Editing
Svirfneblin
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===4e=== Although easily missed due to only appearing in the obscure supplement ''Into The Unknown: The Dungeon Survival Handbook'', the svirfneblin do appear in this edition and even retain most of the key elements of their original lore. ::Ability Scores: +2 Wisdom, +2 Strength or +2 Constitution ::Small ::Speed: 5 squares ::Vision: Darkvision ::Skill Bonuses: +2 Dungeoneering, +2 Perception ::Earth Walk: You ignore difficult terrain based on earthen material, such as rubble or uneven stone. ::Fey Origin: You are considered a Fey creature for all effects relating to a creature's origin. ::Under-Dweller: Dungeoneering is always a class skill for you. ::Racial Power: Stone Camouflage * Stone Camouflage ''Your body becomes stony and magically blends with the terrain around you, making you harder to pinpoint.'' ::Encounter ::Illusion ::Minor Action ::Personal ::Effect: You gain Partial Concealment until the end of your next turn and gain +5 temporary hit points, increasing to +10 at 11th level and +15 at 21st level. Given that this was a late 4e production, it goes without saying that they came with multiple racial feats and racial utility powers to further strengthen the flavor and impact of the race upon your PC, a design decision that had been planned from the beginning, but which 4e initially chose to back off on for whatever reason. For '''feats''', you have: * ''Crew Savvy:'' Requires training in Athletics, grants you a +3 to Athletics checks made to climb. Additionally, when making Dungeoneering or Athletics checks to climb, an ally adjacent to you gains a +2 feat bonus if they attempt to make the same sort of check before the end of your next turn. * ''Deep Durability:'' Only available to Svirfneblin [[Warden]]s, this grants you a further +3/5/7 temporary hitpoints (depending on tier) when you use your Stone Camouflage power per enemy marked by you before using it. * ''Deepstone Blessing:'' Only available to Svirfneblin [[Cleric]]s, this causes your Healing Word to also grant bonus temporary HP equal to your Constitution modifier. * ''Fade to Gray:'' When you are hit by an attack whilst partially concealed thanks to Stone Camouflage, you become invisible until the end of your next turn or until you attack. Essentially, you get the benefits of both your own racial power and that of the [[Feywild]] [[Gnome]], and this feat's fluff states that it reflects a svirfneblin whose ancestry remains strongly tied to their cousins. For '''racial utilities''', you have: * ''Ring of Rubble:'' Level 2 Daily, as a Minor action you can cause the outermost squares of a close burst 2 to become difficult terrain to all creatures without Earth Walk for the rest of the encounter. * ''Words from the Deep:'' Level 2 Encounter, as a Free action you can use a Dungeoneering check instead of a Diplomacy or Streetwise check. * ''Deep Senses:'' Level 6 Daily, as a Minor action you can grant yourself Tremorsense 5 until the end of the encounter. Once per round, as a minor action, increase the range of your tremorsense by 1, to a maximum of Tremorsense 10. * ''Stony Disappearance:'' Level 6 Encounter, as a minor action you can become Invisible until the end of your next turn or until you attack. * ''Stony Durability:'' Level 6 Daily, as a minor action you can grant yourself Resist 5 to all damage until the end of the encounter. * ''Crystal Shield:'' Level 10 daily, as a minor action you can conjure a crystalline shield around yourself. It has hit points equal to your healing surge value and lasts until encounter's end or it drops to 0 HP. Whilst it remains, you gain a +2 bonus to AC and Reflex, and when hit by an attack that targets either defense, you can use a free action to make the shield absorb as much of the damage as you wish, depleting its HP accordingly. You still take all other effects of the attack, including damage that either was not absorbed or which exceeded the shield's hit points. * ''Summon Earth-Friend:'' Level 10 Daily, as a minor action, you can summon a Tiny earth elemental that can't fight, but which can scout for you. * ''Walk Through Stone:'' Level 10 Encounter, when standing on a stone surface or adjacent to terrain made of stone, as a Move action, you can teleport up to 10 squares to any other spot that will bring you to a stop either on a stone surface or adjacent to stone terrain.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information