Favored Adventurer (D&D Favored Soul variant)

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Revision as of 12:54, 13 December 2007 by Starfox (talk | contribs) (Evasion lowered in level)
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Unofficial rules compendium

The powers are just as likely to favor a charming rouge as a charismatic warrior. Of course, different gods favor adventurers and warriors.

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 as well as the patron's favored weapon.

Evasion (Ex): At 2nd level and higher, a favored adventurer 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 favored adventurer does not gain the benefit of evasion.

Improved Evasion (ex): At 11th level, a favored adventurer’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 favored adventurer does not gain the benefit of improved evasion.