Gnomish Deep-Caller (Campaign Class)

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

Gnomish Deep-Caller Level Progression

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

Gnomish Deep-Caller Attack and Saving Throws

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+

Gnomish Deep-Caller Divine Spell List

First Level Divine Spells
1Command Word
2Cure Light Wounds*
3Darkness*
4Detect Evil*
5Detect Magic
6Pass Without TracePC
7Protection From Evil*
8Read Languages
9Remove Fear*PC
10Sanctuary
Second Level Divine Spells
1Augury
2Bless*
3ChameleonPC
4Cure Moderate Wounds*PC
5Delay Poison
6Find Traps
7Hold Person
8Silence 15' Radius
9Silent StepPC
10Snake Charm
Third Level Divine Spells
1Continual Darkness*
2Cure Blindness
3Cure Disease*
4Cure Major Wounds*PC
5GlitterdustPC
6Glyph of Warding
7Phantasmal ForcePC
8Prayer
9Remove Curse*
10Speak With Dead
Fourth Level Divine Spells
1Chimerical ForcePC
2Cure Serious Wounds*
3Dispel Magic
4Divination
5Infravision
6Neutralize Poison*
7Nondetection
8Protection from Evil, Sustained*
9Sticks to Snakes
10Vigor
Fifth Level Divine Spells
1Atonement
2Charm Monster
3Commune
4Cure Critical Wounds*PC
5Protection from Normal WeaponsPC
6Quest
7Restore Life and Limb*
8Spectral ForcePC
9Strength of Mind*
10True Seeing
PC Spell found in the Player's Companion