Saturday, March 23, 2013

The Dwarven Cantor




“God is great, beer is good, and people are crazy.”
People Are Crazy, Billy Currington

Prime Requisite: STR and WIS
Requirements: CON 9
Hit Dice: 1d6
Maximum Level: 13

Dwarves are not known for their outgoing personalities and cheery dispositions, but dwarven cantors may be the exception to the rule. Stereotypically thought of by other races as hard drinkers and overly talkative, dwarven cantors rarely miss a chance to pass on tales of dwarven heroism and might from times of yore. In truth, dwarven cantors are respected members of the dwarven vaults, keepers of lore, or at least, the spirit of the lore, and spiritual scions of the dwarven gods of bravery, celebration and strength.

At first level, dwarven cantors hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. Cantors increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. Due to their short height, dwarven cantors cannot use human-sized two-handed weapons, such as two-handed swords or pole arms, or longbows. They are trained to fight wielding a weapon and shield, wielding a weapon two-handed and wielding a weapon in each hand.

Cantors may inspire courage in their allies, in the same manner as bards. Inspiring courage requires  a few moments of oration before a battle (one round), and grants the cantor’s allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the cantor), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A cantor can inspire courage in any given character once per day per class level.  (Even the most inspiring epic gets old if you hear it twice in the same day.) A cantor cannot inspire courage on characters who are already engaged in combat.

At 3rd level, dwarven cantors may cast divine spells as a divine caster of ½ their level. See the cantor’s spell repertoire below. At 10th level, a cantor may brew potions, scribe scrolls, and research spells.

Dwarven cantors may use any magic item usable by fighters.

Dwarves gain a +1 bonus to surprise rolls when underground due to their sensitivity to rock. 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. Dwarves are hardy people, and gain a +3 bonus on saving throws versus Blast and Breath and a +4 bonus on all other saving throws. Dwarves speak their own language, as well as the languages of Gnomes, Goblins and Kobolds.

A dwarven cantor who achieves enough fame and fortune from his adventures may build a dwarven vault when he reaches 9th level. Dwarves usually live in clans, so 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 3d6x10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. A dwarven cantor is expected to employ only soldiers of dwarven descent, but may hire members of other races for other tasks.

Dwarven Cantor Proficiency List (29): Alertness, Berserkergang, Blind Fighting, Caving, Combat Reflexes, Combat Trickery (Force Back, Knock Down, Overrun, Sunder, Wrestle), Command, Craft, Dungeon Bashing, Dwarven Brewing, Eavesdropping, Endurance, Fighting Style, Goblin-Slaying, Illusion Resistance, Leadership, Loremastery, Mapping, Manual of Arms, Military Strategy, Mountaineering, Performance, Prestidigitation, Unflappable Casting, Weapon Focus

Tankard Slayer Template: This pre-generated template represents a dwarven cantor who wields an axe as easily as a tankard, but prefers the latter. The template is ready for adventure. However, if your dwarven cantor’s INT is 13 or greater, you may pick one or more additional general proficiencies before play if you’d like.

Template: Tankard Slayer
Proficiencies: Dwarven Brewing, Diplomacy
Starting Equipment: Dwarven battle axe, brace of 3 hand axes, rust-free banded plate armor, large steel shield with painted vault insignia, pewter tankard, backpack, 2 weeks’ iron rations, lantern, 2 flasks of military oil, 2 flasks of common oil, tinder box

Experience
Level
Title
Hit Dice
Damage Bonus
1
2
3
4
5
0
1
Dwarven Catechist
1d6
+1





1,950
2
Dwarven Acolyte
2d6
+1





3,900
3
Dwarven Cantor
3d6
+2
1




7,800
4
Dwarven Cantor, 4th lvl
4d6
+2
1




15,600
5
Dwarven Cantor, 5th lvl
5d6
+2
2




31,200
6
Dwarven Cantor, 6th lvl
6d6
+3
2




60,000
7
Dwarven Cantor, 7th lvl
7d6
+3
2
1



120,000
8
Dwarven Cantor, 8th lvl
8d6
+3
2
1



250,000
9
Dwarven Vaultlord
9d6
+4
2
2



380,000
10
Dwarven Vaultlord, 10th lvl
9d6+3*
+4
2
2



510,000
11
Dwarven Vaultlord, 11th lvl
9d6+6*
+4
2
2
1
1

640,000
12
Dwarven Vaultlord, 12th lvl
9d6+9*
+5
2
2
1
1

770,000
13
Dwarven Vaultlord, 13th lvl
9d6+12*
+5
2
2
2
1
1
*Hit point modifiers from constitution are ignored

Dwarven Cantor Spells

First Level Divine Spells

1              Cure Light Wounds*
2              Light*
3              Protection from Evil*
4              Remove Fear*
5              Resist Cold

Second Level Divine Spells

1              Bless*
2              Holy Chant
3              Resist Fire
4              Righteous Wrath
5              Spirtual Weapon

Third Level Divine Spells

1              Continual Light*
2              Cure Disease*
3              Ogre Power
4              Remove Curse*
5              Striking

Fourth Level Divine Spells

1              Cure Serious Wounds*
2              Dispel Magic
3              Neutralize Poison*
4              Protection from Evil, Sustained
5              Vigor

Fifth Level Divine Spells

1              Commune
2              Dispel Evil
3              Giant Strength
4              Sword of Fire
5              True Seeing


Custom Class Build Information

Hit Dice
Fighting
Thievery
Divine
Arcane
Dwarf
1
2
0
1
0
0

Trade-Offs

Eliminate turn undead for 1 custom power

XP 500 + 1000 + 250 + 200 = 1950 2nd


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