Dwarven Sun Speaker (Campaign Class)

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

Dwarven Sun Speaker Level Progression

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

Dwarven Sun Speaker 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 Sun Speaker Divine Spell List

First Level Divine Spells
1Command Word
2Cure Light Wounds *
3Delay Disease PC
4Detect Magic
5Detect Undead PC
6Faerie Fire
7Light
8Protection from Evil
9Remove Fear *
10Resist Cold
Second Level Divine Spells
1Augury
2Bless *
3Cure Moderate Wounds *
4Delay Poison
5Hold Person
6Holy Chant
7Produce Fire
8Resist Fire
9Righteous Wrath PC
10Shimmer
Third Level Divine Spells
1Continual Light
2Cure Blindness
3Cure Disease
4Cure Major Wounds *
5Eyes of the Eagle PC
6Glitterdust PC
7Prayer
8Remove Curse *
9Sphere of Visibility
10Striking
Fourth Level Divine Spells
1Clairvoyance
2Cure Serious Wounds *
3Death Ward PC
4Dispel Magic
5Divination
6Infravision
7Invulnerability to Evil PC
8Neutralize Poison *
9Protection from Evil, Sustained *
10Smite Undead
Fifth Level Divine Spells
1Atonement
2Commune
3Cure Critical Wounds *
4Dispel Evil
5Flame Strike
6Protection from Normal Weapons PC
7Quest
8Restore Life and Limb *
9Sword of Fire
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion