Adventurous Cleric (D&D Cleric variant)
Unofficial rules compendium | |
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Skills: Class skills: Climb, Concentration, Craft, Diplomacy, Disable Device, 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.
6 skill points per level.
Weapon and Armor Proficiency: Proficient with simple weapons and light armor.
Saving Throw Progression: Good saving throws for Reflex and Will saves, poor saving throws for Fortitude saving throws.
Trapfinding (Ex): Adventurous clerics can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. They can use the Disable Device skill to disarm magic traps. An adventurous cleric who beats a traps DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. This is the same as the rogue's trapfinding ability.
Evasion (Ex): At 3rd level and higher, an adventurous 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. Evasion can be used only if the adventurous cleric is wearing light armor or no armor. A helpless adventurous cleric does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 5th level, an adventurous cleric can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If an adventurous cleric already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.