Cleric Adept (D&D Cleric variant)
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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.
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.