Difference between revisions of "Skilled Cleric (Apath)"

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=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
Proficient with the club, dagger, sap, quarterstaff, the favored weapon of his patron, and with light armor but not with shields. The skilled cleric also gains the Improved Unarmed Strike feast as a bonus feat at first level.
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Proficient with the club, dagger, sap, quarterstaff, the favored weapon of his patron, and with light armor but not with shields.
  
 
=== Divine Disable (Su) ===
 
=== Divine Disable (Su) ===

Revision as of 09:46, 28 September 2013

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Unofficial rules compendium

A skilled cleric is focused less on combat and more on skills and civilian pursuits.

Class Abilities

The skilled cleric has all the standard cleric's class abilities except as noted below.

Class Skills

Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight Of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).

6 skill points per level.

Weapon and Armor Proficiency

Proficient with the club, dagger, sap, quarterstaff, the favored weapon of his patron, and with light armor but not with shields.

Divine Disable (Su)

A skilled cleric can use Disable Device to disarm magic traps.

Evasion (Ex)

At 4rd level and higher, a skilled 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. In addition, the skilled cleric gains a bonus on Reflex saving throws of +1 per four class levels. Evasion can be used only if the skilled cleric is wearing light armor or no armor. A helpless skilled cleric does not gain the benefit of evasion, but still gains the bonus to Reflex saving throws.

Channeling Touch (Su)

You can release energy by channeling the power of your faith by touch. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good skilled cleric channels positive energy and can choose to deal damage or to heal living creatures. An evil skilled cleric channels negative energy and can choose to deal damage or to heal undead creatures. A skilled cleric neutral with respect to good and evil who has a good or evil patron channels energy as if she shared her patron’s alignment. A neutral skilled cleric of a neutral patron must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed unless you change alignment.

Unlike the cleric’s channel energy ability this only affects a single touched target, but there is no saving throw.

Channeling touch requires a melee touch attack against an unwilling target. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two skilled cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A skilled cleric may channel energy a number of times per day equal to her class level + Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A skilled cleric can affect herself with this power.

A skilled cleric that melee attacks a creaure that is denied its Dexterity bonus to armor class can use this ability as a swift action. On a hit, the skilled cleric adds the damage from the channeling touch to his melee attack damage. On a miss, the use of channeling touch is wasted.

A skilled cleric must be able to present her divine focus to use this ability, and can use the ability with channeling feats, but only affect a single target hit by the channeling touch is affected. Channeling feat abilities that allow saving throws have a saving throw DC of 10 + ½ your cleric level + your Charisma modifier.

This replaces the channel energy ability.

Summary of Changed Class Abilities

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

  • Class Skills
  • Skill points per level
  • Weapon and Armor Proficiency
  • Channel Energy