Gnomish Merchant-Priest

**Gnomish Merchant-Priest**

Prime Requisite: WIS

Requirements: INT 9, WIS 9, CON 9

Hit Dice: d6

Maximum Level: 12

**Weapons And Armor:** Gnomish Merchant-Priests are proficient in the use of arbalests, crossbows, short and composite bows, maces, flails, war hammers, and all armor and shields. They cannot fight with two-handed weapons or with a weapon in each hand.

**Racial Features:**

* **Nose for Potions**: Because of their familiarity with alchemy, gnomes may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste. Starting at 5th level, all gnomes may **brew potions** as if mages of their class level.

* **Gnome Tongues**: All gnomes speak four bonus languages: Dwarf, Elf, Goblin, and Kobold.

* **Infravision**: The Gnomish tendency to underground life has granted them extended infravision to 90'.

* **Resistance to Illusions**: A lifetime spent in the company of illusionists leaves gnomes hard to fool. Gnomes receive a +4 bonus on saving throws to disbelieve magical illusions.

* **Faerie Fire** and **Ventriloquism** once an hour.
* **Speak With Animals** at will.

**Class Features:**

* **1st Level: Cleave -** one attempt per every other level, per round.
* **1st Level: Glamorous Aura**
* **1st Level: Mercantile Network**
* **1st Level: Bargaining**
* **2nd Level:** **Learn and Cast Divine Spells**
* **5th Level: Research Spells and Scribe Scrolls**
* **5th Level: Build Constructs** (as if 2 Caster Levels Higher)
* **9th Level: Create Permanent Magic Items**
* **9th Level: Construct Gnomish Vault**
* **11th Level: Learn and Cast Ritual Magic**

**Gnomish Merchant-Priest Level Progression**

 1950
 3900
 7800
 15600
 31200
 60000
 120000
 270000
 420000
 570000
 720000

**Gnomish Merchant-Priest Saving Throws and Attack Throws**

& Paralysis
Death
Breath
Wands
 3-4
 5-6
 7-8
 9-10
 11-12

**Divine Spell Progression**

Spell Level
 2
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12

**Divine Spell List**

**1st Level**: Cure Light Wounds, Delay Disease, Detect Danger, Detect Evil, Detect Magic, Faerie Fire, Light\*, Protection from Evil, Purify Food and Water, Trance

**2nd Level**: Augury, Bless\*, Delay Poison, Hold Person, Locate Object, Obscuring Cloud, Repair Moderate Damage\*, Resist Fire, Silence, Unseen Servant

**3rd Level**: Animate Statue, Continual Light\*, Cure Blindness\*, Cure Disease\*, Cure Major Wounds, Glyph of Warding, Prayer, Protection from Normal Missiles, Remove Curse\*, Speak With Dead

**4th Level**: Create Water, Cure Serious Wounds\*, Death Ward, Dispel Magic, Divination, Neutralize Poison, Nondetection, Sticks to Snakes, Telepathy, Tongues\*,

**5th Level**: Commune, Create Food, Dispel Evil, Heart of Gold, Insect Plague, Quest, Restore Life and Limb, Scry, Strength of Mind\*, True Seeing

\**reversible*

**Class Proficiencies** (select one at 1st, 4th, 8th, and 12th levels)

Alchemy, Apostasy, Arcane Dabbling, Bargaining, Black Lore of Zahar, Bribery, Bright Lore of Aura, Collegiate Wizardry, Diplomacy, Divine Blessing, Eavesdropping, Fighting Style, Healing, Knowledge, Magical Engineering, Mimicry, Prestidigitation, Prophecy, Quiet Magic, Soothsaying, Theology, Transmogrification, Unflappable Casting, Inventing\*, Jury-Rigging\*, Personal Golem\*, Scavenging\*, Tinkering\*

\*these proficiencies apply to constructs but otherwise function as they would for automatons. A Personal Golem gained by the proficiency cannot be rebuilt or modified until the Merchant-Priest reaches 5th level, but can be repaired.