Dwarven Omenspeaker

Dwarven class — see Classes for the full list.

Prime Requisite:INT
Requirements:CON 9
Hit Dice:1d4
Maximum Level:10

Dwarves do not take naturally to arcane magic, especially since the Year of Trembling. Those few dwarves who dare to follow in the legacy of Taaranoth have banded together into a guild of omenspeakers, dedicated to learning and preserving all knowledge and lore – even at the cost of their own sanity.

Dwarven Omenspeaker Level Progression / Omenspeaker Spell Progression

ExperienceTitleLevelHit Dice12345
0Dwarven Arcanist11d41----
3,400Dwarven Seer22d42----
6,800Dwarven Theurgist33d421---
13,600Dwarven Magician44d422---
27,200Dwarven Thaumaturge55d4221--
54,400Dwarven Enchanter66d4222--
110,000Dwarven Sorcerer77d43221-
220,000Dwarven Mage88d43322-
380,000Dwarven Wizard99d433321
540,000Dwarven Wizard, 10th Level109d4+233332

Dwarven OMENSPEAKER Saving Throws

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-39+9+12+7+8++0
48+8+11+6+7++1
5-69+9+12+7+8+
7-98+8+11+6+7++2
107+7+10+5+6++3

Combat Characteristics

Combat Proficiencies: Omenspeakers have weapon proficiency with clubs, daggers, darts, and staffs. They have no armor proficiency. They have fighting style proficiency with the two-handed weapon style (allowing them to use a staff with both hands), but not with the dual weapon or weapon and shield styles.

Combat Progression: Omenspeakers advance in attack throws and saving throws by only two points every six levels. They cannot cleave, regardless of their level.

Starting Class Powers

Arcane Magic: Omenspeakers can learn and cast powerful arcane spells. The number and levels of spells the mage can cast in a single day are listed on the Omenspeaker Spell Progression table. An omenspeaker’s spell selection is limited to the spells in his repertoire. An omenspeaker’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his INT bonus. More information on casting spells and individual spell descriptions can be found in Spells.

Attention to Detail: Omenspeakers gain a +3 bonus on proficiency throws for any proficiencies they learn. (This bonus has already been factored into the omenspeaker’s class abilities.)

Collegiate Wizardry: The omenspeaker has received arcane instruction as an apprentice to a mage or other omenspeaker, pupil at a magical academy, or member of an arcane organization. He can begin play as a member of a wizard’s guild or similar order (Judge’s discretion). He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order or tradition, and can recognize those of other orders or traditions with a proficiency throw of 8+. Rare or esoteric traditions might be harder to recognize. (This class power is the equivalent of one rank of Collegiate Wizardry proficiency).

Crazed Muttering: The omenspeaker is prone to mumble or mutter esoteric truths at inopportune times such as “they think they’re people” or “this is cursed, that is cursed…”. The interjections are unsettling, inflicting a -2 penalty to all reaction rolls.

Deep Knowledge: Every omenspeaker is a Scholar in a particular type of knowledge, such as architecture, astrology, geography, history, mathematics, metaphysics, natural history, natural philosophy, or political economy. The character could make a living by acting as an expert on the subject, earning up to 100gp per month. With a proficiency throw of 2+ he can recall expert commentary or information relating to his area of knowledge. He can train students, write books, and even teach experts on the chosen topic. If he also gains the Loremastery and Magical Engineering proficiencies, he can work as a sage (see Specialists). This class power is equivalent to three ranks in a single Knowledge proficiency.

Sensing Humanity: The omenspeaker can detect humanoid creatures, objects crafted by and for humanoid creatures, and structures or areas crafted by and for humanoid creatures, within 30’. At the Judge’s discretion, twisted or mutated humanoids may no longer qualify as human. The character sees the indicated creatures, objects, or structures with a soft cobalt glow around them, but the glow cannot be seen by anyone else. The character must have line of sight on the target (it does not work through walls). If the object or creature is hidden or invisible, the character will see the glow, but not its source. Sensing Humanity requires one full round of concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. It can be used once per turn.

Additional Class Powers

Distracted (3rd): The omenspeaker is constantly distracted by sounds just out of earshot and visions just on the edge of sight. They suffer a -2 penalty to listening throws and -1 to initiative and surprise rolls.

Soothsaying (3rd): The omenspeaker has been trained to read the omens in everyday things — the throw of dice, the flight of birds, or the leaves of tea. Once every 8 hours, he can cast augury (as the spell). The casting time is 10 seconds (1 round).

Banesight (5th): The character can detect cursed areas, creatures, and objects within 30’. If so, the caster sees a vivid purpureus glow emanating from the area, creature, or object. The power does not reveal the nature of the curse or how it is triggered, only that an item or area is cursed. The character must have line of sight on the target (it does not work through walls). If the object or creature is hidden or invisible, the character will see the glow, but not its source. Banesight requires one full round of concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. It can be used once per 8 hours.

Haunted (5th): The character (rightly or wrongly) cannot shake the feeling that they are being targeted by malign forces. They suffer a -1 penalty to all throws and rolls where their WIL modifier applies, including saving throws. The effect on saving throws is included in the chart above.

Minor Magical Research (5th): The omenspeaker can research spells, scribe magical scrolls, and brew potions. Rules for magic research can be found in Campaigns.

Drained (7th): The strain of knowing too many secrets begins to take a physical toll. They suffer a -1 penalty to all throws and rolls where their CON modifier applies, including hit die rolls (though it cannot reduce the result of any hit die below 1).

Foretelling (7th): The omenspeaker can enter a predictive trance to discern likely futures. Once per day, he can cast divination. The casting time is 1 turn.

Major Magical Research (9th): The omenspeaker can create more powerful magic items such as weapons, rings, and staffs, as well as creating constructs such as golems.

Opening the Third Eye (9th): The omenspeaker gains an invisible third eye on their forehead. Once per day they can cast true seeing with a casting time of 1 round. Each use of this ability risks madness – the character must make a Spells saving throw. If the save succeeds, the true seeing works as normal. If the save fails, the character becomes mad for the next 1d10 hours, acting completely unpredictably (under complete control of the Judge).

Renown (9th): The omenspeaker’s fame begins to attract dwarves from far and wide to his service. If the omenspeaker has already established a domain with a vault under his rule, 1d4+1 x 10 dwarven mercenaries and 1d6 dwarven omenspeakers of 1st - 3rd level arrive to serve him as followers within 1d3 months of him reaching 9th level. If the omenspeaker has not yet established a domain, the followers arrive to serve him within 1d3 months of doing so. If hired, the omenspeaker must pay them the ordinary rates for mercenaries and henchmen.

Racial Traits

As dwarves, omenspeakers have certain powers and drawbacks associated with their race.

Dwarf Tongues: Dwarves can speak the Common and Dwarvish tongue and, because of their frequent interaction underground with beastmen, can also speak Goblin, Gnome, and Kobold.

Hardy: Dwarves are tough. 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 Omenspeaker Attack and Saving Throws table.)

Sensitivity to Rock and Stone: Dwarves gain a +1 bonus to surprise rolls when underground. When using Adventuring proficiency to search or listen, they succeed on a proficiency throw of 14+ (instead of the usual 18+). If separately proficient in either or both, they gain a +2 bonus to the throw instead.

Class Proficiencies

Proficiency Progression: At 1st level, omenspeakers gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 6th level. They select an additional general proficiency at 5th, and 9th level.

Dwarven Omenspeaker Proficiency List: Alchemy, Battle Magic, Beast Friendship, Black Lore of Mabar, Caving, Contemplation, Counterspelling, Craft, Diplomacy, Dwarven Brewing, Elementalism, Engineering, Expanded Repertoire, Experimenting, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mountaineering, Mystic Aura, Quiet Magic, Prestidigitation, Prospecting, Sensing Humanity, Sensing Power, Siege Engineering, Transmogrification, Soothsaying, Unflappable Casting

Omenspeaker Templates

3d6 RollTemplateProficienciesStarting Equipment
3 – 4Bone-CallerBlack Lore of Mabar Caving Labor (digging) Knowledge (paleontology) 3Musty old spellbook with faithful companion and unliving puppet*, ***club made from fossil bone, dirt-covered tunic and pants, worn-out high boots, cracked leather belt, backpack, 2 flasks of military oil, tinder box, 12 torches, 1 week’s iron rations, leaky waterskin, 1gp (enc 4 3/6 st)
5 – 6HydrologistElementalism Alchemy Engineering Knowledge (fluid mechanics) 3Iron-bound spellbook with desiccate and slickness, sling with 30 sling bullets, craftborn tunic and pants, high boots, leather belt, backpack, waterskin, 1 week’s iron rations, tinder box, 12 torches, 25gp (enc 4 3/6 st)
7 – 8IlluminatorSoothsaying Art (Calligraphy) Craft (Scribing) Knowledge (history) 3Rolled papyrus spellbook with illumination and discern magic, dagger, craftborn tunic and pants, high boots, leather belt, copper ring set with azurite (35gp value), backpack, tinderbox, 12 torches, 1 week’s iron rations, waterskin, 10gp (enc 4 2/6 st)
9 – 10Stone RecorderProspecting Mapping Caving Knowledge (speleology) 3Wood-paneled spellbook with spider climbing and discern gist, staff, craftborn wool tunic and pants, high boots, leather belt, backpack, cartographer’s tools, tinder box, 12 torches, 1 week’s iron rations, waterskin, 22gp (enc 6 st)
11 – 12ArtificerMagical Engineering Military Strategy Military Engineering Knowledge (architecture) 3Well-kept spellbook with sharpness and arcane armor, bronze-shod staff (10 gp value), craftborn tunic and pants, high boots, leather belt, backpack, 50’ rope, lantern, 3 flasks of oil, waterskin, 1 week’s iron rations, 65gp (enc 5 4/6 st)
13 – 14DendrologistLoremastery Naturalism Survival Knowledge (botany) 3Academy-issue spellbook with chameleon and silent step, staff made of ebony (25 gp value), craftborn tunic and pants, high boots, leather belt, backpack, 50’ rope, lantern, 3 flasks of oil, waterskin, 1 week’s iron rations, 70gp (enc 5 3/6 st)
15 – 16CuratorQuiet Magic Collegiate Wizardry 2 Language Knowledge (geology) 3Enameled spellbook with discern gist, seal portal, sling with 30 sling bullets, dagger, craftborn tunic and pants, high boots, leather belt, backpack, 4 charred sticks (10 gp), charcoal dust (6 oz, 20 gp), journal (containing notes and charcoal drawings), journal (blank), quill and ink, tinderbox, 6 torches, 1 week’s iron rations, waterskin, 58gp (enc 4 5/6 st)
17 – 18Moradin’s SmileMystic Aura Diplomacy Bargaining Knowledge (natural philosophy) 3Bronze-framed spellbook with slumber and counterspell, silver dagger, oathsworn tunic and pants, high boots, embossed leather belt, backpack, tinderbox, lantern, 3 flasks of oil, gold signet ring (25 gp value), 1 week’s high-quality iron rations, wineskin, 79gp (enc 3 5/6 st)

Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency and one bonus spell. The bonus proficiency and bonus spell that each template begins with are noted last. For characters with INT of less than 13, delete the third proficiency and the second spell. For characters with INT higher than 15, select the appropriate number of additional general proficiencies and ask your Judge to determine what additional spells your character knows.

The Omenspeaker’s knowledge mastery is in bold.

The Hydrologist can choose to replace the earth spells with one of three alternative spell selections available, one for each element:

Air: thunderclap, weave smoke

Fire: fan of flames, blinding flash

Earth: earth’s excrescence, sling stone