Adventurous Cleric (D&D Cleric variant)

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This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium

Skills: 6 skill points per level. Class skills: Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Arcana, Religion), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight Of Hand, Spellcraft, Spot, Swim, Tumble, and Use Rope.

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.

Evasion (Ex): At 5nd level and higher, an adventorous 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 adventorous cleric is wearing light armor or no armor. A helpless adventorous cleric does not gain the benefit of evasion.

Improved Evasion (ex): At 13th level, an adventorous cleric’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 adventorous cleric does not gain the benefit of improved evasion.