Skilled Cleric (Apath)
Unofficial rules compendium | |
|
Class Skills: Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight Of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
6 skill points per level.
Weapon and Armor Proficiency: Proficient with simple weapons, the favored weapon of his patron, and with light armor but not with shields.
Saving Throw Progression: Good saving throws for Reflex and Will saves, poor saving throws for Fortitude saving throws.
Divine Disable (Ex): A worldly cleric can use Disable Device to disarm magic traps.
Domains: A worldly cleric has only one domain.
Evasion (Ex): At 3rd level and higher, an worldly cleric 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 worldly cleric is wearing light armor or no armor. A helpless worldly cleric does not gain the benefit of evasion.