Path of Spirit Cleric (Apath)

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Unofficial rules compendium

Skills: 4 skill points per level. Class skills: Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Heal, Hide, Knowledge (Religion), Perform, Profession, Spellcraft, Spot, Stealth, and Swim.

Weapon and Armor Proficiency: Martial mystics are proficient with club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. They have no proficiency with armor or shields. Martial mystics are also proficient with the favored weapon of their deities.

AC Bonus (Ex): When unarmored and unencumbered, the martial mystic adds her Wisdom bonus (if any) to her AC. In addition, a martial mystic gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial mystic levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the martial mystic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

When multiclassing to a prestige class that would ordinarily gain or use medium armor, you can forgo that armor proficiency and have levels in that class count for the purpose of armor class bonus. Check with the DM for each class.

Unarmed Fighting (Ex): A martial mystic gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack. A martial mystic's attacks may be with fist, elbows, knees, and feet. This means that a martial mystic may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial mystic striking unarmed. A martial mystic may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a martial mystic's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage of the martial mystic increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8. At base attack +8 unarmed damage becomes 1d10, at +12 it becomes 2d6 and at +16 it becomes 2d8 and at +20 it becomes 2d10.

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