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Dwarven Priest
An alternative class for dwarven characters by Jeffrey Tadlock
Like your fellow dwarves, dwarven priests were raised far underground in dwarven mines, strongholds, and great cities. Subscribing to the orderly and rigid life that keeps dwarven society functioning, the dwarven priest took an interest in the gods of the land. In addition to years of martial training and learning crafts, the dwarven priest was instructed in centuries-old religious knowledge and ritual. The dwarven priest is a valued member of dwarven society. Life beneath the surface is treacherous. Mining accidents, natural cavern collapses, and near constant skirmishes with other denizens of the dark guarantee physical injury that drive demand for the healing care of a priest. Simply boosting the mental fortitude amongst dark and confined caverns is one of the facets of a dwarven priest that add to their worth to the dwarven society. With their martial training, spells, and luck of the gods to aid them during battle, dwarven priests are an anchor to the foothold these demi-humans claim under the mountains. These features also serve to make them stout adventuring companions. Hit Die: A dwarven priest gains 1d8 hit points at each level. Weapon Training: Much like their brethren, dwarven priests prefer battle with a weapon and shield. With time spent training split between martial and religious training a dwarven priest is only trained in the following melee weapons: battleaxe, club, handaxe, mace, spear, and warhammer. A dwarven priest is also trained in these missile fire weapons: crossbow and sling. Dwarven priests wear whatever armor they can afford. Alignment: The dwarven life produces many more lawful dwarves due to the structured clan life of dwarves. Coupled with learning the tenets of the religious way, dwarven priests are slanted even more heavily to a lawful alignment. Rare are the dwarves who stray from the lawful path after studying the ways of religion, but chaotic dwarven priests do Crawl! no.10 - Page 4 Repié Artof (Order #46481633) exist. These dwarven priests have typically rebelled strongly against their roots or some say been tainted by the patrons and deities they serve. Neutral dwarven priests are even rarer and tend to be dwarves that have little direction in their lives. These dwarven priests frequently find themselves more beholden to natural elements than lawful or chaotic deities. Attack modifier: The dwarven priest starts with a static modifier for attack rolls. At 3rd level the dwarven priest gains a deed die, like the Dwarf Fighter. At 3rd level, this is a d3. The dwarven priest rolls the d3 on each attack roll and applies it to both his attack roll and his damage roll. The progression of this deed die is at a reduced rate compared to dwarven fighter or Warrior classes. Caster level: Caster level is typically the level of the dwarven priest. This level can be modified under certain circumstances. It is not unheard of for a dwarven priest to seek out holy relics of their faith to increase their caster level. Magic: Dwarven priests are able to call upon the favor of his god. This ability allows the dwarven priest to channel his chosen god’s power and cast spells as human clerics. Dwarven priests are also able to call upon their deity to lay on hands,turn unholy, and are subject to disapproval. See the Cleric entry in the DCC RPG rulebook for a complete description of clerical magic and disapproval. Divine Aid: In addition to channeling a god’s power as a devout worshipper, a dwarven priest can beseech his deity for divine aid. Faithful followers recognize that beseeching a deity directly is an extraordinary act. To request divine aid, the priest makes a spell check at the same modifier that would apply were he casting a spell. This extraordinary act imparts a cumulative +10 penalty to future disapproval range. Based on the result of the spell check, the judge will describe the result. Simple requests (e.g. light a candle) are DC 10 and extraordinary requests (e.g. summon and control a living column of fire are DC 18 or higher. Mighty Deed of Arms: Dwarven priests have been exposed to martial training during their religious studies. Like Warriors and dwarven fighters, they can perform Mighty Deed of Arms in combat. See the warrior entry in the DCC RPG rulebook for a complete description. Infravision: A dwarven priest can see in the dark up to 60’. Slow: A dwarven priest has a base movement speed of 20’.
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Repié Artof (Order #46481633) Underground Skills: Lives led underground train dwarves to detect certain kinds of construction. When underground, dwarves receive a bonus to detect traps, slanting passages, shifting walls, and other new construction equal to their class level. A dwarf priest can smell gold and gems. A dwarf priest can determine the direction of a strong concentration of gold or gems within 100’. Smaller concentrations, even down to a single coin, can be smelled up to 40’ away if the dwarf concentrates. Luck: A dwarven priest’s luck applies to the armor class. Languages: A dwarven priest at 1st-level knows Common, the dwarven racial language, plus Angelic if Lawful, Demonic if Chaotic or the choice of either if Neutral. A dwarven priest knows one additional language for every point of Int modifier, as described in Appendix L of the Dungeon Crawl Classics RPG rulebook. Action Dice: A dwarven priest receives their second action dice at 6th level. A dwarven priest’s action dice can be used for attack rolls or spell checks.