Saturday, December 01, 2007

Svirfneblin Player Character

Far beneath the surface of the earth dwell the svirfnebli -the deep gnomes -a race related to the gnomes of the bright world. Small parties of these demi-humans roam here and there in the underworld mazes of small passageways, always in search of gem minerals. Their realm is in a region unknown, but thought to consist of a closely-connected series of vast caverns in which thousands of these diminutive creatures labor for their king.

All the svirfnebli have the following magical powers of illusionist nature: blindness, blur, change self. Each of these spell-like abilities can be used once per day by any deep gnome. All these creatures radiate non-detection identical to the spell of the same name.

The deep gnomes wear leather jacks sewn with rings of mithral-steel alloy over fine chainmail shirts. They do not usually carry shields, as these devices would tend to hinder movement through the narrow corridors favored by the svirfnebli. For every level above 10th a svirfneblin's armor class improves by 1 point.

These gnomes are typically armed with a non-magical +1 dagger and a non-magical +1 pick (horseman's pick, for purposes of damage assessment). Each individual also carries a pouch of special darts, 7-10 hand-hurled missiles of about nine inches in length, with a 40' range and which inflict 1-3 hit points of damage. A svirfneblin can hurl two darts in a single melee round and receive an additional +2 bonus to hit.

Despite their metal armor and arms, these small and fast-moving creatures are able to move very quietly. They are 60% likely to be unseen by any observer, even a kuo-toan, as deep gnomes are able to 'freeze' in place for long periods without any hint of movement. They are surprised only 1 in 12 due to their keen hearing and smelling abilities. They are likely to surprise opponents 90% of the time.

Because of this and their high wisdom, speed and agility, they make all saving throws at +3 except against poison when their bonus is +2.

The svirfnebli communicate with each other by a form of racial empathy when outside their own domains. They have their own language, a dialect of gnomish which a normal gnome is 60% likely to understand. Most deep gnomes are also able to converse in the under- world cant (the trade language) and speak and understand a fair amount of kuo-toan and Drow (tongues of their hated and feared enemies who, along with the mind-flayers, are the worst threat to any deep gnome gem-gathering expedition). All these small creatures can converse with speaking creatures from the Elemental Plane of Earth and it is 90% unlikely that any such creature will harm a svirfneblin, though the deep gnome might have to pay a heavy bribe in precious metal and gems so to escape.

Deep gnomes have infravision to 120' and can also see into the ultra- violet spectrum to a limited extent. They have normal gnomish power with respect to determination of direction, distance beneath the surface, and detection of slopes and unsafe walls, ceilings or floors (see ADVANCED DUNGEONS & DRAGONS PLAYERS HANDBOOK -Character Races).

Description: A svirfneblin is gnarled and very muscular. Skin color is medium brown to brownish gray. Deep gnomes have grey eyes and tend to be bald.

3 comments:

dewmanchu said...

Well I think I'm going with the Svirfneblin. I think I may go Illusionist or multi class as a Illusionist/thief. I still need to read up on multi class. Do we start out with the gear that is posted?

(These gnomes are typically armed with a non-magical +1 dagger and a non-magical +1 pick (horseman's pick, for purposes of damage assessment). Each individual also carries a pouch of special darts, 7-10 hand-hurled missiles of about nine inches in length, with a 40' range and which inflict 1-3 hit points of damage.)

Or does it come out of starting cash, and are these races nerfed or is that still in progress?

Well I'm ready to play see you guys on Monday.

philipm said...

Negative. You get double starting cash for first level and you have to purchase all of your items. I included the Fiend Folio information purely for character development incase someone wanted a traditional Svirfneblin.

philipm said...

Forgot to answer your other question. The Svirfneblin has been nerfed.

The Drow outcast player will roll randomly to see if they were born without any additional powers.