Exalted Cleric (Apath)

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Unofficial rules compendium

Clerics are naturally inclined to be martial arts practitioners of the path of spirit, but despite the similar talent required merging these paths takes a great deal of effort.

Publisher: Purple Duck Games.

Class Information

This is a hybrid class, a combination of cleric and monk. It is a martial artist of the way of the void.

Publisher: Purple Duck Games.

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8.

Class Abilities

The exalted cleric has all the cleric's class abilities, except as noted.

Class Skills

The exalted cleric's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion)(Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Weapon and Armor Proficiency

Exalted clerics are proficient with quarterstaff and siangham. They have no proficiency with armor or shields. If eastern weapons are used in the campaign they are also proficient with the bo and hanbo. Exalted clerics are also proficient with the favored weapon of their patron, if they have a patron.

AC Bonus (Ex)

When unarmored, unencumbered, and unarmed or wielding either a monk weapon or the favored weapon of their patron, the exalted cleric adds her Wisdom bonus (if any) to her AC. In addition, an exalted cleric gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five exalted cleric levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the exalted cleric is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Fighting (Ex)

An exalted cleric gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack (1d4 for a Small character). An exalted cleric's attacks may be with fist, elbows, knees, and feet. This means that an exalted cleric may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an exalted cleric striking unarmed. An exalted cleric may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually an exalted cleric's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

An exalted cleric's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage of the exalted cleric increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8 (1d6 if Small). At base attack +8 unarmed damage becomes 1d10 (1d8 if Small), and at +12 it becomes 2d6 (1d8 if Small). This and increased skill points replaces domains.

Table: The Exalted Cleric

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Unarmed Damage AC Bonus Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, orisons, spontaneous casting 1d6 +0 3 1
2nd +1 +3 +0 +3 1d6 +0 4 2
3rd +2 +3 +1 +3 Channel energy 2d6 1d6 +0 4 2 1
4th +3 +4 +1 +4 sacred weapon +1 1d6 +1 4 3 2
5th +3 +4 +1 +4 Channel energy 3d6 1d6 +1 4 3 2 1
6th +4 +5 +2 +5 1d8 +1 4 3 3 2
7th +5 +5 +2 +5 Channel energy 4d6 1d8 +1 4 4 3 2 1
8th +6/+1 +6 +2 +6 sacred weapon +2 1d8 +2 4 4 3 3 2
9th +6/+1 +6 +3 +6 Channel energy 5d6 1d8 +2 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 1d8 +2 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 Channel energy 6d6 1d10 +2 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 sacred weapon +3 1d10 +3 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Channel energy 7d6 1d10 +3 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 1d10 +3 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 1d10 +3 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 sacred weapon +4 2d6 +4 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 2d6 +4 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 2d6 +4 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 2d6 +4 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 sacred weapon +5 2d6 +5 4 4 4 4 4 4 4 4 4 4

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Skill Points Per Level
  • Weapon and Armor Proficiency
  • Domains

See Also

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