| Prime Requisite: | WIS |
| Requirements: | CON 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 13 |
At first level, dwarven earth priests hit an unarmored foe (AC 0) with an attack throw of 10+. Dwarven earth priests advance in attack throws and saving throws as clerics, by two points every four levels of experience. Dwarven earth priests may wear any armor and may use any of the traditional weapons of their people, including the battle axe, great axe, hand axe, flail, mace, morning star, and warhammer. They are trained to fight wielding a weapon and shield or wielding a weapon two-handed, but may not dual wield weapons.
A dwarven earth priest may turn undead like a cleric. Starting at 2nd level (Earth Acolyte), a earth priest may cast divine spells. Dwarven earth priests follow the same spell progression as clerics, use the same rules for learning and casting spells, but have their own spell repertoire (see below). See the Spells chapter for details.
Dwarves gain a +1 bonus to surprise rolls when underground due to sensitivity to the rock and stone around them. Because of their experience underground, dwarves may detect traps, false walls, hidden construction, or sloped passages with a proficiency throw of 14+ on 1d20. Dwarves must be actively searching for these abilities to function. In addition to these abilities, dwarves are particularly hardy people. The target values for all their saving throws versus Blast/Breath are reduced by 3, while the target values for all their other saving throws are reduced by 4. These adjustments are already factored into the saving throws on the Dwarven Earth Priest Attack and Saving Throws table below. Finally, dwarves possess great stamina, and do not need to rest every 6 turns. They can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
Starting at 5th level (Earth-Vicar), an earth priest may begin to research spells, scribe scrolls, and brew potions. At 9th level (Earth-Lord), he is able to create more powerful magic items such as weapons, rings, and staffs, and craft magical constructs such as golems.
At 9th level, a dwarven earth priest can also construct a vault that will attract dwarves from far and wide. Dwarves of the character's clan will be the first to live under his roof, but dwarves from other clans will also come and live nearby to be ruled by the character. A total of 3d6×10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. An Earth-Lord is expected to employ only soldiers of dwarven descent, but may hire members of other races for other tasks. Additional rules for dwarven vaults are detailed in the Campaign chapter.
Dwarven Earth Priest Proficiency List: Alchemy, Arcane Education, Battle Magic, Caving, Contemplation, Craft, Diplomacy, Divine Blessing, Divine Health, Dwarven Brewing, Endurance, Engineering, Fighting Style, Healing, Illusion Resistance, Knowledge, Land Surveying, Laying on Hands, Leadership, Loremastery, Magical Engineering, Mapping, Mountaineering, Prestidigitation, Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Siege Engineering, Theology, Unflappable Casting, Weapon Focus
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Dwarven Earth-Catechist | 1 | 1d6 | — | — | — | — | — |
| 1,700 | Dwarven Earth-Acolyte | 2 | 2d6 | 1 | — | — | — | — |
| 3,400 | Dwarven Earth-Priest | 3 | 3d6 | 2 | — | — | — | — |
| 6,800 | Dwarven Earth-Curate | 4 | 4d6 | 2 | 1 | — | — | — |
| 13,600 | Dwarven Earth-Vicar | 5 | 5d6 | 2 | 2 | — | — | — |
| 27,200 | Dwarven Earth-Rector | 6 | 6d6 | 2 | 2 | 1 | 1 | — |
| 55,000 | Dwarven Earth-Prelate | 7 | 7d6 | 2 | 2 | 2 | 1 | 1 |
| 110,000 | Dwarven Earth-Bishop | 8 | 8d6 | 3 | 3 | 2 | 2 | 1 |
| 260,000 | Dwarven Earth-Lord | 9 | 9d6 | 3 | 3 | 3 | 2 | 2 |
| 410,000 | Dwarven Earth-Lord, 10th level | 10 | 9d6+2* | 4 | 4 | 3 | 3 | 2 |
| 560,000 | Dwarven Earth-Lord, 11th level | 11 | 9d6+4* | 4 | 4 | 4 | 3 | 3 |
| 710,000 | Dwarven Earth-Lord, 12th level | 12 | 9d6+6* | 5 | 5 | 4 | 4 | 3 |
| 860,000 | Dwarven Earth-Lord, 13th level | 13 | 9d6+8* | 5 | 5 | 5 | 4 | 3 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 9+ | 6+ | 13+ | 9+ | 11+ | 10+ |
| 3–4 | 8+ | 5+ | 12+ | 8+ | 10+ | 9+ |
| 5–6 | 7+ | 4+ | 11+ | 7+ | 9+ | 8+ |
| 7–8 | 6+ | 3+ | 10+ | 6+ | 8+ | 7+ |
| 9–10 | 5+ | 2+ | 9+ | 5+ | 7+ | 6+ |
| 11–12 | 4+ | 1+ | 8+ | 4+ | 6+ | 5+ |
| 13 | 3+ | 0+ | 7+ | 3+ | 5+ | 4+ |
Created with Hit Dice Value 1, Fighting Value 1, Divine Value 2, and Dwarf Value 2.
| First Level Divine Spells | |
|---|---|
| 1 | Command Word |
| 2 | Cure Light Wounds * |
| 3 | Delay Disease PC |
| 4 | Detect Magic |
| 5 | Detect Undead PC |
| 6 | Locate Animal or Plant PC |
| 7 | Pass Without Trace PC |
| 8 | Protection from Evil |
| 9 | Remove Fear * |
| 10 | Sanctuary |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bless * |
| 3 | Chameleon PC |
| 4 | Cure Moderate Wounds * |
| 5 | Delay Poison |
| 6 | Find Traps |
| 7 | Hold Person |
| 8 | Holy Chant |
| 9 | Snake Charm |
| 10 | Spiritual Weapon |
| Third Level Divine Spells | |
| 1 | Cure Blindness |
| 2 | Cure Disease * |
| 3 | Cure Major Wounds * |
| 4 | Feign Death |
| 5 | Glyph of Warding |
| 6 | Prayer |
| 7 | Protection from Normal Missiles |
| 8 | Remove Curse * |
| 9 | Speak with Dead |
| 10 | Striking |
| Fourth Level Divine Spells | |
| 1 | Cure Serious Wounds * |
| 2 | Death Ward PC |
| 3 | Dispel Magic |
| 4 | Divination |
| 5 | Invulnerability to Evil PC |
| 6 | Neutralize Poison |
| 7 | Protection from Evil, Sustained * |
| 8 | Smite Undead * |
| 9 | Speak with Plants |
| 10 | Vigor |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Commune |
| 3 | Create Food |
| 4 | Cure Critical Wounds * |
| 5 | Growth of Plants |
| 6 | Protection from Normal Weapons PC |
| 7 | Quest |
| 8 | Restore Life and Limb * |
| 9 | Strength of Mind * |
| 10 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |