Difference between revisions of "Cleric Adept (D&D Cleric variant)"
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'''Skills''': 4 skill points per level. Class skills: | '''Skills''': 4 skill points per level. Class skills: | ||
Climb, | Climb, | ||
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These bonuses to AC apply even against touch attacks or when the cleric adept 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. | These bonuses to AC apply even against touch attacks or when the cleric adept 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. | ||
− | When multiclassing to a prestige class class that would ordinarily gain or use medium armor, you can forgo that armor proficiency and have levels in that class count for the purpose of armor class bonus. | + | When multiclassing to a prestige class class that would ordinarily gain or use medium armor, you can forgo that armor proficiency and have levels in that class count for the purpose of armor class bonus. Check with the DM for each class. |
'''Saving Throw Progression''': Good saving throws for Will and Reflex saves, poor saving throws for Fortitude saves. | '''Saving Throw Progression''': Good saving throws for Will and Reflex saves, poor saving throws for Fortitude saves. |
Latest revision as of 00:18, 23 May 2012
Unofficial rules compendium | |
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Skills: 4 skill points per level. Class skills: Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Jump, Knowledge (Arcana, Religion), Listen, Move Silently, Perform, Profession, Spellcraft, Spot, Swim, and Tumble.
Weapon and Armor Proficiency: Cleric adepts are proficient with club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. No proficiency with armor or shields.
AC Bonus (Ex): When unarmored and unencumbered, the cleric adept adds her Wisdom bonus (if any) to her AC. In addition, a cleric adept gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five cleric adept 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 cleric adept 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.
When multiclassing to a prestige class class that would ordinarily gain or use medium armor, you can forgo that armor proficiency and have levels in that class count for the purpose of armor class bonus. Check with the DM for each class.
Saving Throw Progression: Good saving throws for Will and Reflex saves, poor saving throws for Fortitude saves.
Evasion (Ex): At 3nd level and higher, a cleric adept can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cleric adept is not wearing armor. A helpless cleric adept does not gain the benefit of evasion.
Improved Evasion (ex): At 11th level, an cleric adept's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless cleric adept does not gain the benefit of improved evasion.