Dwarven Safekeeper

Dwarven class — see Classes for the full list.

Prime Requisite:INT
Requirements:CON 9
Hit Dice:1d6
Maximum Level:12

Dwarvenkind is known for its secure vaults and deep pockets, and none more so than the Dragon House of Kundarak. The Kundaraks claim to have once possessed the Mark of Warding, and their most prominent vault designers, called “safekeepers”, are renowned for their capacity to keep their clans’ valuables safe.

Dwarven Safekeeper Level Progression

ExperienceTitleLevelHit DiceLockpickingTrapbreaking
0Sentry11d617+17+
1,900Warden22d616+16+
3,800Shielder33d615+15+
7,600Defender44d614+14+
15,200Sentinel55d613+13+
30,400Guardian66d612+12+
60,000Fortifier77d610+10+
120,000Sealer88d68+8+
250,000Safekeeper99d66+6+
380,000Safekeeper, 10th level109d6 + 3*4+4+
510,000Safekeeper, 11th level119d6 + 6*2+2+
640,000Safekeeper, 12th level129d6 + 9*0+1+

Dwarven Safekeeper Saving Throws and Attack Bonus

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-29+9+10+10+11++0
3-48+8+9+9+10++1
5-67+7+8+8+9++2
7-86+6+7+7+8++3
9-105+5+6+6+7++4
11-124+4+5+5+6++5

Combat Characteristics

Safekeepers have some combat training in the traditional weapons of their people, but not as much as their warrior-kin, the vaultguards.

Combat Proficiencies: Safekeepers have weapon proficiency with battle axe, club, great axe, hand axe, flail, mace, morning star, and war hammer. They have armor proficiency with all armor. They have fighting style proficiency with the weapon and shield and two-handed weapon styles, but not with the dual weapon style.

Combat Progression: Safekeepers advance in attack throws and saving throws as thieves, by two points every four levels. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).

Starting Class Powers

Attention to Detail: Delvers gain a +1 bonus on proficiency throws for any proficiencies they learn. (This bonus has already been factored into the delver’s class abilities.)

Lesser Rite of Sealing: Once per 8 hours, the safekeeper can perform a magical rite that seals a door, portal, or chest shut. It requires one round to perform the rite (like a spell). The safekeeper can freely open the sealed door without affecting it, as can any arcane spellcaster 3 or more levels higher than the safekeeper; otherwise, a door or object secured with the rite of sealing can be opened only by breaking in or with a successful dispel magic spell. The safekeeper can maintain a number of sealed doors equal to his class level. Doors sealed with this rite become unsealed upon the safekeeper’s death. (This class power is equivalent to the 2nd level arcane spell magic lock).

Lockpicking: With the aid of thieves’ tools, a safekeeper can pick mechanical locks. A safekeeper can pick locks either hastily or methodically.

  • Attempting to hastily pick a lock requires one round and a Lockpicking proficiency throw. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1 – 3, the safekeeper breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the safekeeper cannot figure out how to quickly open the lock. He can still attempt to open it methodically but cannot make another attempt to hastily pick the same lock again until he reaches a higher experience level (he may still attempt to methodically pick the lock, though).

  • Attempting to methodically pick a lock requires one turn (10 minutes) and a Lockpicking proficiency throw with a +4 bonus. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1, the safekeeper breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the safekeeper fails to pick the lock, but can make another methodical attempt if desired.

Other bonuses or penalties might apply to the throw, depending on the safekeeper’s tools, the complexity of the lock, and other factors.

Safekeeping Apprentice: Every safekeeper begins play as an apprentice craftsman, gaining one rank each in Craft (locksmithing), Craft (trapmaking), and Siege Engineering as bonus proficiencies.

Trapbreaking: With the aid of thieves’ tools, a safekeeper can attempt to disable or discharge a trap harmlessly. A safekeeper can crack traps either hastily or methodically.

  • Attempting to hastily disarm a trap requires one round and a Trapbreaking proficiency throw. If the throw succeeds, the trap is disarmed or discharged harmlessly (safekeeper’s choice). If it fails on a natural roll of 1 – 3, the safekeeper accidentally triggers the trap. If it fails on any other result, the safekeeper cannot figure out how to quickly disable the trap. He can still attempt to disable it methodically but cannot make another attempt to hastily remove the same trap again until he reaches a higher experience level.

  • Attempting to methodically disarm a trap requires one turn (10 minutes) and a Trapbreaking proficiency throw with a +4 bonus. If the throw succeeds, the trap is disarmed or discharged harmlessly. If it fails on a natural roll of 1, the safekeeper accidentally triggers the trap. If it fails on any other result, the safekeeper is unable to disable the trap. The safekeeper can make repeated attempts to methodically remove the same trap if desired.

Other bonuses or penalties might apply to the proficiency throw, depending on the safekeeper’s tools, the complexity of the trap, and other factors.

Trusted Network (1st): The Dragon House of Kundarak has spent centuries cementing a reputation as secure and reliable bankers. As a recognized representatives of the House, when a safekeeper hires retainers or makes passive investments in a market where the House has an established presence, he can treat the market as if it were one market class larger than its actual size (Class I markets remain Class I markets), or treat his market impact as one higher, whichever is more advantageous. Additionally, his reputation is hard to tarnish, and when those he attempts to hire instead “refuse and slander” them, it is treated as a simple refusal. Likewise, characters performing Slandering hijinks targeting a safekeeper take a -4 penalty to their throws.

Additional Class Powers

Aura of Protection (3rd): The safekeeper is protected by a magical aura that appears as a silver halo when viewed with detect good, detect magic, or true seeing. The aura grants him a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by evil creatures.

Market ClassMax Capital / Month
I100,000gp*
II25,000gp
III10,000gp
IV5,000gp
V2,000gp
VI1,000gp
*Per 20,000 families

Access to Capital (5th): The safekeeper’s reputation for money-making aids him in securing financing. He can borrow money from the merchant guild at an interest rate of 3% per month without collateral or at an interest rate of 1% per month with collateral. There is no limit to how much he can borrow in total, but each market only has a limited pool of capital for use each month, shown on the adjoining table. If the safekeeper fails to pay interest each month, he becomes disreputable in that market. While disreputable, he cannot use his mercantile network or friendly merchant connections. If the safekeeper allows interest payments to build up such that he owes more in gp than his total XP, then his former business partners will begin to send rival adventurers after him, with wages by level that total the monthly interest payment. A henchman will not use this ability on behalf of an employer, but a player character can do so on behalf of his fellow party members.

Greater Rite of Sealing (7th): Once per week, the safekeeper can perform a rite that permanently seals a door, portal, or chest shut. It requires 1 round to perform the rite (like a spell). The safekeeper can freely open the sealed door without affecting it; otherwise, a door or object secured with the rite of sealing can be opened only by breaking in or with a successful dispel magic spell by a caster of greater level than the safekeeper. The safekeeper can maintain a number of sealed doors equal to his class level. Doors sealed with this rite remain sealed until dispelled, knocked, or destroyed, persisting even if the safekeeper dies. The maximum number of sealed doors the safekeeper can maintain is permanently reduced by one each time he uses his greater rite of sealing.

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

Racial Traits

As dwarves, safekeepers 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.

Exceptional Sensitivity to Rock and Stone: Safekeepers gain a +1 bonus to surprise rolls in all circumstances, and an additional +1 bonus to surprise rolls when underground. When using Adventuring proficiency to search, they succeed on a 10+ (if separately proficient in Searching, they instead gain a +6 bonus to the throw). When using Adventuring proficiency to Listen, they succeed on a 12+ (if separately proficient in Listening, they instead get a +4 bonus on the throw).

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 Delver Attack and Saving Throws table.)

Class Proficiencies

Proficiency Progression: At 1st level, safekeepers 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 4th, 8th, and 12th level. They select an additional general proficiency at 5th and 9th level.

Dwarven Safekeeper Proficiency List: Blind-Fighting, Caving, Combat Reflexes, Combat Trickery (disarm, force back, knock down), Dungeonbashing Expertise, Dwarven Brewing, Endurance, Engineering, Fighting Style Specialization, Goblin-Slaying, Illusion Resistance, Land Surveying, Lockpicking Expertise, Martial Training, Military Strategy, Mountaineering, Prospecting, Sensing Power, Siege Engineering, Skirmishing, Streetwise, Swashbuckling, Tracking, Trapfinding, Trapping, Vermin-Slaying, Weapon Finesse, Weapon Focus

Safekeeper Templates

3d6TemplateProficienciesStarting Equipment
3 – 4Dispossessed[[Blind FightingBlind-Fighting]] Caving
5 – 6TrapfinderTrapfinding TrappingNotched battle axe, 2 hand axes, leather armor, steel shield with Kundarak crest, simple tunic and pants, leather belt, high boots, backpack, 1 week’s iron rations, waterskin, tinderbox, 6 torches, 10’ pole, 6gp (enc. 7 stone)
7 – 8YeomanMartial Training (crossbows) Manual of ArmsSturdy great axe, crossbow, case with 20 bolts, scale armor, plain brown tunic and pants, embossed belt, low boots, backpack, 1 week’s iron rations, waterskin, tinderbox, 12 torches, 1gp (enc. 7 5/6 stone)
9 – 10Bodyguard[[Fighting Style SpecializationFighting Style Spec.]] (weapon & shield) Endurance
11 – 12LocksmithLockpicking Expertise Craft (locksmithing) 2Heavy warhammer, hand axe, thieves’ tools, chain mail armor, steel shield, workman’s tunic and pants, embossed leather belt, high shoes, backpack, 2 week’s iron rations, waterskin, tinderbox, 6 torches, manacles, lock, 2gp (enc. 9 2/6 stone)
13 – 14SurveyorLand Surveying Siege Engineering 2Steel battle axe, hand axe, thieves’ tools, surveyor’s tools, chain mail armor, wooden shield, rugged tunic and pants, leather belt, high boots, iron skullcap, backpack, 2 weeks’ iron rations, waterskin, tinderbox, 6 torches, 8gp (enc. 10 stone)
15 – 16AgnosticIllusion Resistance TheologyHeavy battle axe, hand axe, thieves’ tools, banded plate armor, steel shield with Kundarak crest, fancy tunic and pants, embossed leather belt, high boots, leather gloves, backpack, 1 week’s iron rations, waterskin, tinderbox, lantern, 2 pints common oil, 3 pints military oil, shiny bauble (20 gp value), 11gp (enc. 10 stone)
17 – 18HighbornSensing Power RidingPolished battle axe, 2 hand axes, thieves’ tools, banded plate armor, steel shield with Kundarak crest, pristine armiger’s tunic and pants, embossed leather belt, high boots, leather gloves, backpack, 1 week’s iron rations, waterskin, tinderbox, lantern, 2 pints common oil, riding mule, saddlebag, riding saddle and tack, 5gp (enc. 8 3/6 stone with rations on horse)