The Talhund is revised, lowered saving throws, modified requirements, lost some special abilities,... Come on! Throw your opinions and glorify the Keeper of Secrets Under the Mountain 
TALHUND PRESTIGE CLASS
The Talhund or Specialty clerics of Dumathoin are jealous defenders of dwarven craftsmanship and crypts. They walk the silent underground areas of their homes ever alert of any intrusion or any attempt of thievery which they surely punish with a smashing force. They represent and preserve the beauty of Earth’s gifts (metals, gems,…) and encourage the perfection of this art in the forge or in the jewelry works.
Hit Dice: d8
Requirements
Patron: Dumathoin
Alignment: Lawful neutral, Neutral Good
Skills: Appraise 7 ranks, Craft (armorsmithing) 7 ranks, Craft (weaponsmithing) 7 ranks, Craft (Gemcutting) 7 ranks, Profession (Miner) 7 ranks.
Feats: Extra Turning, Silent Spell, Martial Weapon Proficiency(Maul)
Race: Shield dwarves.
Spells: Ability to cast 3rd level divine spells.
Special: Earth or Stone domain
Class Skills
The class skills (and the key ability scores of each) are Climb (Str); Concentration (Con); Craft (Int); Heal (Wis); Listen (Wis); Sense Motive(Wis); Spot (Wis);
Skill Points per Level: 2 + Int modifier
Class Features
Weapon and Armor: Talhunds are proficient in any armor type and all simple weapons. They also gain free proficiency with the War mattock or similar miner tool susceptible to be used as a weapon.
Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1 0 +1 0 +2 Mineral Detection, Rock Skin, +1 level of existing class
2 +1 +1 0 +3 Crafting Knowledge +1 level of existing class
3 +2 +2 +1 +3 Rock Skin +1 level of existing class
4 +3 +2 +1 +4 +1 level of existing class
5 +3 +3 +1 +1 Dumathoin’s rest, Rock Skin +1 level of existing class
6 +4 +3 +2 +5 Crypt sense +1 level of existing class
7 +5 +4 +2 +5 Rock Skin +1 level of existing class
8 +6 +4 +2 +6 +1 level of existing class
9 +6 +5 +2 +6 Rock Skin +1 level of existing class
10 +7 +5 +3 +7 Tremor, Petrification immunity +1 level of existing class
Mineral Detection: Talhunds detect any kind of minerals and gems in the same way as a Paladin detects evil, but they can only do it once per day.
Rock Skin: Talhunds’ skin slowly turns to a rock type density. They Gain a +1 Natural Armor bonus in 1st, 3rd, 5th, 7th, and 9th level.
Crafting Knowledge: Talhunds gain the Skill focus feat in Craft (Gemcutting) and Profession (Miner) for free.
Dumathoin’s rest: Talhunds turns undead as a cleric of 4 levels higher.
Crypt sense: Talhunds detect any intrusion made in a pre-selected crypt oh her clan as long as she is within as many miles of distance as Talhunds total levels.
Tremor: Talhunds may hit the ground with their mauls to a shock wave effect as a full round action. When done it creates a cone of force on the ground as long (in a 5 feet distance) as Talhund level x 5 feet long, CHAR modifier x 5 feet wide and foes should save vs. Fortitude with a DC of 10+Talhund level + WIS bonus ( for example, a 7th level cleric/10th level Talhund with a CHAR score of 16 and WIS score of 19 and a CON bonus of 15 could create a cone of 50 feet long per 15 feet wide with a Fortitude save DC of 24). This is a supernatural ability and can be used as many times as CON bonus (This character could do make it 2x day. In this way it shows Talhunds empathy and knowledge of Earth.
Petrification immunity: Talhunds are totally immune to petrification.

TALHUND PRESTIGE CLASS
The Talhund or Specialty clerics of Dumathoin are jealous defenders of dwarven craftsmanship and crypts. They walk the silent underground areas of their homes ever alert of any intrusion or any attempt of thievery which they surely punish with a smashing force. They represent and preserve the beauty of Earth’s gifts (metals, gems,…) and encourage the perfection of this art in the forge or in the jewelry works.
Hit Dice: d8
Requirements
Patron: Dumathoin
Alignment: Lawful neutral, Neutral Good
Skills: Appraise 7 ranks, Craft (armorsmithing) 7 ranks, Craft (weaponsmithing) 7 ranks, Craft (Gemcutting) 7 ranks, Profession (Miner) 7 ranks.
Feats: Extra Turning, Silent Spell, Martial Weapon Proficiency(Maul)
Race: Shield dwarves.
Spells: Ability to cast 3rd level divine spells.
Special: Earth or Stone domain
Class Skills
The class skills (and the key ability scores of each) are Climb (Str); Concentration (Con); Craft (Int); Heal (Wis); Listen (Wis); Sense Motive(Wis); Spot (Wis);
Skill Points per Level: 2 + Int modifier
Class Features
Weapon and Armor: Talhunds are proficient in any armor type and all simple weapons. They also gain free proficiency with the War mattock or similar miner tool susceptible to be used as a weapon.
Lvl Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1 0 +1 0 +2 Mineral Detection, Rock Skin, +1 level of existing class
2 +1 +1 0 +3 Crafting Knowledge +1 level of existing class
3 +2 +2 +1 +3 Rock Skin +1 level of existing class
4 +3 +2 +1 +4 +1 level of existing class
5 +3 +3 +1 +1 Dumathoin’s rest, Rock Skin +1 level of existing class
6 +4 +3 +2 +5 Crypt sense +1 level of existing class
7 +5 +4 +2 +5 Rock Skin +1 level of existing class
8 +6 +4 +2 +6 +1 level of existing class
9 +6 +5 +2 +6 Rock Skin +1 level of existing class
10 +7 +5 +3 +7 Tremor, Petrification immunity +1 level of existing class
Mineral Detection: Talhunds detect any kind of minerals and gems in the same way as a Paladin detects evil, but they can only do it once per day.
Rock Skin: Talhunds’ skin slowly turns to a rock type density. They Gain a +1 Natural Armor bonus in 1st, 3rd, 5th, 7th, and 9th level.
Crafting Knowledge: Talhunds gain the Skill focus feat in Craft (Gemcutting) and Profession (Miner) for free.
Dumathoin’s rest: Talhunds turns undead as a cleric of 4 levels higher.
Crypt sense: Talhunds detect any intrusion made in a pre-selected crypt oh her clan as long as she is within as many miles of distance as Talhunds total levels.
Tremor: Talhunds may hit the ground with their mauls to a shock wave effect as a full round action. When done it creates a cone of force on the ground as long (in a 5 feet distance) as Talhund level x 5 feet long, CHAR modifier x 5 feet wide and foes should save vs. Fortitude with a DC of 10+Talhund level + WIS bonus ( for example, a 7th level cleric/10th level Talhund with a CHAR score of 16 and WIS score of 19 and a CON bonus of 15 could create a cone of 50 feet long per 15 feet wide with a Fortitude save DC of 24). This is a supernatural ability and can be used as many times as CON bonus (This character could do make it 2x day. In this way it shows Talhunds empathy and knowledge of Earth.
Petrification immunity: Talhunds are totally immune to petrification.