The dwarf cleric was first introduced in GAZ 6, The Dwarves of Rockhome. For various reasons, I felt the class's XP requirements, as presented, were high. True to my tweaking nature, I revised the class to bring it in line with those created with our New Class Creator; the result is outlined below:
Class Details
Primary Attribute: Wisdom.
Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom 16-18.
Hit Dice: 1d6 per level up to 12th level.
Maximum Level: 12.
Armour: Any.
Weapons: Restricted to those wielded by patron Immortal; Weapon Mastery as normal PC (RC/75).
Combat: Attacks as cleric of equal level.
Special Abilities: Cast Clerical spells as cleric of equal, Detection (underground, as Dwarf), Fighter Combat Options and Set Spear vs. Charge manoeuvres (RC/Chapter 8), Infravision (60'), Languages (Dwarf, Gnome, Common, Kobold), Save vs. Spells bonus (as Dwarf).
Special Abilities
Dwarf clerics retain many of the skills and abilities common to their racial stock; notably, detect underground features, infravision (60'), languages, and the dwarven bonus against saving throws vs. spells remain. Brought up in the rigours typical of dwarven settlements, dwarf clerics also possess the normal fighter combat options and the ability to set a spear against a charge; the lance attack option (RC/Chapter 8) is lost, however.
As a result of their ecclesiastical training, dwarf clerics have less time for physical training than their more martially inclined brethren. This is reflected with a lower hit die (d6) and a restricted choice of weaponry. Those arms wielded by dwarf clerics match those of their Immortal patron (q.v., the Stone Pantheon of Trid), and weapon mastery (if used) is that of any non-fighter character (RC/75). Likewise, dwarf clerics fight as clerics of equal level.
In exchange for these apparent deficiencies, dwarf clerics may cast clerical spells and turn undead as a cleric of equal level.
If the Trid Immortals are used, the character may have other abilities, based on the powers and influence of his patron. Check the Immortal's description and adjust the character's XP accordingly to the ""Cleric Notes" table shown on each Immortal's page (e.g., clerics of the Immortal Coressk may wear any armour, use the warhammer, cannot turn undead, and gain the General Skill of Military Tactics; this equates to an XP adjustment of -200).
Higher Experience Levels
As per the RC.
Experience Table
| Level | XP Req'd | Notes |
| 1 | 0 | |
| 2 | 2,200 | |
| 3 | 4,400 | |
| 4 | 8,800 | |
| 5 | 17,600 | |
| 6 | 35,000 | |
| 7 | 70,000 | |
| 8 | 140,000 | |
| 9 | 280,000 | |
| 10 | 380,000 | |
| 11 | 480,000 | |
| 12 | 580,000 | |