Undergnomes, most commonly known as svirfneblin, are greatly misunderstood by the other races of Aventyr, just as their ancestors were once ostracized by their kin on the surface. Still, they maintain the same tight-knit sense of familial duty. While they dabble in mining, the svirfneblin are as adept at engineering as regular gnomes and have even learned how to incorporate arcane magics into their clockwork creations. Their undeniable talent with mechanical devices, however, makes them extremely ambitious in their designs, often leading to disastrous consequences.



The ingenious dark gnomes were not originally natives to the Underworld, and are instead children of the Elemental Plane of Earth. After a few generations, the svirfneblin (whom lacked a name for themselves at the time) found the few pockets of livable territory far too confining for their numbers. Scouts of the Svirf clan took to a newly appearing orange passageway—an Amber Road.

Following the interplanar pathway, the gnomes from the Elemental Plane of Earth came upon a realm ruled over by ingenious gnomes mastering clockwork devices. Welcomed as kin, their mastery of magic was impressive and became a valued asset among the different but affable gnomes of the surface world. Working the arcane into these newfound mechanical wonders, the master tinkerers and mages—the descendants of the Svirf clan—took their experimentations too far.

It was never the intention of the Svirf clan to access energies beyond their control—the calamity that struck during The Great Schism could possibly have been contained given their augmented automated devices, but the release of the Dracoprime’s energies reached even as far as their continent, exacerbating a situation that was already spiraling out of control. Details of the event remain sketchy, but something during a quasi-magical scientific experiment by the Svirfs went horrendously wrong and the ensuing explosion vaporized hundreds of gnomes, maiming or wounding thousands more.

While they pleaded a fine case, the Svirf and all their otherwordly brethren were still banished from the continent and the use of magic to augment mechanical devices was banned for centuries. Their fellows did not care where the “svirfneblin” went, simply that they did not ever return. Using antediluvian quasi-magical mechanical attenuators and spectrometers, the exiled gnomes returned to the route from their homeland: the Amber Roads.

The Svirf clan took to the mystical byways with ease, leading the rest of their folk—now known as svirfneblin across the lands—but their esteemed scientists recognized quickly (with the use of mechanical devices)  that anyone that spent too much time within the enchanted tunnels would be forever changed by them. After the debacle that saw them all exiled, they agreed to each settle in a different part of the Underworld, spreading themselves far and wide in the centuries following The Great Schism.

Isolated and uninhibited, the cleverly hidden enclaves of svirfneblin prospered in the Underworld, seeing their sciences advance in leaps and bounds matched only by their increased understanding of magic. For a long while, all was well with the slowly-changing undergnomes, until the first clan, the original lineage of Svirf, once again grew an ambition that could not match their common sense.

Frustrated with containment in the dangerous Underworld, High Kin of the First Clan Galdross Svirf devised a means to greatly mitigate his people’s exposure to the magical energies that suffuse the Amber Roads. Using the wealth amassed by his enclave, the High Kin developed a massive enchanted machine called the Svirfdozer, a capsule that could not only burrow through earth, but replicate the material of the Amber Road, allowing the svirfneblin to craft their own transitways across the Underworld.

At first nothing seemed awry and the svirfneblin let out a collective sigh of relief, enjoying their new means to pave safe paths across the endless caves by connecting the many isolated settlements established centuries before. Svirfdozers became more and more common, quickly adopted by each of the enclaves and used to great effect beneath the surface of Aventyr, all of the settlements gradually becoming more dependent on one another. It was not long, however, until the doings of other races would see calamity upon the svirfneblin.

The colloid’s momentous arrival in the First Hive during The Confluence sent both seismic and ethereal shockwaves throughout the Underworld, rocking some settlements to their cores. The delicate, intricate latticework of Amber Roads connecting the numerous svirfneblin enclaves was shattered like glass when the alien entity landed. Once more, the undergnomes found themselves cut off from their kin by the lethal, endless caves of Aventyr.

The self-reliance they had been lulled away from was difficult to re-attain, but the svirfneblin are wiser and more loyal to one another than ever before. They still pursue the synthesis of the magical and mechanical, toiling (rather inefficiently, dwarves are quick to point out) in the Underworld for ever more ore to craft into tools, though now they have taken a mindset of adaptation, enhancing and incorporating the world around them into their society.

Physical Description: Svirfneblin look very much like gnomes, save that many have stark white hair and all of them have dusky, dark skin that blends in easily with the caves of the Underworld. They favor light armors and almost always have a set of tools about their person, if not an odd-looking device or two as well.

Society: The undergnomes are actually a very polite, amicable people, but most outsiders fail to understand their esoteric, extremely rational approach to problem solving and life. The pursuit of science and magic are penultimate, only in the shadow of loyalty to kin. Svirfneblin are woe to betray another of their kind, and are revolted by the very thought of doing so to a direct relative. Their settlements run efficiently, using magically-augmented mechanical devices throughout to create wondrous cities filled with clockwork amenities.

Relations: Svirfneblin are often mischaracterized as cold, calculating and pessimistic—in truth, they are thoughtfully efficient, comprehensive thinkers, and pragmatic, often determining what to do by weighing the probabilities of success or failure. Their aloofness makes it difficult to establish a true bond of trust with an undergnome but those that do find an extremely resourceful, productive companion of unwavering loyalty.

Alignment and Religion: Svirfneblin are typically of a good alignment but not exclusively so; their positive morality is a societal trait and not a racial compulsion. They sometimes pay homage to Nearru but for the most part, svirfneblin don’t much care for the gods. Little attention has been paid or given to the undergnomes by the deities, and with their penchant for overwhelming self-confidence, it should be no surprise that most svirfneblin worship science over faith.

Adventurers: While they aren’t keen on leaving their kin, many svirfneblin find themselves exiled from their home enclave. Overly ambitious students that let experiments get out of control receive periods of banishment for punishment, though they typically survive the enduring trial (thanks to allies that refuse to leave their side) and are the better for it. When a posse of svirfneblin finds a foe too powerful to defeat or hide from, however, surviving undergnomes attach themselves to the most likely means of continuing their existence, which has led to many of the subterranean gnomes achieving great glory in the endless caves of the Underworld.

Male Names: Bezkyzan, Dryleno, Haszinzk, Mynakysk, Plykk, Tzenri
Female Names: Cyzil, Ellyaz, Fyllyz, Naztali, Ryllzi, Zessyssi



Like their kin on the surface, svirfneblin are prodigious craftsmen and engineers. Svirfneblin receive the same statistics in Aventyr as they do in the “Svirfneblin” entry in the Pathfinder Roleplaying Game: Advanced Race Guide, with the following changes: svirfneblin do not receive defensive training, fortunate, hatred, or svirfneblin magic racial traits, and their penalty to Charisma is reduced to -2.
Svirfneblin receive a +4 racial bonus to Craft (any one) and Knowledge (engineering), as well as a +2 racial bonus to Profession (any one). They are not, however, very talented at manipulating their own words or dealing with others, and suffer a -4 penalty to Bluff, Handle Animal, and Intimidate checks.



Genius: Svirfneblin gain a +2 racial bonus to Intelligence. This racial trait replaces the +2 racial bonus to Wisdom.

Mechanowonder: Svirfneblin are so deft with science that they can use their understanding of the natural world to deduce the effects and workings of magic, allowing them to use Knowledge (engineering) in place of Spellcraft. They also add Knowledge (engineering) to their list of class skills. This racial trait replaces skilled.



While svirfneblin enclaves are by and large liberal lovers of culture and knowledge, the steep bent towards a logical existence (a harsh lesson learned twice already) can sometimes lead a city of under gnomes into totalitarianism—rarely of the sort friendly to travelers. The signs are there for those with an eye to see them, however, and a Knowledge (engineering) check (DC 20 - settlement’s size modifier x2) tells explorers whether or not they should seek cover or comfort in a svirfneblin enclave.



Barbarian: Add +1 ft. to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
Bard: Add +1 to the bard’s CMD when resisting a bull rush or trip attempt.
Cavalier: Add +1 ft. to the cavalier's mount's base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.
Cleric: The cleric adds +ÂĽ to the number of times per day they can use channel energy.
Druid: Add +⅕ luck bonus to the druid’s animal companion’s attacks with natural weapons.
Fighter: Add +1 to the fighter’s CMD when resisting a disarm combat maneuver and when defending against a grapple combat maneuver.
Inquisitor: Add a +½ bonus on Sense Motive checks and Knowledge checks to identify creatures.
Magus: Add +â…“ point of force damage to spells that deal force damage cast by the magus.
Monk: Add +1 ft. to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
Paladin: The paladin gains +ÂĽ spells per day of a spell level one less than the highest level spell they can cast (minimum 1st). This option has no effect unless the paladin has selected it 4 times.
Rogue: Add +1 to Bluff and Intimidate checks (maximum bonus +8).
Sorcerer: Add +1/5 to the DC of spells of a school of the svirfneblin’s choice.
Stonespeaker: Learn +â…• of a stone lore.
Summoner: Add +1/5 to the summoner’s Charisma attribute when determining the uses per day, potency and duration of class special abilities.
Witch: Add +5 feet to the distance at which the witch’s familiar grants the Alertness feat (maximum +20 feet).
Wizard: Add +1/2 to the wizard's class level for the purposes of determining the wizard’s familiar's natural armor adjustment and Intelligence (but not special abilities).


Svirf Riding Slug

With the troubles of Svirfdozers indelibly marking the history of svirfneblin, there is a sensible aversion to the creation and use of mechanical vehicles. After the fall of the last network of Amber Roads during the Confluence, most undergnomes have taken to adapting the Underworld to their advantage and developed a pervading fondness for riding slugs. Virtually every svirfneblin enclave, regardless of its technological prowess, boasts stables and pens of mollusc mounts for traversing the endless caves of Aventyr.

svirfnebling monster - Slug-color-01 - jacob blackmon_website


Starting Statistics
            Size Medium: Speed 15 ft., climb 15 ft.; AC +6 natural armor; Attack slam (1d6); Ability Scores Str 16, Dex 8, Con 17, Int 1, Wis 14, Cha 7; Special Qualities compression

4th-Level Advancement
            Speed 20 ft., climb 20 ft.; AC +7 natural armor; Attack 2 slams (1d8); Ability Scores Str +2, Wis +2; Special Qualities combat trained (see the Handle Animal skill)

7th-level Advancement
            Size Large; Speed 25 ft., climb 25 ft.; AC +10 natural armor; Attack 2 slams (2d6) or acid spit (ranged touch, 3d6 acid, Range 20 ft.); Ability Scores Str +4, Dex -2, Con +4; Special Qualities amorphous


Neon green slime and goop slide off of this slithering mollusc’s jelly-like hide as it slinks towards you, acid frothing from what must be its mouth.
XP 1,600
N Large animal
Init -2; Senses low-light vision; Perception +12

AC 17, touch 7, flat-footed 17 (-2 Dex, +10 natural, -1 size)
hp 66 (7d8+35)
Fort +10, Ref +0, Will +5
Immune critical hits, sneak attack

Speed 25 ft., climb 25 ft.
Melee two slams +10 (2d6+6)
Ranged acid spit +3 touch (3d6 acid, Range 20 ft.)

Before Combat Svirf riding slugs climb along ceilings, waiting for a light source to come nearby to drop onto with a slam attack.
During Combat Svirf riding slugs attack the nearest opponent, and if enemies go into hiding it assaults the closest light source or warm body.
Morale Svirf riding slugs retreat when reduced to 15 hp or less.

Str 22, Dex 6, Con 21, Int 1, Wis 16, Cha 7
Base Atk +5; CMB +12; CMD 20 (cannot be tripped)
Feats Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (acid spit)
Skills Climb +18, Perception +12, Stealth +3
SQ amorphous, compression

Environment underground (Underworld)
Organization solitary, pair, or clutch (4-10)
Treasure none

Svirfneblin - Gemcaster-cover-color-01_website

Gemcaster (prestige class)

The rare gems and jewels of the Underworld are greatly valued by Upperworlders, but to the subterranean denizens of Aventyr, they are even more precious. Svirfneblin especially love exotic crystals, going to extreme lengths to quarry the rare stones. Some of these deep gnomes have learned to utilize gems to enhance their magical abilities, making them invaluable to the gemcasters of the Underworld.
Role: These spellcasters are extremely versatile. While they give up a certain amount of potency in their magic, their control over spells is greatly increased in the exchange. They can serve several roles within a party because of the wide range of abilities possible through gemcasting, but at heart they are spellcasters of the traditional variety.
Alignment: Gemcasters may be of any alignment.
Race: Svirfneblin are the most common gemcasters. While outsiders are likely never to find out how or why, the use of magical jewels in the undergnomes’ devices is critical, making these specialized spellcasters essential to any svirfneblin settlement. Other races, however, have seen their fair share of gemcasters (though, sensibly, many attempt to hide the true, costly source of their abilities).
Hit Dice 1d6

Feats Any three metamagic feats
Skills Appraise 8 ranks, Spellcraft 8 ranks

Class Skills
The gemcaster’s class skills are Appraise (Int), Craft (gems) (Int), Knowledge (dungeoneering), Profession (merchant) (Wis), Survival, Use Magic Device (Cha)
Skill Ranks at Each Level: 2 + Int modifier.

Level Base Attack Fort Ref Will Class Abilities Spells per Day
1st +0 +0 +0 +1 Gem expert, gem transformation +1 level of spellcasting class
2nd +1 +1 +1 +1 Peridot gem magic +1 level of spellcasting class
3rd +1 +1 +1 +2 Cymophane gem magic, spectrum summons —
4th +2 +1 +1 +2 Amethyst gem magic +1 level of spellcasting class
5th +2 +2 +2 +3 Opal gem magic, sublime gem magic +1 level of spellcasting class
6th +3 +2 +2 +3 Gem healing, sapphire gem magic —
7th +3 +2 +2 +4 Emeralds gem magic +1 level of spellcasting class
8th +4 +3 +3 +4 Ruby gem magic +1 level of spellcasting class
9th +4 +3 +3 +5 Diamond gem magic —
10th +5 +3 +3 +5 Exquisite jewel magic +1 level of spellcasting class

Weapon and Armor Proficiencies: Gemcasters do not receive any proficiencies with weapons or armor.

Gem Expert (Ex) Gemcasters are highly skilled at activities related to gems. At 1st-level, a gemcaster gains a bonus on all Appraise, Craft, and Diplomacy checks relating to gems equal to her gemcaster level.

Gem Transformation (Su): By concentrating for 10 minutes, a gemcaster can transform one or more cut gems of any type and value into one or more cut gems of any type and value, so long as the end value is the same. However, gem transformation is demanding and at the end of the period the gemcaster is fatigued and suffers two temporary Constitution damage. A gemcaster recovers one point of Constitution lost in this way per hour, and after all temporary Constitution damage is healed, is no longer fatigued. If a gemcaster attempts to use this ability while fatigued, he becomes exhausted until he rests and suffers four temporary Constitution damage. A gemcaster cannot use this ability while exhausted. Gems so transformed revert to their component types and values if ownership of the gems passes from the gemcaster to anyone else.

Gem Magic: Gemcasters enhance their spells with metamagic effects by using gems. Using a gem is a standard action that is subsumed into the casting time of the spell, and any gem used to enhance a spell (which still requires any other components as normal) is consumed in the casting. If a spell takes longer than a standard action to cast, using a gem effect is subsumed into the casting time. Unless otherwise stated, a gemcaster may utilize any gem metamagic ability up to 3 times per day per ability. Note that the feats that gemcasters choose to emulate do not enable them to create equivalent rods of metamagic and that a gemcaster cannot combine gemcasting with a rod of metamagic.
All of the spell-level costs listed below are after applying metamagic feats that increase spell level. Spontaneous spellcasters using gem magic do not increase the casting time of a spell for using a metamagic feat. Gemcasters can always choose to use the Heighten Spell metamagic feat instead of the metamagic feat tied to a level of gem magic.

Peridot Gem Magic (Su) At 2nd level, the gemcaster chooses one metamagic feat that normally increases a spell by one level* (this cannot be changed once selected). By utilizing a peridot of a value equal to 100 gp x spell level, you may emulate the chosen metamagic feat without modifying the spell level or its slot in the gemcaster’s daily allotment.
* For ease of reference, this includes Bouncing, Disrupting, Ectoplasmic, Elemental, Enlarge, Extend, Flaring, Focused, Intensified, Lingering, Piercing, Reach, Rime, Selective, Silent, Still, and Toppling metamagic effects.

Cymophane Gem Magic (Su) At 3rd level, the gemcaster chooses a second metamagic feat that normally increases a spell by one level (this cannot be changed once selected). By utilizing a cymophane jewel of a value equal to 100 gp x spell level, you may emulate the chosen metamagic feat without modifying the spell level or its slot in the gemcaster’s daily allotment.

Spectrum Summons (Su) At 3rd level, the creatures summoned by a gemcaster are surreal, composed of shifting hues that cover the entire range of the color spectrum. Whenever the gemcaster casts summon monster or any other spell with a visible effect and from the conjuration school of magic while using gem magic, the milieu of shifting colors that compose the creatures cause any opponents with visual-based sight within 5 feet to be dazzled (no save). In addition, during any turn a spectrum summons creature takes two move actions or the Run action, enemies that can see it must make a Will save (DC 10 + spell level + spellcasting attribute modifier) or become fascinated until the beginning of the summoned creature’s next turn.

Amethyst Gem Magic (Su) At 4th level, the gemcaster chooses a third metamagic feat that normally increases a spell by one level (this cannot be changed once selected). By utilizing an amethyst of a value equal to 100 gp x spell level, you may emulate the chosen metamagic feat without modifying the spell level or its slot in the gemcaster’s daily allotment.

Opal Gem Magic (Su) At 5th level, the gemcaster chooses one metamagic feat that normally increases a spell by two levels* (this cannot be changed once selected). By utilizing an opal a value equal to 300 gp x spell level, you may emulate the chosen metamagic feat without modifying the spell level or its slot in the gemcaster’s daily allotment.
* For ease of reference, this includes Burning, Concussive, Empower, Persistent, Sickening, Thanatopic, Threnodic, and Thundering metamagic effects.

Sublime Gem Magic (Su) At 5th level, the gemcaster may reduce the cost of a metamagic spell cast using gem magic by -1 spell level, and at 10th level the gemcaster may reduce the cost by -2 spell levels. For example, a wizard 8/gemcaster 5 can cast a prepared silent fireball spell using a 2nd-level spell slot and a gem (a peridot, cymophane, amethyst, or opal—whichever is tied to his Silent Spell gem magic). Gems utilized this way can be of any value, but a gemcaster can only prepare a number of sublime gem magic spells per day equal to their gemcaster level.

Gem Healing (Su) At 6th level, the gemcaster learns to use their mystical control over magic and jewels to heal themselves with gems. Once per day per 2 gemcaster levels, the gemcaster can eat a gem of 100 gp or more as a swift action, healing 1d10+1 hit points. For every additional 100 gp of the gem’s value, increase the amount of healing received by 1d10+1. A gemcaster can only consume gems of a value no greater than 100 gp x gemcaster level.

Sapphire Gem Magic (Su) At 6th level, the gemcaster chooses a second metamagic feat that normally increases a spell by two levels (this cannot be changed once selected). By utilizing a sapphire of a value equal to 300 gp x spell level, you may emulate the chosen metamagic feat without modifying the spell level or its slot in the gemcaster’s daily allotment.

Emerald Gem Magic (Su) At 7th level, the gemcaster chooses one metamagic feat that normally increases a spell by three levels* (this cannot be changed once selected). By utilizing an emerald of a value equal to 500 gp x spell level, you may emulate the chosen metamagic feat without modifying the spell level or its slot in the gemcaster’s daily allotment.
* For ease of reference, this includes Dazing, Echoing, Maximize, and Widen metamagic effects.

Ruby Gem Magic (Su) At 8th level, the gemcaster chooses a second metamagic feat that normally increases a spell by three levels* (this cannot be changed once selected). By utilizing a ruby of a value equal to 500 gp x spell level, you may emulate the chosen metamagic feat without modifying the spell level or its slot in the gemcaster’s daily allotment.

Diamond Gem Magic (Su) At 9th level, the gemcaster chooses one metamagic feat that normally increases a spell by four levels* (this cannot be changed once selected). By utilizing a diamond of a value equal to 700 gp x spell level, you may emulate the chosen metamagic feat without modifying the spell level or its slot in the gemcaster’s daily allotment.
* For ease of reference, this includes Quicken Spell.

Exquisite Jewel Magic (Su) At 10th level, a gemcaster learns to utilize two gem magic abilities at the same time or any single metamagic spellcasting feat they do not have access to through this prestige class (with costs comparable to metamagic feats of equal additional spell level). The diamond used for this class ability must be of a value equal to both the requirements of the gem magic abilities in question (or the single ability not accessible to the gemcaster through this prestige class) x 1.5. A gemcaster may only use this ability once per day, and can only combine metamagic effects whose total spell modifier is no higher than +4 (though they are no longer restricted to metamagic feats gained through level progression or gem magic—all are applicable to this ability).



Svirf Scientist (arcanist archetype)

Despite the tumultuous history your race has with technology, you carry on with inventing new devices, consequences be damned! Magic is of course the means to your scientific pursuits, but the attainment of knowledge about and mastery of the natural world is your ultimate goal. Let other mages use gems to control magic—your expertise lay in utilizing mechanical devices to similar ends with the hopes that someday you’ll strike on a huge discovery, the kind that would ensure the prosperity of svirfneblin in Aventyr for ages to come.

Scientific Equipment (Ex): A svirf scientist’s natural carrying capacity is considered to be halved at all times as they are addled with the evenly distributed weight of numerous hoses, levers, clamps, beakers, nozzles, cinches, wicks, flasks, gears, sprockets, widgets, and all other sorts of small mechanical devices. In addition to the weight incurred therein, the svirf scientist suffers a -2 armor check penalty from all this equipment (though this does not incur any chance of arcane spellcasting failure).
A svirf scientist needs three full-round actions to don all of their scientific equipment; at 7th and 14th level this reduces by one full-round action, and the armor check penalty is reduced by -1.
Creatures other than the svirf scientist cannot use a svirf scientist’s scientific equipment—it is filled with esoteric, varied, and strange alloyed materials for an unfamiliar user (they are likely to destroy whatever they take, often to detrimental effect).
For the purposes of sundering or damage to objects, scientific equipment has a hardness equal to ¼th arcanist level and a number of hit points equal to ⅓rd the svirf scientist’s total hit points. Should a svirf scientist lose their scientific equipment, it can be replaced at the cost of 1 hour of time and 10 gold x svirf scientist level (provided they are in an environment with the necessary materials or can salvage them from sources nearby).

Scientific Reservoir (Ex): A svirf scientist keeps and maintains numerous casks, vials, and tanks filled with active reagents that can be used to stupendous effect when mixed together in the correct amounts. The svirf scientist’s scientific reservoir can hold a maximum number of active reagents equal to 3 + the svirf scientist’s level. Each day, the svirf scientist spends 5 minutes per level gathering and preparing active reagents in their scientific reservoir, gaining a number of points equal to 3 + ½ their svirf scientist level (minimum 1). Any points from the previous day are lost. These points can also be regained through the consume spells class feature and some scientific exploits. The scientific reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
This ability is otherwise identical to and replaces arcane reservoir (though svirf scientists can never use their scientific reservoir to enhance the DC of a spell; see below).

Scientific Exploits (Ex): By using good old fashioned ingenuity and a bit of magic to “grease the wheels”, the svirf scientist learns to exploit gems and exceptions to the laws of nature. Some of these exploits allow them to break down various forms of magic or energy, adding the garnered essence into base components to become active reagents in their scientific reservoir. At 1st level and every 2 levels thereafter, the svirf scientist learns a new scientific exploit selected from the following list. A scientific exploit cannot be selected more than once. Once a scientific exploit has been selected, it cannot be changed. Most scientific exploits require the svirf scientist to expend points from their scientific reservoir to function. The saving throw DCs for a svirf scientist’s scientific exploits are equal to 10 + ½ the svirf scientist’s level + the svirf scientist’s Wisdom modifier.
So long as a svirf scientist has their scientific equipment and points in their scientific reservoir, they can perform the following arcanist exploits as extraordinary abilities by expending an additional scientific reservoir point (swapping any use of Charisma modifier for Wisdom modifier): acid jet, arcane barrier, arcane weapon, consume magic items, counterspell, dimensional slide, energy shield, flame arc, force strike, ice missile, item crafting, lightning lance, school understanding, see magic, spell disruption, spell resistance, spell tinkerer, swift consume.
Svirf scientists may choose arcane exploits rather than scientific exploits, but these can never be used to create extraordinary effects, only as regular arcane exploits that consume scientific reservoir points at their normal cost. This ability is otherwise identical to and replaces the arcanist exploits class ability.

Consume Spells (Su): A svirf scientist adds points garnered from consume spells to their scientific reservoir. This modifies the consume spells class ability.

Mechanical Proboscis (Ex): At 4th level a svirf scientist cobbles together and crafts a writhing tentacle of gears and servos they can control with minute gestures. A mechanical proboscis can only be used to carry objects, allowing a svirf scientist to retrieve small, stowed objects carried on their persons as a swift action (they cannot wield weapons with their mechanical proboscis). At 8th level a svirf scientist is able to use their mechanical proboscis to make attacks of opportunity with a reach of 5 feet (though it cannot be used to make regular attacks). When used to make an attack of opportunity, the proboscis is a primary natural attack that deals 1d8 points of damage plus the user's Intelligence modifier. At 16th level this tentacle attack can alternatively be used as a secondary attack and its damage die increases by one step, and at 20th level the damage die increases by one step again.

Greater Scientific Exploits (Ex): At 11th level and every 2 levels thereafter, a svirf scientist can choose one of the following greater exploits in place of a scientific exploits: alter enhancements, burning flame, counter drain, dancing electricity, energy absorption, greater counterspell, greater spell resistance, greater spell disruption, icy tomb, lingering acid, redirect spell, resistance drain, siphon spell.
These abilities operate in the same way as scientific exploits, but are otherwise identical to and replace greater exploits.

Scientific Supremacy (Ex): At 20th level, the svirf scientist learns to perform near magic. By expending a number of scientific reservoir points equal to half a spell’s level, the svirf scientist can “cast” the spell as an extraordinary effect using their scientific equipment. Spells cast this way are unaffected by antimagic field and dispel magic, but only 6th-level spells or lower can be cast this way. A svirf scientist may only use scientific supremacy on a number of spell levels per day equal to svirf scientist level. By expending an additional scientific reservoir point, the svirf scientist may apply the Empower Spell, Silent Spell, or Still Spell metamagic feat to a spell enhanced with scientific supremacy a number of times per day equal to their Intelligence modifier.
This ability replaces magical supremacy.



Svirfneblin have access to the following equipment.


Price 1,200 gp; Weight 0.5 lbs.
To the untrained eye (DC 25 Appraise check or DC 35 Perception check) this beautiful multi-faceted jewel is a prize, perfectly cut and easily worth 2,000 gold or more. The gem is a falsehood, however—complex technological devices within it send a strong signal attuned to be picked up by a device similar to a magic detector. A homing detector is effective to a range of up to 10 miles, costs 600 gp (included above), and has a hardness of 3, and 20 hit points. Homing detectors can remain active indefinitely, granting a +15 circumstance bonus to Survival checks made to track the location of the homing gem it is attuned to. Re-attuning a homing detector to a new homing gem takes 8 hours of direct contact between the two objects.
Crafting a homing gem requires a DC 25 Craft (gems) check and DC 30 Knowledge (engineering) check.

Price 2,500 gp; Weight 3 lbs.
This metal contraption of dials, antennae, coils, and switches has a small glass screen that, when activated, lights up with different colors that denote the presence and strength of magic nearby (abjuration: cyan, conjuration: purple, divination: yellow, enchantment: pink, evocation: red, illusion: orange, necromancy: green, transmutation: brown, universal: white).
An active magic detector has a constant extraordinary detect magic spell-like ability (CL 8th) that consumes one charge per minute. Magic detectors have 8 charges per day, but can be recharged with the careful application of electricity: 1-5 points of electric damage restores an equal number of charges, while 6 points or more electricity damage fully recharges a magic detector but permanently reduces its hardness by -1 (a magic detector is destroyed when its hardness equals 0). A magic detector has hardness 5 and 50 hit points.
Only svirf scientists can craft magic detectors; doing so requires the expenditure of 3 scientific reservoir points and a successful DC 22 Knowledge (engineering) check across a period of 8 hours.

Price 3 gp; Weight —
These small, ingenious pills can be swallowed to provide creatures with nourishment or refreshment in only a few minutes. Swallowing a ration pill is a swift action. Solid ration pills provide all the nutrients and benefits of a meal, while liquid ration pills are equivalent to an 8-oz. glass of water. Ration pills are not water soluble but activated by acid damage (however minor).
Creating a ration pill requires a DC 25 Craft (alchemy) check and twice the amount of solids or materials that the ration pill provides (for example, one solid ration pill requires at least two meals worth of food) and 4 hours of time.

Price 420 gp; Weight 1 lb.
Though this small metal canister doesn’t appear to be very powerful, the mixture of magnesium, aluminum, and oxidizers within it can be ignited to create a light so bright that it prevents creatures from seeing anything near it. A svirfneblin blindness bomb is activated by pulling its pin as a swift action. At the beginning of the round after a svirfneblin blindness bomb is activated, the mixture within it explodes with a powerful exothermic reaction that makes visual-based sight anywhere within a 30-ft.-radius of it impossible for the remainder of the round. This light does not permeate physical barriers and can be negated with darkness.
Crafting a svirfneblin blindness bomb requires a DC 35 Craft (alchemy) check and 3 hours of time.



Absorb Jewel (General)
Tapping into the earthly powers of your ancestors, you absorb a gem or jewel into your body, gaining some of its resilience for a time.
Prerequisites: Svirfneblin, Con 15+
Benefit: By spending a full-round action you can force a jewel of at least 1,000 gp into your skin, gaining a +1 natural armor bonus + 1 for every additional 500 gp of the gem’s value (maximum +5) for a number of hours equal to class level. Alternatively, you can gain DR 1/adamantine + 1 DR/adamantine for every additional 1,500 gp of the gem’s value for a number of minutes equal to class level. This consumes the gem.

Craft Mechanical Arms and Armor (General)
Your expertise with design and mastery over engineering make your armors and weapons exceptional, easily the equal of any magic shield or enchanted sword.
Prerequisites: Craft Magic Arms and Armor, svirf scientist level 6+, Int 15+
Benefit: You can craft mechanical armors and weapons that operate as magical armors and weapons that produce extraordinary effects which ignore spell resistance, antimagic fields, dispel magic, and other supernatural means to manipulate magic. Extraordinary dispel magic and other extraordinary abilities that affect magic operate regularly with mechanical armors and weapons.
The following armor enchantments cannot be mechanical: animated, champion, dastard, etherealness, hosteling, martyring, rallying, righteous, spell storing, unbound, undead controlling, unrighteous, vigilant, warding, wild.
The following weapon enchantments cannot be mechanical: advancing, allying, anarchic, axiomatic, conductive, conserving, courageous, cruel, cunning, dancing, defiant, dispelling, dispelling burst, disruption, dueling, endless ammunition, furious, furyborn, grayflame, greater lucky, guardian, heartseeker, holy, jurist, ki focus, ki intensifying, lifesurge, lucky, menacing, mighty cleaving, phase locking, spell storing, spellstealing, unholy, valiant.
Mechanical armors and weapons cost twice their magical equivalents and aside from as noted above, operate exactly as their magical equivalents.
Normal: Magical armors and weapons can only produce supernatural or magical effects.
Special: The means by which these enchantments (and the mechanical wonders below) function should be thematically appropriate and represent why it doesn’t need fuel or maintenance. A mechanical +1 flaming longsword might have ambient heat and light collectors, a +1 corrosive longbow may gather acidity from its environment, a +2 shocking burst greatclub could constantly draw magnetic energy into a dynamo that provides its electrical shock, and so on and so forth. The feasibility of any mechanical item is ultimately at the GM’s discretion.

Craft Mechanical Wonder (General)
Your mechanical creations rival enchanted items in power and prestige, emulating the effects of their magic through the power of science!
Prerequisites: Craft Wondrous Item, Svirf scientist level 6+, Int 15+
Benefit: You can craft mechanical wonders that operate as wondrous items that produce extraordinary effects which ignore spell resistance, antimagic fields, dispel magic, and other supernatural means to manipulate magic. Only wondrous items can be made into mechanical wonders. Mechanical wonders cost double what their magical equivalent costs. Extraordinary dispel magic and other extraordinary abilities that affect magic operate regularly with mechanical wonders.
Normal: Wondrous items can only produce supernatural or magical effects.

Gem Fighter (Combat, Stance)
In your hands, a jewel can be as deadly as a blade
Prerequisites: Svirfneblin, Dex 13+
Benefit: So long as a jewel or gem has a value of 50 gp or more, you can treat it as a masterwork dagger. When you roll a natural 1 on a ranged attack roll with a gem or jewel it is destroyed.
Normal: Improvised weapons suffer a -4 penalty.

Gem Thrower (Combat)
Most people are aghast when you throw valuable jewels at your opponents—until they see the deadliness with which you do so.
Prerequisites: Svirfneblin, Dex 15+, Gem Fighter
Benefit: So long as a gem or jewel has a value of 2,000 gp or more, you treat it as a +1 dagger.
If a gem or jewel of 500 gp or more is used as a thrown weapon, treat it as a +1 keen dagger. When you roll a natural 1 on a ranged attack roll with a gem or jewel it is destroyed.

Gem Warrior (Combat)
Your mastery over jewels matches that of a gemcaster’s but instead of spells, your talents lend to a deadly martial prowess.
Prerequisites: Svirfneblin, Dex 17+, Gem Fighter, Gem Thrower
Benefit: Any gem you wield is treated as a dagger with an enhancement bonus equivalent to its base price value (an 8,000 gp sapphire counts as a +2 dagger, a 32,000 gp diamond counts as a +4 dagger and so on). The following gems can gain the associated weapon enchantment if you so wish, though a gem must still have an enhancement bonus of at least +1: peridot (wounding), cymophane (thundering), amethyst (shock or shocking burst), opal (ghost touch), sapphire (frost or icy burst), emeralds (corrosive or corrosive burst), ruby (flaming or flaming burst), diamond (speed). At the GM’s discretion, other gems and jewels may offer other weapon enchantments.

Slug Rider (Combat)
You are a surprisingly swift and agile rider when atop one of the Underworld slugs your people have tamed.
Prerequisites: Ride 1 rank, Mounted Combat
Benefit: When mounted on a svirf riding slug (or any other kind of slug), your mount gains a +10 ft. bonus to all movement speeds, DR 1/—, and a +1 dodge bonus to AC and CMD.



Fastfix Wrench
Aura faint transmutation; CL 5th
Slot none; Price 9,600 gp; Weight 3 lbs.
The metallic this oddly-shaped club is made from gleams unnaturally and you can’t help but wonder what the strange head of the weapon is intended to do.
This +1 club can be used to not only repair inanimate objects and heal constructs, but temporarily enhance them. Leaving the fastfix wrench unattended on an object or construct heals it of 1d4 hit points after an hour, but 3 times per day as a swift action the wielder can use make whole as a spell-like ability (CL 5th). By expending all 3 of these uses at once as a full-round action, the wielder of a fastfix wrench can double either the hardness of an object or a construct’s damage reduction for 5 minutes.
Requirements Craft Magic Arms and Armor, make whole, mending; Cost 4,800 gp


Gem Protector
Aura faint illusion; CL 3rd
Slot none; Price 2,000 gp; Weight —
There’s absolutely nothing remarkable about this small piece of wood and you wonder why on Aventyr anyone would wear something so obviously unfashionable.
All of the gems and jewels in the possession of a creature wearing a gem protector appear to be unremarkable (if quite beautiful) stones of little value. As soon as a gem is no longer in the creature’s possession it is revealed to be a jewel, but otherwise only physical interaction and a DC 15 Will save breaks the illusion.
Requirements Feats, materials, odd requirements, minor image; Cost 1,000 gp


Outsider Gem
Aura moderate conjuration; CL 11th
Slot none; Price 3,000 gp; Weight —
These gems come in a wide variety of hues and colors that reflect the souls connected to them; some are as black as the darkest heart, others as bright as the sun.
An outsider gem operates exactly as an elemental gem, but instead of summoning a Large elemental, it summons any non-elemental outsider of 8 hit dice or less. There is a 5% chance that any creature that uses an outsider gem to summon an outsider of the opposite alignment is attacked by the summoned creature at the start of each of its turns.
Requirements Craft Wondrous Item, a gem or jewel equal to the outsider’s HD x 300 gp, summon monster V; Cost 1,500 gp


Slug Saddle
Aura faint transmutation; CL 5th
Slot none; Price 7,600 gp; Weight 5 lbs.
This otherwise normal saddle is covered in a seemingly endless coating of greenish slime.
When equipped to a svirf riding slug (or any other slug mount), the rider cannot be unseated from their slug mount; they gain a +10 competence bonus to CMD against any attempts to unseat them, and when a check would succeed, the rider and their mount are knocked prone instead.
Requirements Craft Wondrous Item, bull’s strength, spider climb, wartrain mount; Cost 3,800 gp



abjuration; Level bard 1, cleric 2, druid 2, ranger 1, sorcerer/wizard 2, summoner 1
Casting Time 1 immediate action
Components V, S, M (gem; see text)
Range personal
Duration instantaneous
Saving Throw none; Spell Resistance no
You cast a spell that causes a gem in your possession to fly out and deflect a ray attack. To successfully deflect a ray, the gem must be of a value equal to or greater than the HD of the attacker firing the ray (or the caster level of a ray attack from a spell) x 50 gp. If you do not possess a valuable enough gem to deflect the ray attack, the spell fails.


transmutation; Level bard 2, cleric 3, druid 3, ranger 2, sorcerer/wizard 3, summoner 2
Casting Time 1 standard action
Components V, S, M (a gem of a value equal to CL x 100 gp, see text)
Range touch
Target one creature
Duration 10 minutes/level (D)
Saving Throw Fort negates (harmless); Spell Resistance yes
You touch a willing creature and shrink them, hiding them inside of a gem. Only gems of a value equal to the creature’s hit dice x 100 gp are able to contain them, but inside of these jewels they have luxurious comfort and enough air to be sustained for as long as the spell’s duration. A creature benefiting from gem sanctuary can end the effect at any time. The gem is consumed upon the end of the spell’s duration.


conjuration; Level bard 3, sorcerer/wizard 5, summoner 3
Casting Time 1 standard action
Components V, S, M (gears)
Range touch
Target one magical item
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
You turn a magical armor, magical weapon, or wondrous item into a mechanical armor, mechanical weapon, or mechanical wonder for the duration of the spell. Items enchanted this way do not function in an antimagic field and the imbue faculty spell can be dispelled as normal.


illusion; Level bard 2, sorcerer/wizard 3, summoner 2
Casting Time 1 standard action
Components V, S, M (a broken mirror)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
You cause the target’s sight-based vision to become completely unreliable, causing multiple refractions to disjoint their perception, making the target sickened for the duration of the spell.

When refracted gaze is cast, 1d4 refractions plus one refraction per three caster levels (maximum eight refractions total) are created. At the start of the creature’s turn, they may attempt to act against the refraction they believe to be correct, rolling randomly to see whether the selected refraction is real or a figment. When the correct refraction is chosen, the creature may act normally. When the incorrect refraction is chosen, they travel in a random direction and perform the actions they would have attempted (making attack rolls at empty squares, running into walls, and so on).