Difference between revisions of "Skilled Cleric (Apath)"

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{{Apath}}
 
{{Apath}}
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''A skilled cleric is focused less on general miracles and more on how to relate to physical reality through domains and skills.''
  
''A crafty cleric is focused less on combat and more on skills and civilian pursuits''.
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== Class Features ==
 
+
The skilled cleric has all the standard cleric's class features except as noted below.
== Class Abilities ==
 
The skilled cleric has all the standard cleric's class abilities except as noted below.
 
  
 
=== Class  Skills ===
 
=== Class  Skills ===
 +
Appraise (Int),
 +
Climb (Str),
 
Craft (Int),
 
Craft (Int),
 
Diplomacy (Cha),
 
Diplomacy (Cha),
Disable Device (Dex),
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Handle Animal (Cha),
Escape Artist (Dex),
 
 
Heal (Wis),
 
Heal (Wis),
 
Intimidate (Cha),
 
Intimidate (Cha),
Knowledge (Arcana) (Int),
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Knowledge (All) (Int),
Knowledge (Religion) (Int),
 
 
Perception (Wis),
 
Perception (Wis),
 
Perform (Cha),
 
Perform (Cha),
 
Profession (Wis),
 
Profession (Wis),
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Ride (Dex),
 
Sense Motive (Wis),
 
Sense Motive (Wis),
 
Sleight Of Hand (Dex),
 
Sleight Of Hand (Dex),
Spellcraft (Int),
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Spellcraft (Int),  
Stealth (Dex), and
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Swim (Str), and
Swim (Str).
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Use Magic Device (Cha).
  
 
6 skill points per level.
 
6 skill points per level.
  
=== Weapon and Armor Proficiency ===
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=== Diminished Spellcasting ===
Proficient with the club, dagger, sap, unarmed strike, quarterstaff, the favored weapon of his patron, and with light armor but not with shields.
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A skilled cleric may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Wisdom allows bonus spells of that level.
 
 
=== Divine Disable (Ex) ===
 
A crafty cleric can use Disable Device to disarm magic traps.
 
 
 
=== Evasion (Ex) ===
 
At 4rd level and higher, a crafty 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 crafty cleric gains a bonus on Reflex saving throws of +1 per four class levels. Evasion can be used only if the crafty cleric is wearing light armor or no armor. A helpless crafty 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.
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=== Spontaneous Domains ===
 +
In addition to being able to substitute for cure/inflict spells, a skilled cleric can substitute for domain spells from either of her domains in a similar manner. This is a modification of spontaneous casting.
  
This replaces the channel energy ability.
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== Table: Skilled Cleric==
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{|class="wikitable"
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|rowspan=2|''' Level'''||rowspan=2|''' Base Attack Bonus'''||rowspan=2|''' Fort Save'''||rowspan=2|''' Ref Save'''||rowspan=2|''' Will Save'''||rowspan=2|''' Special'''||colspan=10|'''Spells per Day'''
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|-
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||0+1||| 1st||| 2nd||| 3rd||| 4th||| 5th||| 6th||| 7th||| 8th||| 9th
 +
|-
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|valign="top"|1st||valign="top"|+0||valign="top"|+2||valign="top"|+0||valign="top"|+2||valign="top"|  Aura, channel energy 1d6, domains, orisons, spontaneous domains||valign="top"| 2||valign="top"|0+1||| ||| ||| ||| ||| ||| ||| |||
 +
|-
 +
||2nd||| +1||| +3||| +0||| +3||| ||| 3||| 1+1||| —||| —||| —||| —||| —||| —||| —||| —
 +
|-
 +
||3rd||| +2||| +3||| +1||| +3||| Channel energy 2d6||| 3||| 1+1||| 0+1||| —||| —||| —||| —||| —||| —||| —
 +
|-
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||4th||| +3||| +4||| +1||| +4|||  ||| 4 ||| 2+1||| 1+1||| —||| —||| —||| —||| —||| —||| —
 +
|-
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||5th||| +3||| +4||| +1||| +4||| Channel energy 3d6||| 4||| 2+1||| 1+1||| 0+1||| —||| —||| —||| —||| —||| —
 +
|-
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||6th||| +4||| +5||| +2||| +5||| ||| 4 ||| 2+1||| 2+1||| 1+1||| —||| —||| —||| —||| —||| —
 +
|-
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||7th||| +5||| +5||| +2||| +5||| Channel energy 4d6|| |5 ||| 3+1||| 2+1||| 1+1||| 0+1||| —||| —||| —||| —||| 
 +
|-
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||8th||| +6/+1||| +6||| +2||| +6|||  ||| 5||| 3+1||| 2+1||| 2+1||| 1+1||| —||| —||| —||| —||| —
 +
|-
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||9th||| +6/+1||| +6||| +3||| +6||| Channel energy 5d6||| 5||| 3+1||| 3+1||| 2+1||| 1+1||| 0+1||| —||| —||| —||| —
 +
|-
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||10th||| +7/+2||| +7||| +3||| +7||| ||| 5||| 3+1||| 3+1||| 2+1||| 2+1||| 1+1||| —||| —||| —||| —
 +
|-
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||11th||| +8/+3||| +7||| +3||| +7||| Channel energy 6d6||| 5||| 4+1||| 3+1||| 3+1||| 2+1||| 1+1||| 0+1||| —||| —||| —
 +
|-
 +
||12th||| +9/+4||| +8||| +4||| +8|||  ||| 5||| 4+1||| 3+1||| 3+1||| 2+1||| 2+1||| 1+1||| —||| —||| —
 +
|-
 +
||13th||| +9/+4||| +8||| +4||| +8||| Channel energy 7d6||| 5||| 4+1||| 4+1||| 3+1||| 3+1||| 2+1||| 1+1||| 0+1||| —||| —
 +
|-
 +
||14th||| +10/+5||| +9||| +4||| +9||| ||| 5||| 4+1||| 4+1||| 3+1||| 3+1||| 2+1||| 2+1||| 1+1||| —||| —
 +
|-
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||15th||| +11/+6/+1||| +9||| +5||| +9||| Channel energy 8d6||| 5||| 4+1||| 4+1||| 4+1||| 3+1||| 3+1||| 2+1||| 1+1||| 0+1||| —
 +
|-
 +
||16th||| +12/+7/+2||| +10||| +5||| +10|||  ||| 5||| 4+1||| 4+1||| 4+1||| 3+1||| 3+1||| 2+1||| 2+1||| 1+1||| —
 +
|-
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||17th||| +12/+7/+2||| +10||| +5||| +10||| Channel energy 9d6||| 5||| 4+1||| 4+1||| 4+1||| 4+1||| 3+1||| 3+1||| 2+1||| 1+1||| 0+1
 +
|-
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||18th||| +13/+8/+3||| +11||| +6||| +11||| ||| 5||| 4+1||| 4+1||| 4+1||| 4+1||| 3+1||| 3+1||| 2+1||| 2+1||| 1+1
 +
|-
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||19th||| +14/+9/+4||| +11||| +6||| +11||| Channel energy 10d6||| 5 ||| 4+1||| 4+1||| 4+1||| 4+1||| 4+1||| 3+1||| 3+1||| 2+1||| 2+1
 +
|-
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||20th||| +15/+10/+5||| +12||| +6||| +12|||  ||| 5 ||| 4+1||| 4+1||| 4+1||| 4+1||| 4+1||| 3+1||| 3+1||| 3+1||| 3+1
 +
|}
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
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* Class Skills
 
* Class Skills
 
* Skill points per level
 
* Skill points per level
* Weapon and Armor Proficiency
+
* Spells
* Channel Energy
+
* Spontaneous casting
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 11:51, 12 August 2016

ApathApath Logo
Unofficial rules compendium

A skilled cleric is focused less on general miracles and more on how to relate to physical reality through domains and skills.

Class Features

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

Class Skills

Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight Of Hand (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

6 skill points per level.

Diminished Spellcasting

A skilled cleric may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Wisdom allows bonus spells of that level.

Spontaneous Domains

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

Table: Skilled Cleric

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0+1 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous domains 2 0+1
2nd +1 +3 +0 +3 3 1+1 — — — — — — — —
3rd +2 +3 +1 +3 Channel energy 2d6 3 1+1 0+1 — — — — — — —
4th +3 +4 +1 +4 4 2+1 1+1 — — — — — — —
5th +3 +4 +1 +4 Channel energy 3d6 4 2+1 1+1 0+1 — — — — — —
6th +4 +5 +2 +5 4 2+1 2+1 1+1 — — — — — —
7th +5 +5 +2 +5 Channel energy 4d6 5 3+1 2+1 1+1 0+1 — — — —
8th +6/+1 +6 +2 +6 5 3+1 2+1 2+1 1+1 — — — — —
9th +6/+1 +6 +3 +6 Channel energy 5d6 5 3+1 3+1 2+1 1+1 0+1 — — — —
10th +7/+2 +7 +3 +7 5 3+1 3+1 2+1 2+1 1+1 — — — —
11th +8/+3 +7 +3 +7 Channel energy 6d6 5 4+1 3+1 3+1 2+1 1+1 0+1 — — —
12th +9/+4 +8 +4 +8 5 4+1 3+1 3+1 2+1 2+1 1+1 — — —
13th +9/+4 +8 +4 +8 Channel energy 7d6 5 4+1 4+1 3+1 3+1 2+1 1+1 0+1 — —
14th +10/+5 +9 +4 +9 5 4+1 4+1 3+1 3+1 2+1 2+1 1+1 — —
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 5 4+1 4+1 4+1 3+1 3+1 2+1 1+1 0+1 —
16th +12/+7/+2 +10 +5 +10 5 4+1 4+1 4+1 3+1 3+1 2+1 2+1 1+1 —
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 5 4+1 4+1 4+1 4+1 3+1 3+1 2+1 1+1 0+1
18th +13/+8/+3 +11 +6 +11 5 4+1 4+1 4+1 4+1 3+1 3+1 2+1 2+1 1+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 5 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 2+1
20th +15/+10/+5 +12 +6 +12 5 4+1 4+1 4+1 4+1 4+1 3+1 3+1 3+1 3+1

Summary of Changed Class Abilities

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

  • Class Skills
  • Skill points per level
  • Spells
  • Spontaneous casting
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