Difference between revisions of "Lay Cleric (Apath)"

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Swim (Str).
 
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'''Skill Ranks per Level:''' 4 + Int modifier.
'''Skill Ranks per Level:''' 8 + Int modifier.
 
  
 
== Class Abilities ==
 
== Class Abilities ==

Revision as of 15:36, 14 April 2015

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Unofficial rules compendium
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A lay cleric is not a professional cleric, but a religious member of the community who carry the role of spiritual leader besides her ordinary obligations. Other clerics often find lay clerics rustic and try to put them down, often with very mixed results. Not all lay clerics are good and lawful, bandits make a form of community too.

Class Information

This is a cleric archetype that sacrifices a domain for skills.

Hit Die: d8.

Class skills

The lay cleric puts a greater emphasis on skills than the normal cleric. Replace the cleric's list of class skills with the following.

Appraise (Int), Climb (Str), Craft (Int ), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Abilities

The lay cleric has all normal cleric class abilities, except as noted.

Single Domain

The lay cleric knows only a single domain, and has no domain spell slots. Instead the spells granted by the lay cleric's domain are added directly to the lay cleric's spell list. The lay cleric gains the granted powers of his domain.

A complete listing of domains can be found here: Domains.

Jack of All Trades (Ex)

At 2nd level, the lay cleric can pick any three skills that become class skills. At 10th level, the lay cleric considers all skills to be class skills. At 16th level, the lay cleric can take 10 on any skill check, even if it is not normally allowed.

Table: Lay Cleric

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous casting 3 1
2nd +1 +3 +0 +3 Jack of trades (3 class skills) 4 2
3rd +2 +3 +1 +3 Channel energy 2d6 4 2 1
4th +3 +4 +1 +4 4 3 2
5th +3 +4 +1 +4 Channel energy 3d6 4 3 2 1
6th +4 +5 +2 +5 4 3 3 2
7th +5 +5 +2 +5 Channel energy 4d6 4 4 3 2 1
8th +6/+1 +6 +2 +6 4 4 3 3 2
9th +6/+1 +6 +3 +6 Channel energy 5d6 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Jack of trades (all class skills) 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 Channel energy 6d6 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Channel energy 7d6 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Jack of trades (take 10) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 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
  • Domains

See Also

  • Domains - List of complete domains and subdomains.
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