Fighting Bonus
    Svirfneblin get a +1 racial bonus on attack rolls vs. kobolds and goblinoids (goblins, hobgoblins, and bugbears). Due to having to fight them constantly, they receive intense training in fighting these types of creatures.

  • Keen Hearing
    Svirfneblin have acute hearing, granting them a +2 racial bonus to Listen checks.

  • Dodging Bonus
    Svirfneblin gain a +4 dodge bonus vs. all creatures.

  • Alchemy Master
    Svirfneblin get a +2 racial bonus on Alchemy checks due to their keen noses enabling them to monitor alchemical processes by smell.

  • Innate Magic
    Svirfneblin can cast Blindness, Blur, and Change Self 1/day each as a spell-like ability. The spells are cast as a wizard of the svirfneblin's character level (save DC 10 + spell level).

  • Stealth
    Svirfneblin gain a +2 bonus to all Hide checks, which improves to +4 in darkened areas underground.

  • Nondetection (Su)
    Svirfneblin have a continuous nondetection supernatural ability as the spell cast by a wizard of their character level.

  • Stonecunning
    Like dwarves, svirfneblin receive a +2 racial bonus on checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a Rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

  • Spell Resistance
    Svirfneblin have a spell resistance of 11 + character level.

Size: Small

Base Speed: 20 feet

Automatic Languages: Gnome, Undercommon, home region
Bonus Languages: Common, Draconic, Dwarven, Elven, Illuskan, Terran

ROCK GNOMES

Racial Abilities:

  • Ability Score Modifiers
    +2 Constitution, -2 Strength

  • Low-Light Vision
    Rock gnomes can see twice as far as humans in poor lighting conditions such as moonlight, starlight, and torchlight.

  • Illusion Resistance
    Rock gnomes get a +2 racial bonus on saves vs. Illusions.

  • Fighting Bonus
    Rock gnomes get a +1 racial bonus on attack rolls vs. kobolds and goblinoids (goblins, hobgoblins, and bugbears). Due to having to fight them constantly, they receive intense training in fighting these types of creatures.

  • Keen Hearing
    Rock gnomes have acute hearing, granting them a +2 racial bonus to Listen checks.

  • Dodging Bonus
    Rock gnomes get a +4 dodge bonus to AC vs. Giants. This represents an intense training against these creatures.

    Alchemy Master
    Rock gnomes get a +2 racial bonus on Alchemy checks due to their keen noses enabling them to monitor alchemical processes by smell.

    Innate Magic
    Rock gnomes with an Intelligence score of 10 or higher can cast the Cantrips (0 level spells) Dancing Lights, Ghost Sound, and Prestidigitation, once per day each. These are arcane spells, and as such suffer spell failure penalties based on armor. Treat the gnome as a first level caster for all effects that depend on level.

Size: Small

Base Speed: 20 feet

Automatic Languages: Gnome, Common, home region
Bonus Languages: Chondathan, Draconic, Dwarven, Goblin, Illuskan, Sylvan, Terran

Page Last Updated Feburary 22nd, 2005

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