Gemhound

Class GroupPriest (Specialty priest of Gwannar)
Ability Score RequirementsStrength 13
Dexterity 11
Intelligence 10
Wisdom 14
Prime RequisiteIntelligence, WIsdom
Races AllowedDwarf (Typically Gold or Shield)
Alignments AllowedLawful Neutral, Lawful Evil, Neutral Evil
Weapons AllowedClub, dagger, dart, hand crossbow, knife, lasso, shortbow, sling, broadsword, longsword, shortsword, quarterstaff
Armor AllowedAny
Major SpheresAll, Charm, Combat, Divination, Guardian, Summoning, Wards
Minor SpheresHealing, Necromantic, Protection, Summoning, Sun
Magic ItemsSame as clerics and thieves
Required ProfsMining
Bonus ProfsAppraising, gem cutting

Gemhound Abilities

  • Gemhounds understand thieves' cant.
  • Gemhounds begin play with thief skills at the scores listed in the table below. A gemhound can spend 20 points at 1st level and can spend no more than 15 points in a single skill. At each level beyond 1st, the gemhound gains 10 points to spend in the skills as he or she wishes.
  • Detect NoiseFind (But not Remove) TrapsHide in ShadowsOpen LocksPick Pockets
    10%0%0%5%15%
  • Gemhounds can cast detect metals and minerals once per day.
  • At 3rd level, gemhounds can cast maskstone once per day.
  • At 5th level, gemhounds can cast Darkness, 15' Radius once per day.
  • At 7th level, gemhounds can detect illusions at will in a path 10 feet wide and 60 feet long in front of them. They must concentrate to use this ability.
  • At 10th level, gemhounds can cat conceal riches once per day.
  • At 13th level, gemhounds can cast Knock three times per day.
  • At 15th level, gemhounds can cast Steal Enchantment once per day.
  • At 20th level, gemhounds can cast Glorious Transmutation once per month. Note that the gemhound still require a philosopher's stone to do this.

Gwannarite Spells

1st Level

Detect Metals and Minerals (Divination)

Sphere:
Divination, Elemental Earth
Range:
0
Components
V, S, M
Duration:
1 turn + 1 round/level
Casting Time:
1 round
Area of Effect:
10-foot x 120-foot path
Saving Throw:
None
This spell allows its casters to divine the location of a single type of ore or mineral deposit. Casting priests concentrate on finding a specific type of metal or minerals. Priests can detect different types of metals and minerals (including gems) during the spell's duration, but only one type can be detected per round. If the substance is within a path 10 feet wide and 120 feet long, the exact location and approximate quantity of the metal or mineral is revealed. Casters can find metals and minerals of any type and can determine whether they are in a pure, refined form (pure silver, for example), raw ore (iron ore), or alloy form (adamantine). Casting priests can move at a walk and maintain the spell, but they cannot engage in strenuous activity and maintain it.   The material component of this spell is the priest's holy symbol.  

2nd Level

Maskstone (Illusion) Reversible

Sphere:
Range:
Touch
Components
V, S, M
Duration:
1 year/level
Casting Time:
5
Area of Effect:
A square that is 1 foot/level on a side
Saving Throw:
None
This spell alters the appearance of stone to hide seams, openings, traps, runes, doors, and so on. The priest touches the central point of the area to be masked and visualizes what appearance is desired (in other words, hue, fissures, shape, and general appearance). The spell cloaks the stone with a long-term illusion matching the caster's visualization. A caster of at least 6th level can cloak a second section of stone of similar dimensions, and a caster of at least 9th level, a third section.   Features of the stone under the maskstone spell remain physically unchanged. A known door can be felt for and located in 1d3 rounds. Unless it has been used by the searcher before, determining its method and direction of opening and the location of any locks or catches is extremely difficult without a dispel magic to end the cloaking effect. Only characters with thieving skills have the necessary expertise, and they find catches, locks, and traps on such doors at a -15% penalty to their find traps rolls, unlock locks at a -10% penalty to their open locks rolls, and remove found traps at a-10% penalty to their remove traps rolls.   A dwarf, gnome, xom, or other subterranean dweller can tell by examination that the stone's surface has been magically masked but not what its true appearance is. Features affixed to the stone's surface (such as maps or inscriptions) are hidden by this magic. True-seeing pentrates the spell. The reverse of this spell, reveal stone, negates maskstone. If not used for this purpose, it clearly indicates secret or hidden doors, panels, cavities, storage niches, catches, locks, and other deliberately hidden features by momentarily illuminating them with a glowing outline. These features are revealed if the stone has a maskstone spell on it or if it is simply in poorly lit or confusing natural conditions.   The material components are an eyelash (from any creature) and a pinch of dust or sand. The reverse of the spell requires a scrap of gauze and a piece of phorphorous or a handful of iron filings.  

3rd Level

Gwannar's Greed (Divination)

Sphere:
Divination
Range:
0
Components
V, S
Duration:
Instantaneous
Casting Time:
6
Area of Effect:
10-foot-wide path, 10 feet long/level
Saving Throw:
None
The priest who casts this spell can determine the single most valuable item within the spell's area of effect. Note, however, that the information gained involves an item's monetary value only. Magical items are revealed to be only as valuable as the materials from which they are made. This aside, the caster learns the item's exact value (in terms of gold pieces).   This use of this spell is not without risks. For every 1,000 gp value of an item, there is a 1% cumulative chance that Gwannar takes notice of the item, and desires it for herself. If this occurs, there is an equal chance that Gwannar sends an avatar to retrieve the object. The total chance will not exceed 95%. The avatar's sole purpose is to retrieve the desired item and return with it to her citadel. Under no circumstances does the avatar of Gwannar become involved in the affairs of the priest. Any attempt to prevent the avatar from carrying out its duty is dealt with accordingly.  

4th Level

Conceal Riches (Illusion)

Sphere:
Range:
Touch
Components
V, S
Duration:
Permanent
Casting Time:
7
Area of Effect:
1 person or an area up to 20x20x20 feet
Saving Throw:
None
Conceal riches makes all the items worn or carried by one person or within an area up to 20 x 20 x 20 feet look worthless, fine clothes look shabby, and new, expensive, or luxurious items appear old and worn. This illusion is used by priests of Gwannar to disguise themselves or their treasure hoards and abodes (or those of others, for a fee) to thwart robbery attempts. They also use this spell to decrease the chance that they are detained or molested when traveling from one locale to another while carrying great wealth or dressed in the finery they admire. The effect is permanent until dispelled or dismissed by the caster.

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