Path of Spirit 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.

Class Abilities

The path of spirit cleric has all the cleric's class abilities, except as noted.

Skills

4 skill points per level. Class skills: Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Heal, Knowledge (Religion), Perform, Profession, Spellcraft, Spot,and Swim.

Weapon and Armor Proficiency

Path of spirit 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. Path of spirit 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 path of spirit cleric adds her Wisdom bonus (if any) to her AC. In addition, a path of spirit cleric gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five path of spirit 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 path of spirit 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.

This replaces spontaneous casting.

Unarmed Fighting (Ex)

A path of spirit 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). A path of spirit cleric's attacks may be with fist, elbows, knees, and feet. This means that a path of spirit cleric may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a path of spirit cleric striking unarmed. A path of spirit cleric may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a path of spirit 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.

A path of spirit 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 path of spirit 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).

Table: The Path of Spirit Cleric

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

Summary of Changed Class Abilities

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

  • Class Skills
  • Weapon and Armor Proficiency
  • Spontaneous Casting