Dwarven Earth Priest (Campaign Class)

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

Dwarven Earth Priest Level Progression

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

Dwarven Earth Priest Attack and Saving Throws

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.

Dwarven Earth Priest Divine Spell List

First Level Divine Spells
1Command Word
2Cure Light Wounds *
3Delay Disease PC
4Detect Magic
5Detect Undead PC
6Locate Animal or Plant PC
7Pass Without Trace PC
8Protection from Evil
9Remove Fear *
10Sanctuary
Second Level Divine Spells
1Augury
2Bless *
3Chameleon PC
4Cure Moderate Wounds *
5Delay Poison
6Find Traps
7Hold Person
8Holy Chant
9Snake Charm
10Spiritual Weapon
Third Level Divine Spells
1Cure Blindness
2Cure Disease *
3Cure Major Wounds *
4Feign Death
5Glyph of Warding
6Prayer
7Protection from Normal Missiles
8Remove Curse *
9Speak with Dead
10Striking
Fourth Level Divine Spells
1Cure Serious Wounds *
2Death Ward PC
3Dispel Magic
4Divination
5Invulnerability to Evil PC
6Neutralize Poison
7Protection from Evil, Sustained *
8Smite Undead *
9Speak with Plants
10Vigor
Fifth Level Divine Spells
1Atonement
2Commune
3Create Food
4Cure Critical Wounds *
5Growth of Plants
6Protection from Normal Weapons PC
7Quest
8Restore Life and Limb *
9Strength of Mind *
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion