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===AD&D=== [[File:deep gnome 1e.jpg|right|200px]] Playable Svirfneblin first appeared in the 1e supplement ''Unearthed Arcana'', before reappearing for 2e in both ''The Complete Book of Gnomes & Halflings'' and ''Players Option: Skills & Powers''. ''1e Version:'' ::Standard Gnome traits in all ways bar notified here. ::60% chance to camouflage themselves against natural stone in the [[Underdark]], which functions as invisibility and is broken as such. ::Must be male; female svirfneblin do not become adventurers. ::+2 bonus on saving throws versus poison. ::+3 bonus on all other saving throws. ::Immune to phantasms and illusions. ::Svirfneblins who have not taken the Illusionist class can, upon reaching level 6, cast Conjure Elemental to summon an Earth Elemental once per day. The result of this summons is determined by rolling a D20; a 24HD earth elemental is summoned on a 1, a 16HD one on a 2-6, a 12HD one on a 7-10, an 8HD elemental is summoned on a result of 11-15, a xorn appears instead on a 16-18, and on a 19-20, the summoning fails. ::Can cast Blindness, Blur and Change Self 1/day each as if an Illusionist of equivalent highest class level. ::Permanent Non-Detection effect (self only). ::Infravision 12', ultravision 3'. ::Light Blindness: All vision ranges reduced to 3' when in bright light and they suffer a -1 penalty on "to hit" rolls. ::Only surprised on a roll of 1 on a d12. ::Can surprise others on a 1-9 roll on a D10 if attempting to do so alone or with other svirfneblin whilst not wearing bulky armor. ::Cannot have psionic abilities. ::+1 bonus on "to hit" rolls and damage rolls against [[drow]] and [[kuo-toa]]. Lolwut, you ask? If you were playing a deep gnome at this stage in 1e, you were probably playing him in the D2-D3 network - so those were what you trained against. [[File:svirfneblin MC3.jpg|right|300px]] ''2e Version:'' ::Ability Score Minimums: Str 6, Dex 6, Con 6, Int 3, Wis 4, Cha 3 ::Ability Score Maximums: Str 18, Dex 19, Con 18, Int 17, Wis 18, Cha 16 ::Ability Score Adjustments: +1 Wis, +1 Dex, -1 Int, -2 Cha ::Infravision 120 feet ::Detect Underground Features: When underground, can detect slopes (1-5), depth (1-4) and direction (1-3) by rolling a D6, and unsafe stonework by scoring a 1-7 on a roll of a D10. ::Magic Resistance: 20%, +5% per level beyond the 3rd. ::Saving Throw Bonus: +2 to saving throws vs. Poison, +3 to all other saving throws. ::Inherent Illusionist Powers: Permanent Non-Detection, can cast Blindness, Blur and Change Self 1/day each. ::Freeze In Place: 60% to go undetected by an observer, even if that observer has infravision. ::Surprise Bonuses: Can only be surprised on a roll of a 1 on a d10, 90% chance to surprise appopnents. ::Defense Bonus: Svirfneblin Warriors have a natural AC of 2, and their AC increases by one point for ever level beyond 3rd, maxing out at AC -6.
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