Path of Spirit Cleric (Apath)
Unofficial rules compendium | |
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Skills: 4 skill points per level. Class skills: Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Heal, Hide, Knowledge (Religion), Perform, Profession, Spellcraft, Spot, Stealth, and Swim.
Weapon and Armor Proficiency: Martial mystics are proficient with club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. They have no proficiency with armor or shields. Martial mystics are also proficient with the favored weapon of their deities.
AC Bonus (Ex): When unarmored and unencumbered, the martial mystic adds her Wisdom bonus (if any) to her AC. In addition, a martial mystic gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial mystic 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 martial mystic 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 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.