Skilled Cleric (Apath)

From Action
Revision as of 19:15, 22 May 2012 by Starfox (talk | contribs) (import)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

Skills: 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 and light armor.

Saving Throw Progression: Good saving throws for Reflex and Will saves, poor saving throws for Fortitude saving throws.

Domains: A worldly cleric has only one domain.

Divine Disable (Ex): A worldly cleric can use Disable Device to disarm magic traps.

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.

Uncanny Dodge (Ex): Starting at 5th level, an worldly cleric can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If an worldly cleric already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.