Core Races | Other Races


Svirfneblins

Source Inner Sea Races pg. 250, Advanced Race Guide pg. 204, Pathfinder RPG Bestiary pg. 261
Monster Entry Link
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.

Svirfneblin Racial Traits

+2 Dexterity, +2 Wisdom, –2 Strength, –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 on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Svirfneblin have a base speed of 20 feet.
Defensive Training: Svirfneblin gain a +2 dodge bonus to their AC.
Senses: Svirfneblin have darkvision 120 feet and lowlight vision.
Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.
Skilled: 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.
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.
Stonecunning: Svirfneblin gain the stonecunning trait as dwarves.
Spell Resistance: A svirfneblin has an amount of spell resistance equal to 11 + his character level.
Svirfneblin Magic: Svirfneblin add 1 to the DCs of any saving throws to resist illusion spells they cast. Svirfneblin also gain the following spell-like abilities: constant—nondetection; 1/day—blindness/deafness (DC 12 + Charisma modifier), blur, disguise self; caster level equals the svirfneblin’s character level.
Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following languages: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.

Svirfneblin Alternate Racial Traits

Replaces Fortunate

Healthy
Source Advanced Race Guide pg. 204
Svirfneblin gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces fortunate.

Replaces Hatred, Skilled

Stalwart Watcher
Source Inner Sea Races pg. 216
Svirfneblin first came to Golarion to thwart the schemes of evil fey. Those who still keep to this mission, primarily dwelling in settlements far beneath Andoran, gain a +1 racial bonus on attack rolls against fey creatures and a +2 racial bonus on saving throws against mind-affecting effects. This racial trait replaces hatred and skilled.

Replaces Svirfneblin Magic

Stoneseer
Source Advanced Race Guide pg. 204
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.

Svirfneblin Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Svirfneblins have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Svirfneblins who have the listed favored class.

Alchemist (Advanced Race Guide pg. 204): 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 (Advanced Race Guide pg. 204): 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 (Advanced Race Guide pg. 204): 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.