Gnomes | - | - | - | Svirfneblin |
Character Races | - | - | - | Unearthed Arcana |
also known as svirfneblin, are members of
a breed of
gnome that lives deep beneath the surface
of the earth. They can be
of any class or combination of classes
that is permitted to surface-dwelling
gnomes. Deep gnomes who are not illusionists
gain special
abilities at high levels. Deep gnomes are
more muscular than their
above-ground cousins, their gnarled skin
ranging from medium
brown to grayish brown in color. They have
gray
eyes.
Deep gnomes have the standard gnomish abilities
with regard to detection
of slopes and unsafe walls, and determining
depth and direction
underground. In addition, they have a 60%
chance of being able
to camouflage themselves against surrounding
natural rock deep underground,
remaining effectively invisible until they
move, attack, or
take some other action which negates invisibility.
PC deep gnomes must be male, since no females
of this
sub-race have ever been known to take up
adventuring careers.
PC deep gnomes do not possess the innate
magic resistance
of NPC svirfneblin, but do gain a + 2 bonus
on saving throws versus poison and a +
3 bonus on all other saving
throws. Just as others of this sub-race,
the deep gnome PC
is immune to the effects of illusions and
phantasms.
Unlike NPCs of this sub-race,
PC svirfneblin do not automatically improve
in natural AC as they progress in
levels. The reasons why PC deep gnomes
lose certain
abilities may be similar to why this happens
to dark elves (see above).
Deep gnomes speak their own tongue, which
is related to the gnomish
tongue spoken by surface dwellers of the
race. They can know
other languages depending on intelligence,
with emphasis on
tongues spoken beneath the earth. PC deep
gnomes
cannot converse with creatures from
the Elemental Plane of Earth,
unless the character has such a language
as one of the tongues that
he or she has specifically learned, and
player characters are just as
likely to be attacked by creatures from
the Plane of Earth as are members
of any other race.
When a deep gnome becomes a player character,
he or she forfeits
some of the benefits that derive from close
association with the Elemental
Plane of Earth, as described above. However,
deep gnomes
who are not illusionists do retain the
innate ability of svirfneblin to
summon an earth elemental once per day.
When a non-illusionist
reaches 6th level in any class, he or she
can perform this feat in a
fashion similar to the magic-user spell
conjure elemental. The type of
creature summoned, if any, is determined
by rolling d20 and referring
to the following table:
Die Roll | Result |
1 | 24 HD earth elemental |
2-6 | 16 HD earth elemental |
7-10 | 12 HD earth elemental |
11-15 | 8 HD earth elemental |
16-18 | xorn |
19-20 | summoning fails, may not be attempted again that day |
Player character deep gnomes may use the
following spell-like abilities
once per day: blindness, blur and change
self, as if cast by an illusionist
of the same level as the character’s highest
level. A deep
gnome also radiates non-detection as the
spell, though this applies
only to the individual alone and does not
affect an area.
Svirfneblin have infravision out to a range
of 12”, but ultravision of
only a 3” range. In bright light their
vision (of all sorts) is reduced to 3”,
and they must take a penalty of -1 “to
hit” when fighting opponents in
such illuminated conditions, Player character
deep gnomes can be
surprised only on a 1 in 12 chance, and
can surprise others on a 9 in
10 chance if they are alone or in the company
of other deep gnomes
and not wearing bulky armor. Player character
deep gnomes do not
have psionic abilities.
In melee combat, deep gnomes gain a bonus
of + 1 on rolls “to hit”
and damage when attacking drow and kuo-toa,
which are enemies of
their race just as goblins and kobolds
are enemies of surface
gnomes. The deep gnomes gain the same benefits
as surface
gnomes when attacked by giants, bugbears,
ogre magi, ogres, trolls,
or titans.
Quote:
Originally Posted by Gray
Mouser
Heh, enter the svirfneblin! Now those are some gnomes that can give a party some major headaches, what with their elemental summoning abilities and all!
I got tired of having only
basically good gnomes hanging around. I thought that the svirfneblin would
add some spice to the otherwise dull race. Of course my gnome illusionist/thief
PC was always trying to do much the same...