Favored Adventurer (D&D Favored Soul variant)

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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.

Trapfinding (Ex): Favored adventurers 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 favored adventurer who beats a trap’s 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 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 favored adventurer is wearing light armor or no armor. A helpless favored adventurer does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 5th level, an favored adventurer 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 a favored adventurer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.