| Prime Requisite: | INT and WIS |
| Requirements: | CON 9, INT 9 |
| Hit Dice: | 1d4 |
| Maximum Level: | 10 |
Gnomes have long dwelled in the underworld, delving earth and rock for dwellings and precious gems. They have developed a connection with the powers of the deep, or the deep earth itself. Deep-callers know the mysteries and rituals of the deep earth and the darkness. They also practice their natural talent for arcane magic to supplement their miracles.
Gnomish deep-callers advance in attack and saving throws as clerics, by two points every four levels of experience. At first level, deep-callers hit an unarmored foe (AC 0) with an attack throw of 10+. Gnomish deep-callers may wield arbalests, crossbows, daggers, hand axes, maces, and war hammers. They may fight with a weapon and shield or wielding a weapon two-handed. They cannot wear armor heavier than chain mail. Deep-callers may use magic items usable by clerics or thieves.
Gnomish deep-callers cast and learn spells and engage in magical research as clerics of the same level, and as mages of one-third their level (rounded down). They may cast spells while wearing armor.
Once per hour, gnomish deep-callers can cast faerie fire and ventriloquism. Once per 8 hours they can cast mirror image and phantasmal force.
The gnomish deep-caller's sensitivity to rock and stone grants them a +1 bonus to surprise rolls when underground. They may detect traps, false walls, hidden construction, and notice if passages are sloped with a proficiency throw of 14+ on 1d20. They must be actively searching for this ability to function. Deep-callers may also detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection.
At 5th level (Gnomish Deep-Caller), a gnomish deep-caller may summon earth elementals, exactly as the 5th-level arcane spell conjure elemental (except they can only summon an earth elemental). This power is usable once per week, with a casting time of 1 turn. Starting at 9th level (Gnomish Patriarch), a deep-caller may use the power twice per week.
The gnomish penchant for trickery leaves gnomes resistant to illusions made by others. They receive a +4 bonus on saving throws to disbelieve magical illusions. Gnomes have a nose for potions. They may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste. Starting at 5th level, gnomish deep-callers may brew potions as mages of their class level. The gnomish tendency to underground life has granted them extended infravision to 90'. Gnomish characters speak the Common and Gnome tongue, and can also speak the tongues of Dwarves, Elves, Goblins, and Kobolds. In addition, gnomes can speak with animals (as the spell) at will.
A gnomish deep-caller who achieves enough fame and fortune from his adventures may build a gnomish vault when he reaches 9th level (Gnomish Patriarch). Gnomes usually live in clans, so gnomes of the character's clan will be the first to live under his roof, but gnomes from other clans will also come and live nearby to be ruled by the character. A total of 3d6×10 1 level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. A gnomish deep-caller is expected to employ only soldiers of gnomish descent, but may hire members of other races for other tasks. When a gnomish deep-caller builds a vault, all ordinary animals within 5 miles of the stronghold become kind and helpful.
Gnomish Deep-Caller Proficiency List: Alchemy, Alertness, Apostasy, Arcane Dabbling, Battle Magic, Beast Friendship, Blind Fighting, Caving, Climbing, Contemplation, Craft, Divine Blessing, Divine Health, Eavesdropping, Healing, Knowledge, Land Surveying, Laying on Hands, Loremastery, Magical Engineering, Mapping, Martial Training, Mountaineering, Mystic Aura, Naturalism, Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Soothsaying, Theology, Unflappable Casting
| Spell Progression | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Divine | Arcane | |||||||||
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 | 1 | 2 |
| 0 | Gnomish Deep-Novice | 1 | 1d6 | — | — | — | — | — | — | — |
| 2,800 | Gnomish Deep-Son | 2 | 2d6 | 1 | — | — | — | — | — | — |
| 5,600 | Gnomish Deep-Initiate | 3 | 3d6 | 2 | — | — | — | — | 1 | — |
| 11,200 | Gnomish Deep-Brother | 4 | 4d6 | 2 | 1 | — | — | — | 1 | — |
| 22,000 | Gnomish Deep-Disciple | 5 | 5d6 | 2 | 2 | — | — | — | 1 | — |
| 45,000 | Gnomish Deep-Priest | 6 | 6d6 | 2 | 2 | 1 | 1 | — | 2 | — |
| 90,000 | Gnomish Deep-Caller | 7 | 7d6 | 2 | 2 | 2 | 1 | 1 | 2 | — |
| 180,000 | Gnomish Deep-Father | 8 | 8d6 | 3 | 3 | 2 | 2 | 1 | 2 | — |
| 330,000 | Gnomish Patriarch | 9 | 9d6 | 3 | 3 | 3 | 2 | 2 | 2 | 1 |
| 480,000 | Gnomish Patriarch, 10th level | 10 | 9d6+1* | 4 | 4 | 3 | 3 | 2 | 2 | 1 |
| * Hit point modifiers from Constitution are ignored | ||||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 13+ | 10+ | 16+ | 13+ | 15+ | 10+ |
| 3–4 | 12+ | 9+ | 15+ | 12+ | 14+ | 9+ |
| 5–6 | 11+ | 8+ | 14+ | 11+ | 13+ | 8+ |
| 7–8 | 10+ | 7+ | 13+ | 10+ | 12+ | 7+ |
| 9–10 | 9+ | 6+ | 12+ | 9+ | 11+ | 6+ |
| First Level Divine Spells | |
|---|---|
| 1 | Command Word |
| 2 | Cure Light Wounds* |
| 3 | Darkness* |
| 4 | Detect Evil* |
| 5 | Detect Magic |
| 6 | Pass Without TracePC |
| 7 | Protection From Evil* |
| 8 | Read Languages |
| 9 | Remove Fear*PC |
| 10 | Sanctuary |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bless* |
| 3 | ChameleonPC |
| 4 | Cure Moderate Wounds*PC |
| 5 | Delay Poison |
| 6 | Find Traps |
| 7 | Hold Person |
| 8 | Silence 15' Radius |
| 9 | Silent StepPC |
| 10 | Snake Charm |
| Third Level Divine Spells | |
| 1 | Continual Darkness* |
| 2 | Cure Blindness |
| 3 | Cure Disease* |
| 4 | Cure Major Wounds*PC |
| 5 | GlitterdustPC |
| 6 | Glyph of Warding |
| 7 | Phantasmal ForcePC |
| 8 | Prayer |
| 9 | Remove Curse* |
| 10 | Speak With Dead |
| Fourth Level Divine Spells | |
| 1 | Chimerical ForcePC |
| 2 | Cure Serious Wounds* |
| 3 | Dispel Magic |
| 4 | Divination |
| 5 | Infravision |
| 6 | Neutralize Poison* |
| 7 | Nondetection |
| 8 | Protection from Evil, Sustained* |
| 9 | Sticks to Snakes |
| 10 | Vigor |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Charm Monster |
| 3 | Commune |
| 4 | Cure Critical Wounds*PC |
| 5 | Protection from Normal WeaponsPC |
| 6 | Quest |
| 7 | Restore Life and Limb* |
| 8 | Spectral ForcePC |
| 9 | Strength of Mind* |
| 10 | True Seeing |
| PC Spell found in the Player's Companion | |