Difference between revisions of "Domain Cleric (Apath)"

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m (Merged with skilled cleric)
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Domain clerics gain 4 skill points per level. This replaces channel energy.
 
Domain clerics gain 4 skill points per level. This replaces channel energy.
 
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
 
  
 
=== Spontaneous Domains ===
 
=== Spontaneous Domains ===

Revision as of 13:00, 5 December 2013

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Unofficial rules compendium

A domain cleric is devoted to a certain patron or focused sphere of influence, giving up the normal cleric's ability to channel energy for greater domain powers. Domain clerics tend to be neutral in alignment, less interested in ethics and more in their chosen focus and everyday life.

Class Abilities

The domain cleric has all normal class abilities, except as noted.

Class skills

The domain cleric puts a greater emphasis on skills than the normal cleric. Replace the cleric's list of class skills with the following:

Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Domain clerics gain 4 skill points per level. This replaces channel energy.

Spontaneous Domains

In addition to being able to substitute for cure/inflict spells, a domain cleric can substitute for domain spells from either of her domains in a similar manner.

Summary of Changed Class Abilities

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

  • Class Skills
  • Skill points per level.
  • Channel Energy