| Prime Requisite: | WIS |
| Requirements: | CON 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 13 |
At first level, dwarven sun speakers hit an unarmored foe (AC 0) with an attack throw of 10+. Dwarven sun speakers advance in attack throws and saving throws as clerics, by two points every four levels of experience. Dwarven sun speakers may wield clubs, flails, maces, morning stars, war hammers, lances, javelins, pole arms, and spears. They are trained to fight wielding a weapon and shield or wielding a weapon two-handed, but may not dual wield weapons. Dwarven sun speakers can wear any armor up to chain mail.
A dwarven sun speaker may turn undead like a cleric. Starting at 2nd level (Sun Acolyte), a sun speaker may cast divine spells. Dwarven sun speakers 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.
A sun speaker's body and soul scorch away impurities, and he is immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes.
Starting at 5th level (Sun-Vicar), a sun speaker may begin to research spells, scribe scrolls, and brew potions. At 9th level (Sun-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 sun speaker 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. A Sun-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 Sun Speaker Proficiency List: Alchemy, Arcane Education, Battle Magic, Caving, Command, Contemplation, Craft, Diplomacy, Divine Blessing, Endurance, Engineering, Fighting Style, Healing, Illusion Resistance, Knowledge, Laying on Hands, Leadership, Loremastery, Magical Engineering, Mapping, Mystic Aura, Prestidigitation, Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Siege Engineering, Soothsaying, Theology, Unflappable Casting, Wakefulness, Weapon Focus
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Dwarven Sun-Catechist | 1 | 1d6 | — | — | — | — | — |
| 1,700 | Dwarven Sun-Acolyte | 2 | 2d6 | 1 | — | — | — | — |
| 3,400 | Dwarven Sun-Priest | 3 | 3d6 | 2 | — | — | — | — |
| 6,800 | Dwarven Sun-Curate | 4 | 4d6 | 2 | 1 | — | — | — |
| 13,600 | Dwarven Sun-Vicar | 5 | 5d6 | 2 | 2 | — | — | — |
| 27,200 | Dwarven Sun-Rector | 6 | 6d6 | 2 | 2 | 1 | 1 | — |
| 55,000 | Dwarven Sun-Prelate | 7 | 7d6 | 2 | 2 | 2 | 1 | 1 |
| 110,000 | Dwarven Sun-Bishop | 8 | 8d6 | 3 | 3 | 2 | 2 | 1 |
| 260,000 | Dwarven Sun-Lord | 9 | 9d6 | 3 | 3 | 3 | 2 | 2 |
| 410,000 | Dwarven Sun-Lord, 10th level | 10 | 9d6+2* | 4 | 4 | 3 | 3 | 2 |
| 560,000 | Dwarven Sun-Lord, 11th level | 11 | 9d6+4* | 4 | 4 | 4 | 3 | 3 |
| 710,000 | Dwarven Sun-Lord, 12th level | 12 | 9d6+6* | 5 | 5 | 4 | 4 | 3 |
| 860,000 | Dwarven Sun-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 | Faerie Fire |
| 7 | Light |
| 8 | Protection from Evil |
| 9 | Remove Fear * |
| 10 | Resist Cold |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bless * |
| 3 | Cure Moderate Wounds * |
| 4 | Delay Poison |
| 5 | Hold Person |
| 6 | Holy Chant |
| 7 | Produce Fire |
| 8 | Resist Fire |
| 9 | Righteous Wrath PC |
| 10 | Shimmer |
| Third Level Divine Spells | |
| 1 | Continual Light |
| 2 | Cure Blindness |
| 3 | Cure Disease |
| 4 | Cure Major Wounds * |
| 5 | Eyes of the Eagle PC |
| 6 | Glitterdust PC |
| 7 | Prayer |
| 8 | Remove Curse * |
| 9 | Sphere of Visibility |
| 10 | Striking |
| Fourth Level Divine Spells | |
| 1 | Clairvoyance |
| 2 | Cure Serious Wounds * |
| 3 | Death Ward PC |
| 4 | Dispel Magic |
| 5 | Divination |
| 6 | Infravision |
| 7 | Invulnerability to Evil PC |
| 8 | Neutralize Poison * |
| 9 | Protection from Evil, Sustained * |
| 10 | Smite Undead |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Commune |
| 3 | Cure Critical Wounds * |
| 4 | Dispel Evil |
| 5 | Flame Strike |
| 6 | Protection from Normal Weapons PC |
| 7 | Quest |
| 8 | Restore Life and Limb * |
| 9 | Sword of Fire |
| 10 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |