Adventurous Cleric (D&D Cleric variant)

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Unofficial rules compendium



Hit Dice: d6

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: Simple weapons and light armor only. No proficiency with shields.

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

Evasion (Ex): At 5nd level and higher, a 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.