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Svirfneblin (24 RP)

Random Svirfneblin Starting Ages

Adulthood Intuitive1 Self-Taught2 Trained3
40 years +4d6 years
(44 - 64 years)
+6d6 years
(46 - 76 years)
+9d6 years
(49 - 94 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Svirfneblin Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 0 in. +2d4 in.
(3 ft 2 in. - 3 ft. 8 in.)
35 lbs. +(2d4 lbs.)
(37 - 43 lbs.)
Female 2 ft. 10 in. +2d4 in.
(3 ft. 0 in. - 3 ft. 6 in.)
30 lbs. +(2d4 lbs.)
(32 - 38 lbs.)
Table: Race Point Costs
Racial Traits Race Point Cost
Type Humanoid (gnome) 0
Size Small 0
Base Speed Slow –1
Ability Score Modifiers Mixed weakness (–2 Str, +2 Dex, +2 Wis, –4 Cha) –2
Languages Standard 0
Misc. Defensive training, greater 3
Misc. Lucky, greater 4
Resistances Spell resistance, greater 3
Skill Bonus Craft [alchemy] 2
Skill Bonus Perception 2
Misc. Stonecunning 1
Misc. Underground sneak 5
Misc. Svirfneblin magic 2
Misc. Hatred 1
Senses Darkvision 120 ft. 3
Senses Low-light vision 1
Total 24

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.

Standard Racial Traits

  • Ability Score Racial Traits: Svirfneblin are fast and observant but relatively weak and emotionally distant. They gain –2 Strength, +2 Dexterity, +2 Wisdom, and –4 Charisma.
  • Type: Svirfneblin are humanoids with the gnome subtype.
  • Size: Svirfneblin are Small creatures and thus 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.
  • Base Speed*: Svirfneblin have a base speed of 20 feet (this information is missing from the Advanced Race Guide but existing svirfneblin have base speed of 20 ft.)
  • 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. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • 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.

Feat and Skill Racial Traits

Magical Racial Traits

Offense Racial Traits

  • 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.

Senses Racial Traits

  • 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.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Favored Class Options

The following favored class options are available to all characters of this race 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.

Racial Archetype

The following racial archetype is available to svirfneblin:

Racial Feats

The following feats are available to a svirfneblin character who meets the prerequisites.